Categories
Game Design

I got my ass kicked at my first public playtest

Finally! Is that why you haven’t written a post in forever?

I didn’t physically get my ass kicked.

Damn, you need a good whoopin’ though

I played a 1v1 of my latest game build against a volunteer play tester at a local event for board game designers to work out the kinks in their games. I got my ass kicked in two ways:

  1. I lost the game…the game that I made
  2. The play tester had a lot of feedback that has made me completely rethink my game

I think you should scrap making a board game and take up bare knuckle boxing

In terms of most types of testing, you typically want to test multiple times before deciding what needs to be changed. I believe that this play tester, who is an avid board game player and has no reason to pull their punches, had the ability to directly articulate the feedback that my friends and family (some of which aren’t hardcore board game players) have all been trying to provide me in one way or another.

I think the most helpful points of feedback were that they told me what they liked, as opposed to everything that they didn’t like. There were also things that I noticed during the playtest as well that I really wanted to change.

At points during the game, we were having fun and full of banter, at other times — I personally felt arrested. As if I could see every crack, every creaky plank, every squeaky wheel in my game but I had to keep playing.

What are you going to do about it? (Boxing is still on the table here)

Let me just lay out what they liked and what they disliked.

What they liked:

  • The blind auction-like voting
  • The currency and power manipulation
  • The hidden identity and hidden win conditions

What they didn’t like:

  • During the mid game, we both had more currency than we know what to do with
  • The veto mechanic and general power struggle was purely about who has at least one more coin than the other (especially so in a two-player game)
  • The guilds didn’t interact at all with one another
  • Aside form offering different types of tokens for purchase, the guilds weren’t distinct enough in their mechanics or thematic alignment — they mainly just seemed like means to an end
  • Crisis resolving seemed like a huge limiter in the game: Since they were random and the different types of crisis were extremely necessary for players to advance their win conditions, it was frustrating when a player had to wait forever until the next crisis type presented itself
  • The end seemed like a slog, like we were going through the motions
  • A lot of random elements, which lead to a lot of meaningless choices
  • When the play tester won, it was completely anti-climatic (there was an ability that they could easily exploit to win, which I couldn’t stop)

I repeat, what are you going to do about it?

First and foremost, I’m going to focus on what everyone likes. I’m going to remove four of the token types, leaving only four types of tokens in the game. I’m removing a direct monetary currency and replacing it with a far more intricate system of mechanics that involve general wealth, debt, reputation, and education. How players resolve crises will grant them all specific stats, which they can apply in a number of ways or trade in for a different type of stat. What types of stats they have and what guild their in will determine what combinations of tokens they’ll get.

I’m also opening it up such that every type of crisis can be solved in any way, and different outcomes occur depending on which token “wins” the draw.

Lastly, since there will no longer be coins that players spend to buy tokens or veto, I’m adding a four-way “paper, scissors, rock” style mechanic where players can cancel out or completely replace specific tokens during the draw. (Cancelled tokens are discarded, replaced tokens override the token drawn but can be replaced again!)

OK, OK — I get it…get back to work already

A lot of good things underway. My next build will definitely be a huge departure from the current one. But that’s how it should be after a good ass-kicking, right?

Categories
Game Design

What I’ve Learned so far About Tabletop Design (Part I)

Full disclosure, I’ve been working on this game for a year and a half at this point and I’m still only about halfway finished. What I’m trying to say is that I’m not an experienced or veteran designer. I do not have the wise wealth of any published games under my belt.

Now that that’s out of the way, I’m going to let my inner critic ask me questions for a multi-part article series as I divulge the major challenges I’ve faced so far as I navigate this odyssey of tabletop game design—take it away!

It’s a war of attrition

This is first and foremost for a reason. When you’re in it, you’re in it for the long haul. Remember up there where I stated that I’ve been working on this game for a year and some change and I’m still only about halfway through? I’m aware (albeit vaguely) of the challenges in store for me and I’m rushing to meet them.

What happens when you feel burnout?

It’s going to happen. It’s happened to me loads of times. It’ll happen to you. The worst that you can do when you feel burnout is feel like you’ve failed. Your mind will flood with harsh statements about your project—

Like that time I told you that your stories are lamer than your game?

Yes, that’s a great example of—

What about the time I said that experienced publishers actually somehow feel physical pain whenever you print a new prototype?

Yeah OK, I think—

Oh, and that time I mentioned that fact that you’re allowed to design a game is proof that there’s no god?

We get it! The point is that you might beat yourself up in order to make yourself hate your current game so that any other idea seems attractive. When that happens, take a short break and then set a time to come back. Make yourself come back to your game no later than two weeks from your break. Even if it’s just to look at your game and playtest.

Categories
Game Design

Importance of a Graphic Designer’s Eye in Tabletop Design

I’m back! I’ve been hard at work these past few weeks: I wrote a short story and submitted it to Visions Magazine (wish me luck); I tweak mechanics and balanced my tabletop game a bit more; and I—

Can you stop bragging and get to it already?

I’ve started experimenting with different designs for the various assets of the game. I may expand this topic out to a small series as there’s a lot to consider when weighing how your game looks. What I find is important to understand is that above all, your UI of your game (meaning the iconography, text, and layout of it all) should come first and foremost before your artwork. My high-level design phases and the order in which I tackle them are somewhat like this:

  1. Player interactions (genre, vibe, and allegiance that I want between players)
  2. Mechanics and rules (including the rulebook)
  3. Theme (story that I’d like to tell, emotions that I’d like to stir)
  4. Player UI (assets, icons, formatting, layout—everything that isn’t artwork)
  5. Artwork (the finish touches here, artwork should sell the above 4 phases)

These aren’t necessarily all completed in a consecutive fashion—there’s major overlap as I move on to new phases. Regardless, I think it’s more difficult to be restricted by some theme that you set when you need to fiddle with mechanics. It’s weird to have a set UI when you haven’t settled on the theme and the mechanics aren’t at least 75% solid. (Now, you should have a messy version of your game for playtesting, but the Player UI phase is when you should be making the semi-final decisions.)

