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How do you know if your game will be fun?

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mcneipl
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I have poked at many game ideas over the last year and to be honest I have never carried the ideas far. It isn't for lack of interest or motivation. It typically goes something like this:

1. I have an idea
2. I work out the idea in a spreadsheet
3. I work up a prototype
4. I solo play test
5. It feels too complicated and boring

I have no problem with the idea of iterative design and the notion that a game will take hundreds of iterations to get just right. But so far each idea I try just feels blah.

Any game when you break it down to the mechanics is kind of silly. Roll the dice, collect these things, exchange them for these other things and repeat. How is that fun? I dunno, but it is. That's a rough outline of Settlers and its great fun.

I suppose my question is, do other people have this feeling early on? That your game feels kind of pointless? Should I ignore this and muscle through? Or are these early signs that the game is lame be listened to until I find an idea that feels better at the start?

Perhaps I will fire up a a new thread to share my current game idea / prototype.

Dralius
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Sometimes you think it might

Sometimes you think it might be fun and its not. Listen to your playtesters. They will let you know.

X3M
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Perhaps you have to ask

Perhaps you have to ask yourself. What is fun?
Not just for the board game. But in general.

https://en.wikipedia.org/wiki/Fun

Especially the psychology part peaked my interest.

Do some more research on it, if you need to. And then compare your new found knowledge, to your game designs. What is missing? It isn't fun, that is missing. But something that should cause the players to have fun. And this can be pinpointed if you practise it enough.

mcneipl
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agree!

Dralius wrote:
Sometimes you think it might be fun and its not. Listen to your playtesters. They will let you know.

I agree, the playtesters will tell me. But I don't ever get past the solo playtesting of my initial prototypes. I typically feel like I keep hitting yet another dead end so I give up.

What I am hearing in my own words is that I just need to persevere and get to a playtest with other people to see what they think.

mcneipl
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X3M wrote:Perhaps you have to

X3M wrote:
Perhaps you have to ask yourself. What is fun?
Not just for the board game. But in general.

https://en.wikipedia.org/wiki/Fun

Especially the psychology part peaked my interest.

Do some more research on it, if you need to. And then compare your new found knowledge, to your game designs. What is missing? It isn't fun, that is missing. But something that should cause the players to have fun. And this can be pinpointed if you practise it enough.

Thank you for the link, I will take a look for sure.

BoardGent
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Power through, fine tuning easier at end

mcneipl wrote:
I have poked at many game ideas over the last year and to be honest I have never carried the ideas far. It isn't for lack of interest or motivation. It typically goes something like this:

1. I have an idea
2. I work out the idea in a spreadsheet
3. I work up a prototype
4. I solo play test
5. It feels too complicated and boring

I have no problem with the idea of iterative design and the notion that a game will take hundreds of iterations to get just right. But so far each idea I try just feels blah.

Any game when you break it down to the mechanics is kind of silly. Roll the dice, collect these things, exchange them for these other things and repeat. How is that fun? I dunno, but it is. That's a rough outline of Settlers and its great fun.

I suppose my question is, do other people have this feeling early on? That your game feels kind of pointless? Should I ignore this and muscle through? Or are these early signs that the game is lame be listened to until I find an idea that feels better at the start?

Perhaps I will fire up a a new thread to share my current game idea / prototype.

I think this is really important for all designers, no matter the medium. Unless your game is for some reason impossible(too hard to make, too hard to implement, etc), finish the game. The end product isn't just the sum of parts, it's the interaction between parts. You could take a game like Dominion, make it so that you draw 4 cards instead of 5 to start, and make a completely different feeling game. Maybe start with 5 copper and 5 estates as opposed to 7/3. That would completely change the way the game plays.

Power through, because flaws are a lot easier to identify when a game is complete and you know how stuff works together.

I'm currently working on a game similar to Exploding Kittens, except there's a far bigger influence on deck manipulation and a larger focus on chance/party games. During concept creation, I thought that the game might feel boring when the deck was too big to draw the "explosion" card. Once a couple of % were worked out and the game was farther along, I decided that the central mechanics were fine, but a putting a card to speed up the game could solve the problem of being slow which I didn't know how to previously solve.

McTeddy
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Some of the best advice I'd

Some of the best advice I'd ever received was that you can't count on a game "Getting fun". It's either fun as it is or you need to match changes now.

If your feels long, complicated, and meh... then simplify.

