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A refresher for many......

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Zzzzz
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The following content was taking from the old archived BGDF site. I think it is a great topic and deserves the current community to assess, comment, suggest, discuss these principles. As with any industry time bring change, so lets discuss this with respect to 2011!

Game design principles

  • Do not add a rule to take care of an unusual situation. In almost every case, the game can be subtly changed to prevent the situation from occurring. Each added rule, no matter how uncommonly it's required, adds complexity that makes your game harder to learn and, potentially, to play.
  • Your scoring design is your game design (J. Degann) Although designers tend to emphasize creation of innovative or clever mechanics, the true motivator of player decisions will ultimately be the game's scoring system rewards. The interesting decisions that the mechanics promote will only be interesting to the player if the scoring system encourages them to be.
  • Avoid false strategy (S. Appelcline) Avoid situations wherein players are required to make decisions that have no significant impact on the outcome of the game. Players will generally assume that games only present choices that are consequential and worth contemplating carefully, so present only decisions that matter. This principle will help shorten a game's playtime while simultaneously helping to keep players more engaged for the duration.
  • Balance with incentives and costs, not with restrictions It's common during playtesting to find several imbalances in a game. Perhaps when a certain situation comes up, a player is unduly rewarded or punished, or perhaps a player finds one particular strategic path that is considerably more successful than alternatives. It is possible to add rules that prevent unbalanced situations from arising. It is, however, much more satisfying to encourage players to behave in the way you want by modifying the rewards that you dangle in front of them, and by modifying the costs (both resource and opportunity costs) of the things you want to enable or prevent. A classic example is the "hand limit." Many games restrict the number of cards that players are allowed to hold, presumably because having too many cards gives players some overwhelming benefit. But a game's rules can discourage large hands in other ways — by driving up costs to acquire more and more cards, or providing some reward for a small hand. At the level of rules simplicity, stating "you can't have more than X cards" may be simpler and more effective in the long run, but as a principle, more interesting gameplay results from encouraging the "right" behavior organically (through so-called "natural limits" of your incentive and cost structures) rather than forcing that behavior by explicit rule.
  • Pay attention to the rules people forget Introduce some new people to the game, but don't give them the instructions. Instead, explain the game and start playing. Is there a rule that they frequently forget? Do you find yourself saying "no, you can't do that because of this..." or "don't forget about..." If so, consider either eliminating that rule or re-framing it so that players don't forget it. This is a particularly important principle if you plan on ever giving a demo at a trade show. Nothing will send a buyer walking away like saying "no, you can't do that because of this rule you didn't remember."
  • Simplify When you want to add rules, refrain from doing so. Even if it's so clever you just can't stand it. Often, a later design will prove to be a happy home for that neat idea you thought you couldn't live without in your current design.
  • Removal is OK One of the hardest tasks for a game designer (and me particularly) is knowing when to remove parts of a game design. Not because I do not notice the need to remove, but the issue of wanting to keep my rules/mechanics unchanged. BUT REALLY, removing things from a design is OK! You can always add it back later, if needed.
  • Theme and art sell the game, not mechanics — mechanics bring players back for more You can have the best darn mechanics in the world, but if the theme and art don't engender interest, your game will have a much harder time finding and retaining an audience. A game with a good theme and good art will get picked up and played once, perhaps twice, then set aside. A game with good theme, good art, and good mechanics will get picked up and played over and over again. Remember: the average gamer doesn't notice good mechanics - he or she just notices the absence of them. Good mechanics should be unobtrusive.
  • Understand how your mechanics model your metaphysical game-world You need a number from 1 to 20, but how are you going to generate it? Rolling a d20 is different from summing 2d10 which is different from drawing from a deck of 20 numbered cards. Each of those methods returns a different distribution of numbers and, consequently, each implies a different metaphysical reality.
  • Try to make your mechanics reflect the theme What are players doing in the game? Driving a herd of cattle? Tending to mayoral duties? Commanding an army? Mechanics should reflect and be associated with the game's theme. There isn't a lot of this out there in the gaming world, but when it happens, it makes designers proud and gamers happy. When you can incorporate a mechanic that reflects something you would actually be doing if you were the actual person/thing you are portraying in a game, by all means do so. As a corollary, use the theme to suggest interesting or novel mechanics; base the mechanic on the kind of decisions a person in that situation might face, and interesting choices may suggest themselves to you.

