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Hello, new hobbyist in need of advice

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Chip Molter
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Joined: 11/20/2013

Hello, all; I'm Chip. I just seriously picked up board gaming about a year ago and started seriously working on new game designs about 2 months ago.

These past 2 months have been as taxing as they've been exhilarating. In that time, I've played a lot of different games, read a ton of information, and kept a journal of my thoughts. I've come up with about 12 game concepts to various levels of detail, but the ones I'm most interested in developing into full-fledged games seem invariably to get stuck right as I'm working out how to turn them into prototypes.

I usually start with a theme or game experience that I want to create. For instance, this process started with an idea for a luchador game centered primarily on playing suit combinations in order to pull off special moves, while also using the same cards to control movement of pawns on a board. Positioning relative to your opponent would affect which combos can be played as well.

As soon as I start feeling like I'm ready to turn it into a prototype, however, I end up in this weird place of uncertainty and confusion. I can't make the cards until I have a good idea for what to put on them. But I don't know what to put on them until I have a clear idea of what combat mechanic I should use. It feels like a catch 22. And usually, I end up coming up with another idea for another game and having to write that down instead. The game I am most interested in developing right now is a story telling card game, the concept of which I have put a lot of thought into but can't even decide on the SHAPE of the cards, and now I've got 3 different ideas bouncing around for games based on aperiodic tiling, as well as 5 different methods of scoring that are just waiting for a prototype set of cards to choose between!

I know - I need to just pick something and try it. What I'd really love is to hear from some people who can relate to what I'm talking about and who can share with me how they got past this same point of fuzziness in details/mechanic selection preventing them from making their very first prototype. Once I get through it once, I'm certain I'll have the confidence to get through it again. Just need help with the first milestone!

Thanks for hosting this site as a resource to those like me who are both consumed and confused by this hobby.

Corsaire
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Joined: 06/27/2013
I think focusing less on the

I think focusing less on the mechanical bits and more on the player's experience provides a great filter for design decisions. Like what interesting dilemmas will the players face using an aperiodic tiling system? What's the middle of the game feel like? What sub-goals are players trying for? You can write out a narrative description of how the ideal game plays without the mechanics, then see what mechanics fit. For prototyping, use index cards and just start putting stuff on them. Cross out something that doesn't work and replace it with something better while you solo playtest.

Heraclitus
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Joined: 09/10/2013
confusion in the design process

Chip, I don't have any easy answers for you, but here's a relevant quotation from "101 Things I Learned in Architecture School" that made an impression on me:

Quote:
Being process-oriented, not product-driven, is the most important and difficult skill for a designer to develop. Being process-oriented means:
1 seeking to understand a design problem before chasing after solutions;
2 not force-fitting solutions to old problems onto new problems;
3 removing yourself from prideful investment in your projects and being slow to fall in love with your ideas;
4 making design investigations and decisions holistically (that address several aspects of a design problem at once) rather than sequentially (that finalize one aspect of a solution before investigating the next);
5 making design decisions conditionally—that is, with the awareness that they may or may not work out as you continue toward a final solution;
6 knowing when to change and when to stick with previous decisions;
7 accepting as normal the anxiety that comes from not knowing what to do;
8 working fluidly between concept-scale and detail-scale to see how each informs the other;
9 always asking “What if … ?” regardless of how satisfied you are with your solution.

Item #7 seems especially wise to me.

Best wishes!

RBanuelos
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Joined: 10/20/2013
Similar situation

I'm very much in the same boat but have found that just going with your instincts work best. If you're having trouble on a game idea but have inspiration for another just work on the other one. A lot of ideas sound great on paper or in your head but in reality they just aren't very fun so there's no reason to force it. I've made a couple of prototypes for games and have redesigned them multiple times but at the end of the day they just aren't very fun.

I think it's a lot of trial and error, make it a functioning game first and then go for the unique mechanics of it. I am a musician as well and there are songs I strain over trying to make it work or make the "perfect" song but it just doesn't happen and sometimes I pick up the bass and a song just comes out. If you don't feel confident in a prototype don't go into it, make a prototype for a game you have figured out further along. Just getting the practice of prototyping less exciting games will help you with your better ideas.

For insistence I have an idea for a detective type game involving many cards and game mechanics but get stuck on many parts of it, so I leave it alone until inspiration strikes and then I jot down the idea. In the same time I have another game about record collecting that I figured out a basic game for and will print out cards for prototypes to test out. Some games just take a while, don't force it.

The first prototype is in your head, if you can play it out in your head then it's easy to make the pieces for it. Index cards are great as previously mentioned but also buying some $1 pack of playing cards is really good too. Take a sharpie and go to town, now you have a viable deck of cards that can be shuffled and played with. You'll be making a lot of changes to your game before the prototype, during the prototype and after the prototype. So for your luchador game take a deck of cards and draw the suits you're using on them and then make some for the movement as well. If you need some inspiration for sizes I would check out www.thegamecrafter.com for the prices and sizes they offer. This will give you some idea of what can be printed realistically as well and how other games use those cards. Also cut out some practice sizes out of poster board and play around with them, you'll eventually get a strong feeling about one of the sizes.

Don't think you have to rush into a physical prototype. There isn't much to making a prototype, the hardest part is designing a functioning game first and this happens between your pen, paper and mind. If it works in your head then start making game pieces and soon enough it becomes the prototype. Don't stress over one game idea though, keep your mind open to new ideas and jot down those ideas.

Steve
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Joined: 07/29/2008
Just Make It.

Everyone is different in how they design board games. However, in order for a board game to be made, you have to make it.

Here's some advice, since you asked for it:

* How do you know if your game even works if you have not tried it out yet? Make a prototype and begin some solo-playtesting. Don't worry about colors, themes, names... That is all window dressing. Stress out, instead, on if your game is even playable or not.

* Complex games are hard to make. Start simple - Look at one of the simplest games in the genre that you enjoy (card game, party game, roll & move game, etc.) and ask yourself, "What one rule would I change from this game? Could I add a rule to this game to make it more enjoyable? Eliminate a rule? What would my definition of 'enjoyable' be... For it to be more tactical? Strategic? Random?"

* Do not be afraid if your first games crash and burn (spectacularly, even) upon solo-playtesting. That is a learning moment. Learn why the game crashed and burned. Too many pieces on the board? Too many cards for the player to pick up? Too easy for a leader to maintain their lead and win? Too random? Too predictable?

* When a game crashes and burns, the only aspect of that game that should not be touched is that it is enjoyable. Do not be married to any particular color, theme, rule, name or other aspect of the game. If dice rolls are causing the problem, get rid of the dice. If the winning condition is causing the problem, get rid of it and find another one. If the pieces are too hard to grab, make them easier to grab.

* Making games is hard for 99.9999% of the people who make games. Don't burn out - If a design isn't working, take a break. Go fly a kite. Go for a walk. Pay the bills. Wash the family pets. Vacuum. Dust. Remodel the kitchen. Inspiration will eventually strike and then you can look upon your game with fresh eyes and renewed vigor. Designing games should be fun and enjoyable, not a frustrating chore.

Good luck with designing your game and welcome to the forum.

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