Start small get a series of mechanics that are fun to toy with. And then you can scale up.

The other thing to remember is that something like "Settlers" is all about human-human interaction. Of course solo play would be dull.

If your game concept requires other players, then you need to test it with other players... ESPECIALLY early on.

Test it in the ideal situation for actual play as easily as possible because situation plays a major role. You don't want to waste months on solo testing only to realize the game sucks multiplayer.

Don't bother with details, balancing, or even a full deck of cards until you've proven that the core game loop is engaging.

radioactivemouse
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Technically vs. Practically

The technical explanation:

I teach my students that fun comes primarily through meaningful, "cool" decisions. As a designer, the true test of a designer is to create a game where you make the players feel as if they achieved victory through their own means.

Decisions in a vacuum like whether or not to take a dagger as opposed to a one-shot-kill unlimited ammo gun is not considered a cool decision, rather you create choices where the player has to think about what they want. A 10-round pistol that requires aiming and takes 3 bullets to kill...1 if you're lucky as opposed to a powerful shotgun at very short range, but only 4 rounds in it.

However, "fun"can also come in the form of kinesthetic activity. Dexterity games, Rock Band (video game), and DDR are all examples of this, though it can intimidate new players.

The simple explanation:

Playtest. It's that simple. The problem with this method is that it's trial and error and is time-consuming...the results may take longer, but you'll have more definitive results. The more you playtest, the more you learn what the players want in a game.

However, you have to be careful, not all playtesters will give you the feedback you need. You'll need to break out of testing the game yourself and get it into other people's hands. Use your immediate friends until you have a complete game, then run your game out in the wild. That's the true test of your game.

It's good to have a mixture of both technical and practical. Plan your game so that players make meaningful decisions, then test it out in public. Game design itself is primarily artistic, but its execution is mainly scientific; create a theory, test it out, adjust its parameters, wash, rinse, repeat.

I hope this helps.

adversitygames
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mcneipl wrote:I have poked at

mcneipl wrote:
I have poked at many game ideas over the last year and to be honest I have never carried the ideas far. It isn't for lack of interest or motivation. It typically goes something like this:

1. I have an idea
2. I work out the idea in a spreadsheet
3. I work up a prototype
4. I solo play test
5. It feels too complicated and boring

I have no problem with the idea of iterative design and the notion that a game will take hundreds of iterations to get just right. But so far each idea I try just feels blah.

Any game when you break it down to the mechanics is kind of silly. Roll the dice, collect these things, exchange them for these other things and repeat. How is that fun? I dunno, but it is. That's a rough outline of Settlers and its great fun.

I suppose my question is, do other people have this feeling early on? That your game feels kind of pointless? Should I ignore this and muscle through? Or are these early signs that the game is lame be listened to until I find an idea that feels better at the start?

Perhaps I will fire up a a new thread to share my current game idea / prototype.

It's hard to put down "designer mode" and get into "player mode" when playing your own games, which can skew your perception of fun.

Also part of the fun of a game is the discovery, coming to understand the system, find exploits, find strategies, etc. The problem here is, as designer, you already know all of that.

I have this problem particularly with my prototypes of simpler games (simple enough that I find the mechanics so easy that I don't really need to think about playing). But when other people play it, they enjoy it because they *don't* know every single rule and detail perfectly and haven't worked out how to win yet.

A few metrics to judge whether it will be fun, I think these are (some of the) handy ways of including fun in a game:
* Does it have multiple ways of winning, multiple strategies, which are all viable and can be reasonably tried out?
* Does it have competition between players? Are they competing between action spaces/resources, or directly competing/attacking each other? And also, importantly, if another player "wins" the cometition do the other players still have viable things to do/don't get knocked out just because of one loss?
* Is there an element of risk-reward assessment? Either by strategies that can hang on taking a (known) risk for a payoff? (if the risk is unknown, it's more annoying than fun)

But playtesting is essential. This isn't a guaranteed measure of fun, but whether testers have fun or not you get valuable information - either they have fun (you win) or they don't have fun (you find out what is wrong OR you find out what sort of player you shouldn't market to).
Playtesting also is good for revealing exploits and holes in your rules. Exploits often sound bad, but they're actually great fun to find and use, as long as they don't completely imbalance game.

saluk
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Instead of giving up, keep

Instead of giving up, keep tinkering. Measure each revision you make as "more" fun or "less" fun. If you get something that is "less" fun, take a step back. If you get something that is "more" fun, take that as the next base and keep tinkering.