But you’re wrong about 90% of your decisions

Wait are you asking me or telling me?

All of these phases can be playtested in their own way. You can perform UI tests with players to see if they understand icons with minimal or no assistance. You can poll to see how exciting the theme of your game is. And, even the artwork can and should be open to playtest criticism. What if a piece of artwork is good, but doesn’t make since with that card or token? What if the art style is just not fun enough for a lot people to get jazzed about your game?

As I mentioned earlier, I’m tweaking some mechanical aspects of my game…I’m also still working on some aspects of the theme of the game. (I’ve more or less settled on a rococo inspired theme with anthropomorphized animal kingdoms.) But that’s not stopping me from revamping my icons.

Here are a few examples of some vote token icons that I’ve been working on:

Screen Shot 2019-05-27 at 2.14.29 PM
Left is the old icon that I’ve been using as a placeholder. Right is a version I’m considering for the game. (Currency in the game is called acorns.) 
Screen Shot 2019-05-27 at 2.14.22 PM
Left is the placeholder, right is a close to final version.

The icons on the left are placeholders that I’ve found on thenounproject.com which I’ve just been using for playtests.

The ones on the right I’ve designed myself. The one that I’m designing for Economy needs more contrast between the foreground icon and the background, but I think it’s almost there!

That’s all for now—I’m planning on pairing something to drink with a few games in the not-too-distant future and I have a lot more content on UI design that I’m planning on showing everyone soon.

Until next time!

Categories
Game Design

The White Box Essays: A Recommended Buy

Jeremy Holcomb is a professor of game design any the DigiPen Institute of Technology. He has a wealth of experience with the full spectrum of idea-to-publish tabletop design. His insight is as paramount to the industry as the likes of the founders of “indie-giants” like Stonemaier and Leder Games. Enter The White Box Essays: a collection of pieces that shine a light on every aspect of game design.

You mean, “step 1” make game “step 2” play game?

It’s a little more complicated than that. From ideation to prototyping and playtesting cycles, to how you might go about settling on theme, complexity, mechanics, and most importantly: the emotional charge of the player interactions that you want to cultivate in your game—The White Box Essays has think pieces on most of the facets of critical thought on making your tabletop game strong.

Sounds like you forked over money for things that you could google

This book is also critical on some of the more controversial topics in board games, like inclusion and diversity. It invites designers to think about who they might be inadvertently excluding from their game.

  • Is the artwork diverse and inclusive of all peoples of the world?
  • Could the theme of your game potentially be offensive to some people?
  • How accessible is your game for people (e.g. the hard of seeing, hearing, or colorblind people who might want to play)?

These are questions that I weigh heavily as I develop my game. These are also all topics that most of the other big names in game design (some of whom I’ve mentioned above) are library volume levels of quiet on.

Taking no stance on encouraging more diversity in your community is, in my opinion, just as bad as opposing it.

Even doing simple things, like following people on twitter who are of a different race, sexual orientation, gender, and who are in a different geographical location than you are can help you understand a different voice. This makes your thematic storytelling more interesting at the least, at the most it helps welcome other intelligent people into a community that desperately needs it. (Can we not have another “middle eastern traveling merchant” themed market game?)

So you’re recommending that I buy a book, that’s the worst board game ever!

You also do get some generic assets which may come in handy when designing your game. I’d like this point, though:

Don’t buy The White Box for the assets, buy it for the White Box Essays it contains.

You can find almost all of these assets for a lot better price point and in greater bulk at your neighborhood board game store or on amazon.

Regardless, here’s what you get in the white box:

  • The White Box Essays, a book of 25 essays on game design and production
  • 3 counter sheets with 71 pre-printed and 49 blank counters (chits)
  • 150 small wooden cubes in six colors
  • 36 wooden meeples in six colors
  • 6 giant wooden cubes in six colors (this one’s actually a little harder to find)
  • 12 six-sided dice in six colors
  • 110 plastic disks in eight colors

Disclaimer: I am not affiliated with Jeremy Holcomb, Atlas Games, Gameplaywright, or any other company or individual responsible for creating The White Box or any associated product to it.

Link to purchase The White Box.

Categories
Game Design

Plan it! Keep Your Game Development on Track

A short one today, sorry!

Don’t apologize, this is the best day of my life

Now that I finally have a build of my tabletop game that can be played from start to finish, I’ve decided to double-down on an Agile-based development cycle. Here’s my development project plan, in a nutshell:

  • Two weeks of play testing and collecting feedback.
  • Two weeks of adjusting game mechanics and UI based on said feedback.

I’m going to try and work in some minor concept sketches for artwork.

Four week cycles?

Yes.

Divided into two weeks?

That’s right.

Sounds stupid.

Thanks.

Anyway, this is a staple of the Agile method. Put tasks into two week “sprints.” If you can’t do something, move it into the following sprint. It’s a great way to keep yourself on track while not feeling horrible for not getting everything done in a two week period.

You can also break your tasks out into manageable chunks. Nothing fancy:

  • Fix icons
  • Balance character X so they’re less powerful
  • Fix this crisis, it’s too hard for players to beat!

That’s all folks! as a reward for reading this, please enjoy these concept sketches of my characters with little context as to their thematic and mechanical relevance to my game! (I know, I drew the frog general a lot.)