The 3 x 3 Building Blocks of Game Design

This post takes a look three set of three things I think are important when starting out designing board games. I’ll write about the game, publishing the game and the designer in these sets.

The first set is about the game, and how a designer can start his path towards a polished game. Each game can be placed on this triangle portraying the traits of it. Each peak can be used as a starting point but eventually you want to move closer to the center of the triangle. You need to think about these three while designing.

  • Audience
  • Mechanims
  • Theme

design_triangle

Personally I usually start from a mechanisms standpoint, see the triangle in this post. For me gaming is about learning new way to challenge yourself. I’m not much of a people person so immersing myself through mechanisms is the obvious way to go. Many years ago I just started designing games and when for the first time I showed them to other gamers they presented me with some basic questions relating to this set.

What is your target audience, was the hardest one back then. Nowadays, this is something I consider when going through my ideas. Do I want the game to be light and fluffy or hard with plethora of choices. Do you design for children? Then the game must be as easy as colorful as possible. The truth is that easiest way to get a game published is to design game for casual gamers, the hardcore games while fun to design are the hardest to sell to a publisher. Childrens games and licenced games from past years, think Loopin’ Louie or The Batman Game.

Mechanisms can be used, and usually are used, to start design games. While new mechanims are hard to come by, “old” mechanisms can be used with new and innovative ways. Abstract games, such as Yinsh, are purely mechanisms first, with a hint of audience in the mix. The new mechanisms are usually “shower thoughts” that the designers wants to see in real life. I usually have these thoughts after a game night where I have played a intriguing game or while listening to a podcast.

I have my own downfalls using this starting point. Many years ago, during the first two years of the hobby, I had a surge of innovation in design and I introduced a new prototype pretty much weekly for a year. Most of the ideas came from the new games I was introduced and I wanted to make them better or at least different. From those games I still have many that are in the review rounds. The problem here is that as time has passed the mechanisms are not new or fresh anymore. Some of the games feel like rehashing of something else and bring nothing new to the hobby. So, most of the prototypes are now shelved and will remain there until I come up with something new that can be added to them.

Theme is last thing in this set but theme is as important as the two before it. Theme first might also be the hardest thing to do. First you have to come up with a interesting theme. I would argue that themes have become a better selling point than before. The common space and medieval europe reigned and are still strong usual themes but now we have many unusual games with good combination of theme and mechanism. Think Arkham Horror or Terror in Meeple City. The reason I think theme first is the hardest is the restrictions you have to put to your mechanisms while designing the game. Everything must be explained through the theme and you have little wiggle rome to improvise in the mechanims department. I know that this is something people disagree with me as some people can find justification/explanation for everything through common mechanisms, such as hand management.

The second set is about publishing your game, this is assuming that you want to publish your game. I can think of three ways how to get your game published and that is my next set of three.

  • Self-publishing
  • Through networking with publishers
  • Contests

I have knowledge of the last two. At this point I have no interest in self-publishing a game. It requires time that I don’t have. You also have to know a lot more details than I know now and I have no interests learning those details. The people who self-publish their games deserve an applause for doing it. I also have another gripe about self-publishing. Has the game seen too few eyes to be a polished, marketable game? I have played many kickstarter games that are quite ready but not there yet. If those games would have been gone through a publisher development they might have been better or shelved altogether.

So, I think the best way to get a game published is to get to know the field and publishers personally. internationally I only attend the Essen fair and it has become the place to present my games directly to the publishers. The point here is that you want that publishers know you, not just your game. It is much easier to talk to a publisher when you know them. This is to most time-consuming process in the game design but eventually it should pan out. The hard truth is the most games are not unique and publishers gets many games to review per month. If they see a name they know or better even that you show a prototype yourself you might get the response you want faster.

I have bothered many publishers through email without ever seeing the publisher and got many responses, one even lead to a deal. However, I still think that it is better to setup a meeting and show the game while playing making a connection with the publisher. Like I said, the possible deal it can be more about you than the game.

Contests are pretty similar than networking. If it is a contest by a publisher it gives you an insight what they’re looking for and can make a desing specially for those needs. If it is a contest such as Hippodice, you know that your game could be reviewed by multiple publishers. Contests also have a deadline that must be met. This single thing is very important as you cannot procrastine with your design when applying for a competition. My advice is that do it, send your games to contests. You have nothing to lose but all to gain.

The last set of three is about the designer himself. I have three tips that are worth repeating from other post similar to this.