There is no creative endeavor I know of that tends to produce quality from the first implementation of the idea. (By "tends to", I mean that you do sometimes get an idea that generates something good right away, but you either have to be a very gifted creator already, or luck onto one of those rare ideas that just works). Most of the time you will have to hammer, and sculpt, edit, continually add new layers of paint - and occasionally put one piece aside to do something else when something just isn't working.

At the same time, if you are inexperienced, you are probably choosing the wrong first project. Start with a simple roll and move, or a small adjustment to some game system that already works rather than trying to invent something too new. Add your own twist to it for sure, but stay in the same family. This is something I have a hard time with. I always want to be very original with everything I create, but the issue is that I am in uncharted waters, and there is no proof that my unique concept can even make a good product at all.

You are right that just rolling dice, collecting cards, converting one token into another, is kind of a silly concept to begin with. The magic happens in how the game system as a whole functions, how everything works together to create interesting behavior, and provide opportunities for the player who understands that system or is better paying attention to gain an advantage. But these complex relationships flow from simple mechanics, and I think it can definitely be quite tricky to see how your simple rules will create the subtle complexities of the wider system that you hope to generate. That's why iteration is so highly favored as a design methodology. Because when you operate the engine, you can very quickly find out what the output will be.

gilamonster
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radioactivemouse wrote:The

radioactivemouse wrote:
The technical explanation:

I teach my students that fun comes primarily through meaningful, "cool" decisions. As a designer, the true test of a designer is to create a game where you make the players feel as if they achieved victory through their own means.

I think that this is a big part of making something fun, but perhaps not the whole story, or at least I can elaborate further on this:

You could try to create a feeling of uncertain anticipation based on risk-taking:
"I've committed to my plan X - but is someone going to disrupt it now with Y?"
or:
"If I roll a five or a six next turn, I can do Z which will bring my so much closer to victory - will I have good luck?"
I think that most people enjoy taking risks (which is why gambling is addictive) and non-gambling games offer a harmless way of doing this with no serious repercussions.

Then there's a more certain type of anticipation of a deserved reward:
"My opponent does not suspect that I'm about to drop a giant frozen narwhale on his citadel, crippling his war-effort! Let's see him stop that! Mwuahaha!"
As mentioned by others, people like to feal that they've somehow earned their victory through being more clever or dexterous than their opponent; but while actually playing the game it is the anticipation of this which is important.

And finally, overt or implied humour and absurdity also goes a long way towards adding fun I think (if you lose in a comical way, at least you can laugh about it now and relate the absurd debacle to a third party later). This can be done partially through artwork or theme, but I suspect this will loose efficacy quite quickly if not accompanied by something slightly whacky or unpredictable in the game mechanics (freak chances of powerful effects, big swings, etc). Absurdity helps reinforce the idea that the game is not serious, ie, it is for fun.

Of course you can't combine these all in equal measure in one game, as they are partially contradictory, and which you favour depends on what sort of players you expect to target.

I hope that is useful

mcneipl
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McTeddy wrote:...If your game

McTeddy wrote:
...If your game concept requires other players, then you need to test it with other players... ESPECIALLY early on...

This is an excellent point. Solo play testing a game meant for multiple players will only be useful at a most basic level. I need to test with humans!

mcneipl
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radioactivemouse wrote:The

radioactivemouse wrote:
The technical explanation:

I teach my students that fun comes primarily through meaningful, "cool" decisions. As a designer, the true test of a designer is to create a game where you make the players feel as if they achieved victory through their own means.

Decisions in a vacuum like whether or not to take a dagger as opposed to a one-shot-kill unlimited ammo gun is not considered a cool decision, rather you create choices where the player has to think about what they want. A 10-round pistol that requires aiming and takes 3 bullets to kill...1 if you're lucky as opposed to a powerful shotgun at very short range, but only 4 rounds in it.

However, "fun"can also come in the form of kinesthetic activity. Dexterity games, Rock Band (video game), and DDR are all examples of this, though it can intimidate new players.

The simple explanation:

Playtest. It's that simple. The problem with this method is that it's trial and error and is time-consuming...the results may take longer, but you'll have more definitive results. The more you playtest, the more you learn what the players want in a game.

