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Design by asking and answering questions

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Mrtwills
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Joined: 08/30/2015

I'm new to the design world and have started brainstorming and working on a game with a friend. Each time we meet we ask a single question. For example, "What is on the players cards?" "What are the actions players take?" Then we dissect the question and work on a solid answer. Always designing backwards from our goals and objectives of the game.

My question is, does anyone else design like this? If so what are the questions that you ask in various steps? I know questions change based on the game and mechanics in use but would like to hear what others say. For my first post thought this might open and interesting dialogue.

radioactivemouse
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Work loose

Mrtwills wrote:
I'm new to the design world and have started brainstorming and working on a game with a friend. Each time we meet we ask a single question. For example, "What is on the players cards?" "What are the actions players take?" Then we dissect the question and work on a solid answer. Always designing backwards from our goals and objectives of the game.

My question is, does anyone else design like this? If so what are the questions that you ask in various steps? I know questions change based on the game and mechanics in use but would like to hear what others say. For my first post thought this might open and interesting dialogue.

These are great questions and are questions you should ask all the time. The thing you should note is that as you go long your game design, the more the questions you answer will start affecting everything else in your game. What you change by asking one question will impact all other aspects of your game.

For example, if you ask "What is on the player cards?", work on the solution, then ask "What are the actions players take?" the solution may very well change how the player cards look because you're adding or subtracting what's on the player cards.

But I do ask questions when I design. I ask more broad questions and work my design around the first question. For example, I recently asked myself, "Is there a way I can make a party game where its primary mechanic doesn't use math and is not 'Apples to Apples-esque'?". My recent game design has been around this question.

If you're going to ask the questions you're proposing in your OP, keep it loose and create frameworks with some wiggle room. Make logs of everything you do; I usually use Word, Excel, whiteboard scribbles I take a pic of, whatever.

Various questions I ask are:

"What mechanics are thematic to this game?"
"What choices are my players making?"
"What makes my game different than other games?"
"How can I make this game stick out from all the other games?"
"What icons can I use for X, Y, or Z?"

Asking questions is a great way of creating game designs, but make sure your answers are open to changes as your design grows.

Hope this helps, good luck.

X3M
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Joined: 10/28/2013
Where do all the questions lead to?

The most important question that I always ask myself (and others/playtesters) is:

"Will a player still make this choice?"
Or, "has the choice become obsolete?"

With multiple choices, players often tend to making the same choice over and over. This is ok as long as any choice is used by players. However, some games tend to go into a certain direction in teaching players. Eventually, all players will try the same for reaching their goal; victory.

This means your game would be unbalanced in design, since some choices are considered obsolete.

Example: In Risk, Asia is one of the last continents to be conquered by players. The reason is that it is hard to defend and you need more regions to take. By that time, other players already have their starting empire.

Either adjust the choice, or remove the choice.

(In case of Asia, I divided this continent in the Russian and Far East.)

***

In a way, I design in the same way. Adding new choices and then work backwards to make them work. Without making other choices obsolete.

radioactivemouse
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Hmm...

X3M wrote:

With multiple choices, players often tend to making the same choice over and over. This is ok as long as any choice is used by players. However, some games tend to go into a certain direction in teaching players. Eventually, all players will try the same for reaching their goal; victory.

I don't agree with this. If you're giving the players multiple choices and the player is making the same choice over and over, then the designer hasn't created viable choices in the first place.

For example: Shotgun or Pistol? A shotgun has few bullets, but kills everything in short range. A pistol has far more bullets, but you need accurate shots and you have the benefit of longer range. Both are viable choices that the player can explore, but doesn't force a player to choose one thing and opens up the game to variable strategies.

But I do believe there should be easy decisions as well. Knife or Gun? Knife is unlimited and might kill short range, but if you're dealing with things that have to be killed from a distance, then you obviously take the gun. But the knife is still viable, so you might put it in your backpack for emergency use.

To me, you give a mixture of easy and hard decisions so that 1) the player doesn't feel like they're dumb, 2) the player can make meaty choices and 3) reduces AP by giving easier choices that help with the hard decisions.

X3M
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radioactivemouse wrote:X3M

radioactivemouse wrote:
X3M wrote:

With multiple choices, players often tend to making the same choice over and over. This is ok as long as any choice is used by players. However, some games tend to go into a certain direction in teaching players. Eventually, all players will try the same for reaching their goal; victory.

I don't agree with this. If you're giving the players multiple choices and the player is making the same choice over and over, then the designer hasn't created viable choices in the first place.

I said it is ok if other players make other choices. Meaning this player doesn't extend his view.
Unfortuately those exist. But no doubt, we have to prevent it as much as possible.

questccg
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It's odd to me...

This way of designing "for me" is odd.

Usually when I have a game design, I know what I want to accomplish in terms of what the game will be like. Once that "big picture" is defined, then I go forwards and examine what components (game elements) would be necessary to fulfill that vision.

Lots of time, there are issues on the "backburner". Things that are still not 100% clear about how to implement them. And those items usually take more time to crystallize. And I wait until there comes a time where I am more certain or have someone offer advice (on BGDF) and at other times, my design are "on hold" (take Quest AC 2)...

Meanwhile I'll be checking out videos of more games - to better see how the mechanics in games are being used. I'll help work on other designer's issues (wherever I can) ... And that also helps me by helping this community flourish! :)

I don't focus on one aspect or another, instead I work on achieving my "vision" of the game... And sometimes it's not possible or the resulting game is uninteresting. I think I must have designed about five (5) duel games that just plain "sucked"! :o

On the 6th one now - and I think I'm finally onto something good! ;)

Best of luck with your designs!

Mrtwills
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Joined: 08/30/2015
A great start

Thank you all. I'm so new to this and still in my head with most of my ideas and thoughts. (Not to mention I've got a two year old and a new born as of less than a week ago). I'm at a good point in my design and I think sharing that with everyone in this community might help my thought process and next steps.

I do like the radioactivemouse form of continually asking questions but how answering one might complicate others so there is a fine line.

I want to be a bigger part of this community of designers so let me know if you guys ever need a play tester or advice and I'll help.

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