Design process principles

  • Never assume players will make smart decisions. While you need not ensure that a player who makes poor decisions has a chance to win, you do need to make certain that your game doesn't break down when one or more players is playing badly. It's fair to assume that players will play to try to win (as otherwise, most any game ends up "broken," in a sense), but don't assume they'll be good at it.
  • Failures are successes too No matter how horrible a game design might be, chance are, you have learned something new! So learn from those bad or horrible designs! Dont kick yourself for it, use it to make the next design better!
  • Half of building should be breaking Games are unique structures that are subject to unusual stresses when used. Before releasing a game into the wild, try to break the current system by finding a systematic exploitation of the rules that assures either a guaranteed win, or that the victory conditions never arrive. This is game breaking, and a game must be able to be unbreakable by any one player. Playtesting with people who are "rules lawyers" or are expert at exploiting loopholes in the rules can especially help with this process.
  • Include a "fair" setup Many games feature a player-controlled setup phase (e.g. Settlers of Catan), which can be a good way to introduce variability into each playing as well as to promote strategic development of a player's position, and differentiation of the players' strategies. However, asking players to make setup decisions before the game starts also adds a learning curve to the game. First-time players just want to get a feel for how the different mechanics of the game work; they will not yet have a basis for knowing what a "good" and "bad" initial setup strategy will be. It is a good idea to include a "fair" setup, one that has been tested and that gives each player position equal opportunity to do well in the game.
  • Graphics are not just eye candy When working on the graphics for a game (even for the earliest of the prototypes), remember that in addition to adding flavor to the game, and reinforcing the game theme, graphics can really make or break a game. If used intelligently, icons, colors, etc. will help the players understand how the game works, and make it more fun, allowing the players to focus on playing the game. Using graphics just as an adornment will most likely result in a harder to play game.
3ddevine
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Thanks for reposting this!

Thanks for reposting this! This is really well written and has a lot of great pointers and advice.

feNix
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What he said.

Ditto! This is some great advice and I should definitely like to put it to use in my own designing.

suf
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Great ideas!

Great ideas! Very nicely written too.

InvisibleJon
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Trying to figure out what parts I wrote...

I'm reading the starting post thinking, "Wow. This is great! What an excellent unearthing of knowledge that would have been lost... Yeah, that's good advice; I was using that one just the other day... Hey, that sounds like something I'd say. Wait a minute, I *know* I wrote that! (Oooh... That's pretty good!)"

I'm sure I wrote some of this, but I'm also certain that I did not write all of it (since there are sections that are attributed to people who are not me). D'you happen to have the URL for the original post you recovered this text from? I'd like to go back and see who wrote what.

Y'see, I'm in the process of writing a book on game design. There's a lot there that I'd like to include in the book, but I'd like to conclusively know what I can claim as my own and what I need to ask for permission to include (and whom to request permission from).

Thanks!

Zzzzz
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You can just use the Archive

You can just use the Archive link at the top of the current BGDF site. I would argue you did not write a bunch of this, but as with any collaborative source, all of us over the years have come to the same conclusions/processes/thoughts.

As for writing a book on game design, kudos to you. I have always wanted to do that, just the shear volume of knowledge on BGDF could yield 100 books! BUT do be careful. With a collaborative site like BGDF, it is often hard to deem whom exactly a thought/idea was conceived. And all of the content was edited/added/rewritten by another old time BGDF. So my guess is he took some privileges with rewording when necessary.