  • Play to stay current
  • Design to fail faster
  • Learn while going forward

Play to stay current means that our hobby is rapidly evolving these days and many new things come out each year. As a designer you want to be on the front of the wave not after it. Think playing games also as a market research. Your game fights the limelight with many other similar games, if you know the published ones it is easier to discuss with publishers and playtesters also about the differences and improvements your game bring out.

Design to fail faster is a concept that is crucially important in my mind. It is same with everything else, your first ones are going to stink. The changes are that they’re not the next big thing. Like I said when I started I had a huge surge of prototypes for a year. I pretty much prototyped every idea I had. From the 30-40 prototypes I made, 30-35 were dropped after the first try. You need to let go if something is not working. You can have an idea per day and I would encourage to try them out but eventually you notice that the process evolves in your head. Nowadays, I delve on the ideas little longer. I “mentally” evaluate them before making them. This has led to the point that I only make 5 new prototypes per year but they’re much more polished right from the start and can lead to better things faster. This however could have not been possible without going through the process of failing often in the beginning. I pretty much have everything stored digitally so I can go back to and idea and rework it. At this point I have to thank my old gaming group “Kärmes” enduring my bombardment of new prototypes.

The last thing was touched a little in the previous paragraph but it is that learn from your mistakes and improve your designs. Learn while going forward also means reading, listening and writing about game design. I read a lot of rulebooks and some game theory books, I also listen to many podcasts. This is part of staying current but also give new insights into old designs. The writing thing is the hardest. There is the Finnish game designer of the year competition going on and I made a point to myself the read most of the public rulebooks on the forum and also write feedback on them. The writing part helped me to evaluate the games better and in the process I might have helped other designers on their games.

Publishers want to be your friend

Like I wrote in last weeks post, I don’t care if someone steals my idea. Ideas are far too common to have. What makes a game designer is the effort he puts into the idea. To make the idea blossom is to make it public. Making the prototype, playing it with your friends then with somebody you know. Sitting down and watching your game being played and then letting it to be blind playtested. At all these points you received comments, made the game better and after all the revisions you think the game is ready to be published. That is about dozen blog posts in this chapter but I’ll skip them for now.

You search for a publisher and find one that accepts submissions and is willing to look at prototypes. You make your e-mail pitch and after a short conversation they take it for a review. Then it is a waiting game, if you’re lucky it takes them 2 months to look at your game, usually it can take up to 9 monts. All this time you cannot control the game and how the game is viewed. What if somebody takes the game and makes it their own during this time? You could have copyrighted, trademarked and/or patented the game for your protection. That is however money down the drain. In board games all those are easily averted by changing an image or a piece of text so it resembles but is not a copy of the original. It is not worth the hassle.

Take it easy. Your games is sitting on a shelf and nobody is touching it before absolutely needed. I’m pretty sure that all publishers have a back-log of to-be-published games for the coming year. There is no need for them to steal your game. I can only see negative things for a publisher to take a game and make it their own. Our hobby is quite small but vocal. So, if a game is stolen it is surely known in the community. I’m quite sure that no publisher want to steal a game as they are bound to have a big pile of games to be tested. Your job as a designer is to keep the publisher busy. Don’t worry about the one game, think ahead. Play, design, make and test.

I have to remind that there can be parallel games with similar mechanisms and themes. Few personal observations about this. One of my games, Valley of the Kings, was looked at by a publisher at the same time as another now published game called Valley of the Kings. Also, I wrote about Hedeby previously and now there is game called Haithabu (Hedeby) in the makings and I know one other prototype called Hedeby. My published game was first called City Council but another publishers nabbed that title a month before the publication of my game and thus it was renamed to Councils & Contracts.

There is an uphill to tackle for a newcomer designer. If you’re at the start of your game design career you really can’t do anything but be patient. The fanbase of the popular designers make their games more attractive to the publisher than my game. To make a difference here I can compete with quality combined with quantity. Make games, not a game. All those ideas you have should be turned into games. Then diversify, use different mechanisms and themes. Try different methods of approaching a game design, start with a picture that inspires you or an action that makes you happy. When you made them work the best you could, contact publishers.

I’m certain that publishers want to be your friends. All the publishers I have met are nice people genuinely interested in you and your game. Remember, you have to sell yourself and your game at the same time. Make the best games you can and hope that the publisher likes them. They want to have a success story as much as you do.