However, you have to be careful, not all playtesters will give you the feedback you need. You'll need to break out of testing the game yourself and get it into other people's hands. Use your immediate friends until you have a complete game, then run your game out in the wild. That's the true test of your game.

It's good to have a mixture of both technical and practical. Plan your game so that players make meaningful decisions, then test it out in public. Game design itself is primarily artistic, but its execution is mainly scientific; create a theory, test it out, adjust its parameters, wash, rinse, repeat.

I hope this helps.

Excellent feedback and thank you for taking the time to respond. In the past my rough ideas had WAY too many components. So now I am working from a minimal amount of components. For example, instead of a unique deck of cards for each player, everyone shares a single deck. Start from minimal and only add elements as needed.

This leads me to your point on decisions. Meaningful decisions are really key aren't they. In my current prototype I get the feeling that the decisions are really kind of non-decisions. You basically have one rather obvious and best choice. I need to create a scenario where you can pick a startegy or approach and run with it.

Thanks again, I have a lot to think about!

mcneipl
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iamseph wrote:... A few

iamseph wrote:
...

A few metrics to judge whether it will be fun, I think these are (some of the) handy ways of including fun in a game:
* Does it have multiple ways of winning, multiple strategies, which are all viable and can be reasonably tried out?
* Does it have competition between players? Are they competing between action spaces/resources, or directly competing/attacking each other? And also, importantly, if another player "wins" the cometition do the other players still have viable things to do/don't get knocked out just because of one loss?
* Is there an element of risk-reward assessment? Either by strategies that can hang on taking a (known) risk for a payoff? (if the risk is unknown, it's more annoying than fun).
...

This is a great list to keep in mind. I am thinking that my last prototype was a bit too simplistic and resulted in a legitimately boring experience. I need to find a way to weave in the elements you have described.

Thank you for taking the time to respond, it is very helpful and encouraging to hear everyone's perspective.

I have zero expectation of hitting a home run on the first stab. I come from the design world where everything is iterative and we have to constantly improve everything we build. So this idea is not hard for me. I just have yet to get over that initial hump of frustration!

mcneipl
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prototype link

If you are interested, I posted details of the prototype here: http://www.bgdf.com/forum/game-creation/new-game-ideas/space-smugglers

As I mentioned earlier, my goal was to start with a minimum of components.

Also, I think the feedback that I am basically starting from scratch (instead of modeling it after an existing game) is a rather challenging approach for a novice game designer is excellent feedback.

Thanks again for everyone's time, I very much appreciate it.

radioactivemouse
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Don't be discouraged...

mcneipl wrote:

Excellent feedback and thank you for taking the time to respond. In the past my rough ideas had WAY too many components. So now I am working from a minimal amount of components. For example, instead of a unique deck of cards for each player, everyone shares a single deck. Start from minimal and only add elements as needed.

This leads me to your point on decisions. Meaningful decisions are really key aren't they. In my current prototype I get the feeling that the decisions are really kind of non-decisions. You basically have one rather obvious and best choice. I need to create a scenario where you can pick a startegy or approach and run with it.

Thanks again, I have a lot to think about!

I don't mean to toot my own horn, but I invite you to look at the game I released, Conquest at Kismet by Victory Point Games. It's a game that has decision making at almost every step while keeping your options open every turn. You're deciding what cards you want to play, you're deciding what cards you're sacrificing, you're deciding which card to pull, and you're deciding where your attack is going. Many players have told me that the game forces you to "do better" in the next game, which really takes the focus of game to each individual decisions in a simple package.

A lot of good game design comes from planning. It certainly doesn't replace play testing in any way, it just helps keep the ship going in a singular direction without having to radically change (or scrap) in the middle of production. No one is immune from this; every designer has tons of designs that just never made it to prototype or scrapped projects that were almost completed.

Of course being here in this forum helps out; we all learn from the successes and mistakes of our peers.

questccg
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You get BETTER at it

It's been quoted and said many times: your early games will suck and as you gain more experience, your later games will be more solid.

I have a whole slew of ideas. Sometimes I work on an older idea - just to see if I can FIX what was wrong with that game. I do it when an idea strikes or I see or read something that triggers something, etc.

First design before prototypes usually tend to be "bloated" with too many pieces or parts to the game. Prototype usually helps in determining IF the game is fun in SOLO playtests. This is where you figure out is the game going to be FUN. How I define fun is something like: are the players taking meaningful actions on their turn? Or is the game open enough to make players feel like there is sufficient strategy and depth??

