Notes From the Board Game Design Lab Podcast
Category: 🌿 Budding
Tags: Tabletop Games, Game Design, Podcast Notes
Introduction #
These are notes I’ve taken about game design I’ve taken while listening to the Board Game Design Lab podcast.
Episodes #
Episode 1: What I Wish I Would Have Known before I Got into Game Design with Jamey Stegmaier #
December 13, 2016
Episode Notes #
- The first prototype is not a designed game. Until you playtest the game it’s just an idea.
- Idea for a design challenge: Design an expansion for an already published game.
- Publishers and designers may want to hear about fan made expansion because they may have run out of ideas to expand the game themselves.
- The Value of Blind Playtesting
- Blind Playtesting: Putting a complete game together, including rules, and letting strangers learn and playtest the game and then provide feedback.
- Friends and Family won’t provide honest and brutal feedback.
- Take notes and watch body language while blind playtesting.
- Videotape blind playtesting sessions to review at a later time.
- Your first playtest of any game is going to suck.
- The difference between an idea and prototype is huge.
- The difference between prototype one and prototype two is huge.
- Be Active in the Boardgame Community. In Persona and Online
- Good from a design perspective and marketing perspective. Helps establish relationships prior to launching a Kickstarter project of pitching a game to publishers.
- Play a Broad Array of Board Games
- Play both good games and bad games to understand what makes them good and bad.
- Play game out of your comfort zone to expore games you wouldn’t normally play.
- Have Ambassadors For Your Game
- People want to be part of something that’s bigger than themselves.
- Fun and Interesting Choices Mater More Than Theme or Mechanics
- Sometimes you have to sacrifice a thematic element because it’s not fun or sacrifice a mechanic because it doesn’t have interesting choices.
- Don’t create a game, create a fun engine. When people put time in they should get fun out.
- Once Your Game is Published You Spend More Time Teaching Rather Than Playing
- Focus on making a game that you’re excited to teach.
- Design your rulebook with a story in mind so it flows well and is easy to teach. People learn and remember through the story.
- Avoid Expectations in the Rules
- If you have a lot of little expectations to the rules, a person might spend a lot of time looking at the rules even if they play the game more than once.
- Search your rules for the words “except” or “unless”. Cut down on them as many as possible.
- Working With an Artists / Graphic Designers
- Go with a stranger over your friends/family.
- People who are good with iconography may not be good with the technical requirements for print.
- Don’t assume people know how to do everything. Ask if they know how to do specific tasks.
- Publishers don’t necessarily want art or graphic design with a submitted prototype. They are probably going to change art direction or retheme the game. Don’t waste your money.
- Have art that works for the game. i. e. Stock Images, Clipart, etc.
- Learn About Manufacturing Cost
- Your game may cost too much to manufacture.
- Going though manufacturing process takes time.
- Game Designer forums are a good source of information for common cost. i. e. Cubes, Tokens, Cards, etc.
- The Game Crafter will give you a rough idea of the cost of components. The price are a little inflated.
- Using Kickstarter
- Have some type of awareness or crowd e you put your project up on Kickstarter.
- It’s not Kickstarter’s job to give you backers.
- Stretch goals can sink you if you let them.
- Learn to say No to ideas from backers.
- Metal coins are not a strech goal, they’re an addon.
- Beaware of Shipping Cost
- It’s cheaper to send games to fulfillment centers around the word than a central location.
- Keep in constant communication with backers.
- Just because a successful project has done something, doesn’t mean it’s the right thing for your project.
- Earlybird and exclusives are a good example.
- Have some type of awareness or crowd e you put your project up on Kickstarter.
- Running Your Own Publishing Company
- Don’t quit your job the day after you fund your project. You may no have enough profit to live on.
- Struggles That Come With Success
- People’s response to a game can be heavily influenced by the hype for a game.
- Keep the hype window short between when people get excited for a game and when they can get their hands on the game.
- Always undersell and overdeliver.
- Manging Pressure With Your Next Game
- Have fun with designing the game.
- You’re putting the pressure on yourself. No one is pressuring you to design the next hit game.
- Create the best possible thing you can.
- Reading Game Reviews
- It’s not your place to explain design decisions in response to reviews.
- It never turns out well and comes across as you being offended.
- Use reviews to learn why people don’t like your game and use that to help with your next game design.
Episode 2: How to Work with a Co-Designer with Luke Laurie #
December 13, 2016
Episode Notes #
- Pros Working with a Co-Designer
- Every design has areas that are week that you may not see unless you have a really critical mind attack it.
- Shortcommings of Some Games
- Designers don’t test every aspect of the game.
- Should treat game like science experiment or engineering stress test.
- Designers don’t test every aspect of the game.
- Playtesting Games
- Everythinng that is possible with your game will occur.
- You need to test for repeated actions each turn. “If I do X every turn what will happen?” Test scenarios even if the action isn’t something a normal player would do.
- Look at one aspect of your game and try to break it to determine what the consequences will be.
- You need to really refine the mechanic to hold the game together.
- Challenges of Working with a Co-Designer
- You have to split the money!
- Working with someone remotely is not as fast as working locally with someone. Ideas can be tested faster.
- Differnt personalities, goals, work styles can be challenging.
- Working in a Design Partnership
- Having a design hierarchy is one approach that might work well for decision making. Lead Designer vs. Assistant Designer
- Sometimes the decision will come down to the playtester’s feedback.
- Setting a Framework for a Design Partnership
- Go into it with skeleton of a design concept.
- A great approach is to go to another designer with game design and ask them to help complete the design with you.
- This doesn’t put too much obligation on the other person to create a whole bunch that might be lacking.
- You’re going into the partnership with a clear expectation of what you’re creating.
- The ideas will be focused a not just random and all over the place.
- Think about and research who you want to co-design a game with. Identify someone for their particular talent, there experience, their love of certain mechanics or themes.
- Advice About Co-Designing a Game
- Think about your personalities and if you’re going to enjoy spending time with this person.
- Consider the person’s reliability and if they have enough time to devote to the project.
- Think about working in a design hierarchy
- Keep in mind your ultimate path for the game. Kickstarting vs pitching it to publishers.
- Kickerstarting a game is incredibly time consuming.
- You both have to be okay with failing.
- Don’t try to push a five into a world of nines.
- It’s curtical to be upfront with the expectations.