Zzzzz
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Invisible Jon.... looking

Invisible Jon.... looking quickly I see that you mentioned the following :

"Axioms:

(Others have said this one, but I'm putting up my take on it too:)
Simplify:
When you want to add rules, refrain from doing so. Even if it's so clever you just can't stand it. I still can't implement this rule all the way, which is why I often have too many variant options at the end of my rules.

Understand How Your Mechanics Model Your Metaphysical Game-World:
You need a number from 1 to 20. How are you going to determine it? Rolling a d20 is different from rolling 2d10 and summing, which is different from drawing a card from a deck numbered 1 to 20. Each one of these returns a different distribution of numbers. Consequently, each implies a different metaphysical reality.

Playtest, playtest, playest:
'Nuff said.

General Advice:

Multiple Paths to Victory... Heck, Enable Multiple Winners:
If you're worried that the game will get boring after repeated plays, ensure that there are multiple ways to win the game. If there are multiple factors with value in the game, consider awarding multiple winner titles (Player who ends the race first gets the "First Winner" title. Player who ends with the most coins gets "Richest Winner" title. If one player wins both titles, he or she gets "Total Winner" title.)

Theme and art Sell The Game, Not Mechanics. Mechanics Bring Players Back For More:
You can have the best darn mechanics in the world, but if the theme and are don't engender interest, your game will have a much harder time finding and retaining an audience. A game with a good theme and good art will get picked up and played once, perhaps twice, then set aside. A game with good theme, art, and mechanics will get picked up and played over and over again. Remember: The average gamer doesn't notice good mechanics - he or she just notices the absence of them. Good mechanics should be unobtrusive.

Time to go to work...

- Jonathan L."

Zzzzz
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What about addition of

What about addition of something like:

Keep actions/choices simple and meaningful
Sure many players LOVE hundreds of options and actions, BUT make sure your actions/choices are simple, to the point, and meaningful to game play. This ties in with AP and Simplify, but keep in mind making your actions/choices simple and to the point. It can help add the benefit of clarity to your game/rules, and if done well can reduce player confusion.

InvisibleJon
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Danke!

Hey Zzzzz,

Thanks for the info. I'm going to have to track down a few more pieces.

- JAL

Zzzzz
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InvisibleJon wrote:Hey

InvisibleJon wrote:
Hey Zzzzz,

Thanks for the info. I'm going to have to track down a few more pieces.

- JAL

Define track down? There is the archive site, which has the design principles wiki page, that references a thread that many of us contributed. Which all stemmed from a outside article that jwarrend brought to discussion involving some "axioms".

Cogentesque
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Well this looks pretty much

Well this looks pretty much gospel advice to me. I don't think that there should be too much change in respect of a newer era in much the same as what made a good book 500 years ago will probably make a good book today. There would only be newer examples and "trends" to keep an eye on (Dominion and the cuerrent hand management games as an exmaple) otherwise that looks like some pretty sound gorramn advice. I would love to repost this on bgg if its cool.

Cogentesque
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Just posted it up at bgg for

Just posted it up at bgg for everyone to read and add to.
http://boardgamegeek.com/thread/693766/best-advice-game-design-design-pr...

Great ideas in this post btw.

jwarrend
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BGG posts

I'm not sure how entirely comfortable I am with this (re-posting at BGG). We put a TON of work into the wiki back in the day, and while I think it's great to make the information available to a broad audience, I don't know if open posts at BGG are the best way to do that. I guess it depends somewhat on whether there are plans at some point to port the wiki over to the new website. I've defer to Seth and Dave on that one.

If not, perhaps the best path forward would be for one of us to start a blog at BGG, and to re-post the wiki articles as blog posts (of course, this loses some of the cool cross-linking functionality that made the wiki so useful, but at least it preserves the information). Probably current or former admins are the most appropriate people to have authorship privileges on the blog. Since the wiki represented the compilation of the input of many users, it's probably best for an admin to be directly involved in releasing this information in a new venue like this, to avoid any concerns of "theft".

AsgerSG
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Writing the rulespack

Hi folks,

new guy on the block here, and first time posting!