Not many games get past this stage. Some have more solid prototypes that also failed - but I'm not ready to shelve the game - since I feel there is POTENTIAL even if the game FAILED my solo prototyping/playtesting.

That's the thing. A game may be boring or meh, but it could act as a spring board for another idea which has different mechanics and game play.

In the case of my designs - because I try to keep them as simple as possible, usually there is not enough interaction: either in terms of the cards or in terms of the players.

But the definite reality is that you DO get BETTER at it, the more designs you put out there. You generally get a better understanding WHY some of your earlier designs sucked and as I have already mentioned you can grab ideas from previous failures because they bring something original to the game...

Don't give up, keep on designing and you'll eventually find a balance between simplicity and strategy. That's what I strive for...

Slide
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funicity

one of the most important ways to make a game fun i have found is to present players with options, various routes they can take, or items they can collect, goals they can pursue.
too many will overload, but a few simple options soon ramp up the replayability and possibilities because they combine with each other.

the key seems to be to trick players into thinking they came up with a way to break the game, to find a loophole. as if they and noone else has stumbled upon the secret to winning outright. but the secret is that the game itself has led the player down that path, we the designers plan all of the loopholes and tricks.

if there are many potential ways to win, different people will see different ways in different lights, and they will decide what they think is the right way to win. the game has to facilitate this, and reward players who want to break away from the constraints of the rules.
but obv contingencies have to be in place to ensure no runaway leaders monopolise too heavily.

earning victory through brain or brawn rather than a preordained algorithm is what injects fun in my opinion.

n8ath2o
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Keep going...

Play testers are there to tell you what they like, don't like and how well they understood it. Your job is to keep making changes until everything balances. No one will like all games. If you stop because you don't like where it came from you won't ever design a game.

...ask yourself (as the original game tester) why don't I like this game? what is it missing or in many cases the best question is, what can I remove?

Also go past the idea in your mind. Don't produce a prototype until you imagine playing it. Go through each stage in your head imagine how they interact with other stages. Imagination is my greatest tool!

Experimental Designs
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Also don't forget there is

Also don't forget there is always a niche out there for something the mainline games will avoid or not touch on for the simple reason it is a niche game. Something for everyone as it were.

For instance, a game like Panzer is pretty niche due to the level of detail it has. Some people (like me) love that amount of detail while others want a simple "beer and pretzels" game like Tide of Iron they can finish in an hour.

Fun is subjective because what maybe boring to some maybe quite entertaining for others. It depends what your aim is or what your target audience is for that matter. The trick is finding where your ideas can fit. There are nearly countless shapes and sizes out there your idea can fit in.

Caeobem
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My opinion of fun and how it develops

I very much disagree with Slide. I believe that the number one way to allow fun in a game is to make a overtoppling win possible, BUT allowing an overtopping counter also possible. I believe that it must not be planned that far, and within every piece of the game there must be a way to strategize to break down any other part of the game. If we allow ourselves to control the game but them to have freedom in some parts, they will slowly break away from the game because they don't feel that the game is a true creative outlet. I believe that if we allow the game to have an infinite capability of every perfect strategy and counterstrategy, it will allow for much more play.

I think that fun within the game is shown through the learning of a new piece of the game. When someone plays something as big as MTG, Pokemon, Vanguard, and Yugio, whenever they learn one area of the game well, for example control turn-combo blue MTG, there are others ways to expand in that area of play. If they, for example, want to understand the interactions between turn-combo blue and strong draw, scry blue, they can do so. Within in every small differentiating selection of cards they can find more. If they have memorized 36 cards, found all the interactions, know them from top to bottom, and every that can be played against them and for them, they still don't know what changing one of those cards out for a different type of card will do. Every big fun and addicting game allows for a complete reversal of thought upon new information.

TwentyPercent
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This is so true. I loathe

This is so true.

I loathe solo playtesting, no matter the game, it never is fun. But playtesting the same game with friends can be a blast.

Some people don't mind it, but it sounds like you are more like me in that regard.