If you’re interested in this topic check the following links:

http://www.lautapeliopas.fi/artikkelit/pelisuunnittelu/hyvasta-ideasta-julkaistuksi-peliksi/ (That one is in Finnish)

http://www.leagueofgamemakers.com/those-bastards-stole-my-game/

http://boardgamegeek.com/thread/1176732/no-one-going-steal-your-idea-its-execution-matters

Gamind diary: Week 42 (part 4)

This weeks diary was a little bigger than I thought. If you read the previous three parts you know that I played about 30 games while on the weeked trip. Most of the games were light and fluffy and did not have a place in my suitcase. However, there were many games that I bough instantly on sight. I had planned the trip quite well and after two trips to the halls I had bought pretty  much everything I wanted.

I’ll start with an image.

Haul

  • Amerigo Queenie #2 & #3
  • AquaSphere
  • Castles of Mad King Ludwig
  • Deus
  • Dice Brewing
  • El Gaucho
  • Imperial Settlers
  • Kanban
  • Mangrovia
  • Medievalia
  • Monster & Maidens
  • Mr. House
  • Murano
  • Mythotopia
  • Nehemiah
  • Owacon
  • Packet Row
  • Pagoda
  • Pay Dirt w/ 3x expansions
  • Port Royal
  • Praetor w/ promo
  • Relikt
  • Russian Railroads miniexpansion
  • Singapore
  • Steam Map Expansion #4
  • Subdivision
  • Trains: Rising Sun
  • Waggle Dance
  • Versailles

Games that I could have bought were Alchemists, Staufer Dynasty, Fields of Arle and Panamax but ultimately were left behind because my wallet was empty and luggages full. Those are the games I will be talking about in the future weeks I’m sure.

My Essen trip was not all about buying and playing. As I am a hobbyist designer I had setup three meetings. The preparation for those meetings were mostly finetuning the rulebooks as recently I got a rejection because one of my rulebooks was just lousy. BTW, thank you for reading my rulebook in the SLS forums. I appreciate you all.

The first meeting was with Hans im Glück, this was first I time I personally met Michael Fronia. I have shown HiG 4/5 of my games and they have tested them all and rejected them all. This has always been done by email. Now it was nice to meetup and talk about my designs. The meeting took place in the Business Lounge and I was happy to notice that Michael wasn’t in a hurry so I could show him all my games. I had a plan for all the three meetings and knew which game to pitch to each publisher. HiG was my first and my first pitch was Hedeby. We didn’t get to play the game but I showed all the possibilites that the game provides and he asked many questions about the gameplay and components. In the end there was interest in the game and Hedeby went with HiG.

The second meeting was with NSKN Games. A rather new game company from Romania. I met with the head of the company Andrei Novac. He is the designer of Praetor and Versailles both of them on the above list. He was a very straightforward guy.  I pitched Trails to him. This is a game I haven’t talked about yet but eventually it will get a blog post. With Andrei it was straight to business. He asked can the game be with 2-5? Yes. Is it language independent? Yes. Ok good, what the is about? The game  has a similar race element than Louis&Clark where you go along a path towards a goal city visiting towns along the way. Worker placement and so forth. Then he went to a production mode. He asked me about the components and started calculating how many punchboards this game will need and how many tokens/cubes/cards are included. In the end he just nodded and said it is a 45€ game. It’s doable. This was the first time I got this kind of reaction from a publisher and it was refreshing. He was very enthuastic about the game but still very realistic. If he would publish the game it would be 2016 or later and might go through Kickstarter. I’m ok with that and left the prototype with him. When I left he mentioned that this is the second prototype he took with him and he had had several meeting before me.

The third and last meeting was with Huch! & Friends. I pitched Valley of the Kings to Simon Hopp. Simon was very pleasant and courtious. I started by saying that I’m not sure if the game is a Huch game as they produce mainly family and childrens game. Simon was pleased to hear that as he had worried the same thing based on the rulebook but he also told me that the Friends part is where this stands.The first two meeting I hadn’t gotten very far with the pitch as I stumbled how to present the game. With this meeting I took the time to setup and then show how the game plays. The whole pitch took 20 minutes and failing twice had paid off. He was interest in the game so much that he wanted to show it to his publisher partners. So I left the game with him.

My plan had worked. I brought three games with me and I had planned how I would like to give those games away. It went perfectly. All meeting were enthuastic about the games and no one second-quessed my designs or otherwise discouraged by the game itself. Now it is a waiting game to see if something comes out of those meetings.

On my computer I have four folders for my designs. Contracts, Review, Playtest and Ideas. After Essen Contracts folder remains the same with 2 games, Review has 5 games in it, Playtest 1 games (the Tower Defense game) and Ideas is between 30-40 games. I think it is time to bring two movie based games from the Ideas folder to the Playtest folder.