I'm tinkering with a soccer board game at the moment (while brainstorming other games as well), and while having a small group of friends test it, something occurred to me, that I think might be worth adding to this thread (which has already given me some great advice!).

The problem was one that I am sure many of you are familiar with. I had written the rules as concise as I could, and presented them in small separate boxes for a dummy layout. I had tried to make it easy to understand, in a straight forward and unambiguous language, and basically I think I had succeeded. None the less these players were having difficulties reading the rules! Regular gamers, and not the type to get flustered by unknown games. They had no trouble playing the game when I briefly explained the simple mechanics to them though.
I tried to get my head around what caused this, and couldn't quite figure it out, until I picked up a copy of a board game have lying around that I thought was incredibly easy to get into, and tried to look at how they had done it. And then it dawned in me... I had described all the different mechanics that were needed to play the game, but I had forgotten about the "narrative" or "walk-through" aspect of rules writing. This might be second nature, and it isn't revolutionary at all, but it seems to be working for me!

When writing your rules pack try to do so in a straight up word file. It should be understandable and easily accessible going from step to step. This way you ensure that anyone that picks it up, gets "carried through" the rules, and doesn't have to look up the different elements once they get referenced. There is a natural progression from start to finish. It is not enough to simply present all the relevant mechanics, to make it accessible it is paramount that you think about how you introduce it. For me, working classically top down in an ordinary word document proved a vast improvement, over trying to think up clever layout in boxes on a page. I'll try to get a picture up of what I mean, once available.

Hmm... it sounds so obvious, but there you go, I've put it out there for anyone that might find it worthwhile!

Regards
Asger Sams Granerud

Cogentesque
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Hello Asger, well first of

Hello Asger, well first of all welcome to BGDF :) you sound like the sort of person that will fit right in here - good to have you on board!

Congratulations I believe are in order in respect of creating a prototype of your game, - well done for the work up to now.

Regarding your rules explanation about having run throughs, I think that "Spend time on your game instructions" is a very valid point and worthy of inclusion. If you don't include them - the game is essentially broken. And I have personally been involved with games that have been "so-so" and after many years finding out that we were actually playing the damned thing wrong! As soon as we learnt the rules properly, it becamse way better.

I would love to include your comments in the community=updated bgg thread here http://boardgamegeek.com/thread/693766/
but would not want to take your credit away, would you mind copy+pasting what you wrote above in the thread? I will then swiftly uptake it into the list.

Cool.

AsgerSG
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But isn't that on BGG?

I'll do that if it is seen as right, but I figured that I'd keep it here as this is where I plan to "stay", while BGG will be were I venture to when I need outside assistance :)

What do I know of the social code here... I'll post it over shortly!

And thanks for the welcome!

Asger

Cogentesque
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Hah, you are completely right

Hah, you are completely right buddy!

Ok, more explanation: this thread is to help us designers for the good of the world! right? Even the title of the thread: "A refresher for many" means that bdgf dudes tend to have their heads screwed on very tightly and know a lot of what they are doing. the bgg dudes...well, they range in abilities and some are in dire need of helping out. Hence all the great bits of info we create here, I tend to spread it around the world - same as the good nuggets of info in bgg tend to get plonked here.

As the admins themselves of this site will tell you, the forum software is not the best, and sometimes it can be a right pain (mostly it is impossible) to change or update any particular thread, so in about 3 days time when this particularly informative post cycles out from the side bar on the right there, it will be lost for a good long time other than to those with the bookmarks. So all the best stuff I try and keep updated and permanent, so far the "community updated" version easily resides over at bgg.

But to come back to your original point, yes, I have found that BGDF is where the big frogs hang out ;) you can get GREAT feedback here and some of the pros are really spectacular, look forward to speaking more buddy.

Relexx
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Balance with incentives and costs, not with restrictions

I read this list on BGG probably a week ago and the one think that stuck out to me on my current game

"Balance with incentives and costs, not with restrictions"

After reading it, it had direct relevance to my game and is allowing me to adjust inappropriately ...

Can we sticky this thread?

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