Just playtest with friends. Since this is more difficult to do and can't be done as often, be prepared or get a lot of feedback and take notes. Make sure it's a productive playtest.

chromatic shift
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The designer's job is to develop fun - not summon it

The way I see it, you (mcneipl) may have the feeling that you have to have "fun" in a prototype or an idea as soon as it progresses from spreadsheet to prototype. I totally see where you are coming from - since "fun" is something that we're trying to develop.
I think most of the time - at least in the very initial state of an idea - you can ignore that feeling of the game being "boring" because technically, you're only starting to work at the game. There's a reason they compare a game to a child: in the very early days it's going to be a lot of work and a lot of sh**. But in time it'll get bigger, start talking and grow up and be a ton of fun.

Whenever I start to design on a new idea, I concentrate on the mechanics being as simple as they can be, that they run as smoothly as I can make them in the early stages and try to build the idea as logical and balanced as possible in theory. This is not the "fun" aspect of designing, because it can take virtually forever to get something right.

I do solo testing to find out whether the "technical" aspects of the game are ok and working the way I intended them to. Do the mechanics work in that specific way or do "players" experience trouble? Those questions don't have anything to do with fun yet - but they are crucial for the later stages, otherwise you might up having no "fun" later on with your playtesters and no clue what to look for in order to fix it.

When I have a feeling that the game is "playable", I take it out to the game group or other designers and present the game as is (i.e. with the caveat of it being "not fun" but playable as far as I can tell).
Until that time my idea of how it could be fun is mostly based on other games I've seen the mechanics in, not me having such a great time while solo testing - that may (and hopefully will) come later on.

Your solo testing cannot replace human interaction (which is quintessential for boardgames) - but it is necessary to make sure that your idea at least works and has a chance to face playtesters. After that you can still find out how to add "fun" to the game.

hope that makes sense

saluk
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I was watching a video on

I was watching a video on youtube by Gil Hova and it starts with why "fun" isn't a useful place to start. It's worth a watch!

https://www.youtube.com/watch?v=e9bT77zzr-4&list=PLgOaQpus0t2lHdQnv8Dif3...

questccg
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FUN comes "afterwards"...

I think as a designer we set out to create games that are FUN... but the real fun comes "afterwards".

WHEN? When you assist a playtest in which the players immerse themselves into the game. And then there is banter, people upset about what a player did to them, or how viciously a player used a card combo to his advantage... Or even worst when such a combo is "denied" by a counter card! :)

That's when you see that playing your game is FUN.

But back to the OP, I think at first you need to figure out WHAT kind of game you want to design. Things like theme and mechanics should be your early goals when developing a prototype. Trying to bring together something that is PLAYABLE, but far from finished. And then it becomes a process of more playtesting and refining until you have a solid "core".

Once you have done this - playing the game should be "smoother" and it may not be FUN - YET... But it's on its way to becoming a game people may enjoy playing. And this is the KEY point: some people will enjoy playing.

If you find a niche, and your game fills that niche very nicely, then I would say your game will hit home with that target audience.

So remember the odds are, once you figure out your target audience, that your game will be FUN to people to whom the game was designed to please...

escapistBob
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This book is a great

This book is a great resource:

http://www.gamasutra.com/view/feature/132326/book_review_the_art_of_game...

The book is broken up into a series of digestible "lenses". Each lens represents a perspective on what makes a game a game. Some are psychological motivations on why people play. Others are common tropes in storytelling. You can get a deck of cards with each of these and you can use it to brainstorm or challenge an existing design.

Here's my internal cheatsheet for what's fun:

* Why people play games:
** The fun of exploration. "How is this going to turn out?"
** The fun of beating others. "I totally creamed you!"
** The fun of becoming closer with others. "Wow, I just learned something about you..."
** The fun of solving a puzzle. "Eureka, if I play 1 then 2 then 3, I'll win!"
** The fun of finding a pattern. "Hmm, I think her strategy is to collect gems."
** The fun of collecting. "Woot, I just got all the red guys."
** The fun of variable rewards. "Did you just see what I drew from the treasure deck!?"
** The fun of character growth. "I leveled my dude up to 11."
** The fun of overcoming a challenge. "I rolled a 12!"

That's just a start, but I find it helpful to focus on 2-3 of these as I start to design a concept. Note that many of them can't really be solo playtested (social, puzzles, exploration), but at least you can create a theory for why your game will work that you can build content around.

Tedthebug
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Joined: 01/17/2016
Re the Jesse Schell book

You can also get the deck of lens cards as an app on iPad. A lot of it is more focused to video game & VR (he worked on Disney rides as well as digital games) but they are still really useful. I occassionally do a random 4-card draw just to get me thinking about my game in ways I wasn't before.

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