Showing posts with label DESIGNERS DESK. Show all posts
Showing posts with label DESIGNERS DESK. Show all posts

Thursday, 13 July 2017

Who Goes There? - Certifiable Studios

Certifiable Studios is made up of four of the most…interesting individuals in board game design (one of their number habitually never wears trousers…I’m not sure why).  Last year they put out one of the finest, most hilarious, most enjoyable Kickstarter campaigns I have ever seen or been a part of with Endangered Orphans of Condyle Cove (EO).  It smashed through their humble goal of $4,097, made a laughing stock of each and every one of their Stretch Goals and then they even went on to invent Anti-Stretch Goals (personally I’m most looking forward to my Mississippi Air).  So, while Endangered Orphans makes its way across the ocean to my eagerly awaiting hands Team Certifiable have brought us Who Goes There? to coax our bank/credit cards from our wallets.

Who Goes There Box

Who Goes There? (WGT) Is a co-op game for 3 to 6 players based upon the Retro Hugo Awarding winning novella of the same name by John Campbell (you may be more familiar John Carpenter’s The Thing which is also based on the novella).  In this game, players must survive the arctic winter to escape on the helicopters at the end of the game, but, by the end of the game not everyone will be who they started out as, paranoia will run rampant through this game as you trade items and food to better prepare yourselves for another arctic night, but you never know when you might pick up an infection from the Thing.

Jesse, from the team, was kind enough to spare me some time to answer some questions about the game and campaign.

From EO to Who Goes There? You have moved from an original concept to an IP, so I guess the first question is, what was so appealing about Campbell’s work that inspired that move?

Simply put, I loved it!  It’s interesting, though, because I loved the movie first (all three of them, actually). When Carpenter was asked to make The Thing, his response was how much he loved the original movie (1951) when he was younger. It wasn't until he later found out it was first a book. Although he was planning on doing a remake of the original movie, he enjoyed the book so much that he wanted to create that. After hearing this, I figured the book must be something special, and I fell in love with it as well. 

What new challenges did you face bringing this thing to life?

After reading "Who Goes There?" a few times, it seemed like the obvious next step was making a game with the same feel. But I just knew there would be a tonne of obstacles before we could even think about doing a WGT? titled tabletop game because of licensing and rights issues.

 

[caption id="attachment_1538" align="alignnone" width="640"]TheThing The Thing[/caption]

 

Rick said we won’t know until we try, so he went after it. Next thing I know, we’re all shooting up high-fives! Boy, that Rick, he sure can surprise us by sometimes getting something right.

What were the key features you simply knew you had to have in this game?

I think some of the most identifiable factors we just had to utilise first and foremost was the shapeshifter factor. Without that, we really wouldn’t relate to the book at all. 
Then there is the tension with the all-male crew. No privacy, no women, no escape and no trust...that's just asking for trouble. And of course, you can’t have WGT? without McReady. This is another hats off moment to Carpenter. He REALLY captured his character by casting Kurt Russell. Nailed it!

Van WallDr CooperClark
It was odd because when working on WGT?, I felt compelled to bring in elements from the movie because I think if it weren't for that, a lot of us wouldn't  know about the book. But at the same time, you must honour the book, because without that...we wouldn't have the movie 

Attack Cards
We believe there are 3 things that make this game fun and a bit unique.
Our favourite one is that when you start out, EVERYONE is human. There are no traitors among the team, no secret missions, and no objective that make you want to beat your teammate at achieving. It’s a true co-op game.  As the game goes on, players must start taking risks out in the cold. They do this to gain bonuses that they ABSOLUTELY NEED at the end of the game. The problem is this is where the highest risk of exposure and becoming infected is. Then there is the factor of becoming the Thing. Unlike a lot of other spy/paranoia games, once infected, your objective does not change. Your number one goal is blending in (like the movie and book). This is actually harder than it sounds, especially when you have a few Vulnerable cards in front of you.


Infection
And finally, another fun and unique element is that if you suspect someone of being the Thing...keep it to yourself!!! Most games, everyone starts spouting off to each other, "I think it's him!!! I’m TELLING YOU IT’S HIM!!!"  But in this game, you want to keep quiet and act as though everything is fine. If the Thing pretends to be human, you pretend to believe he’s human. If the Thing thinks he’s safe, there is no need for him to attack. Let the rounds wind down...then BAM, kill him or leave him behind! I’ve seen many games end in pure chaos. Humans killing humans, Things killing Things (to cover his tracks), the innocent getting left behind...it’s one big lovable party!

Cute and cuddly mixed with dangerous and cunning


 

[caption id="attachment_1535" align="alignnone" width="800"]Boogeyman The Boogeyman from Endanger Orphans[/caption]

 

From the Bogeyman to the Thing, your games have this dark, horror theme/setting and a wonderful juxtaposition with Jesse’s incredible art – is this an intentional motif that we can expect from Certifiable Studios in the future?

Anthony (one of the other creators at Certifiable) and myself have always been fans of that juxtaposition. Cute and cuddly mixed with dangerous and cunning just felt right.

So, after creating a game where helpless orphans get picked off by their bogeyman, the natural next step was clearly freezing, burning, mauling, shooting, stabbing and infecting a group of scientists, right?

There is a certain fun to these things when wrapped in the right artwork. If you make the art too serious, you lose a lot of the theme. Things become too one-sided and not as much fun. So, we try to keep the darker themes in a light-hearted atmosphere. It keeps us from taking ourselves too seriously.

Do you have plans/designs/inclinations regarding miniatures for the game – it’s been mentioned a few times in the comments section…?

hmmm, have people mentioned minis? That's weird I don't remember seeing anyone say minis...EVERY FIVE SECONDS!

Yes, we do plan on having minis. They are actually pretty spot on to the art. Anthony has started designing them and if you like the art, you will love the minis.

 

[caption id="attachment_1537" align="alignnone" width="640"]McReady McReady himself[/caption]

 

I think that most backers/gamers will enjoy moving a McReady character out in the cold WAY more than a cardboard punchout head. So that's what we are all really shooting for!

Please tell me you have some Anti-Stretch Goals (or Goats, or Goads) lined up and a finale, end of campaign song?

If Rick gets his way (which he rarely does...just ask him) there might be a goat or two (maybe even a Sugar Pony) somewhere in our future!

Lord, help us!

Who Goes There? Is live now on Kickstarter and will end on August 8th at 11 pm (BST), every copy of the game will also come with an e-book copy of the novella.  It’s over 200% funded at the time of writing and I have little doubt that this game will make a great addition to anyone’s collection, so I thoroughly recommend you check it out, and make sure you watch the brilliant video at the top of the campaign page.

Thursday, 20 April 2017

Playtest UK: Birmingham

Recently I had the pleasure of joining the Birmingham division of Playtest UK for their monthly meet up and…well, playtest.  This was my first experience of going to one of these meet-ups; up to this point Bad Pets had only been put in front of local gamers, friends, and family.

These guys were game designers, experienced playtesters and I was a little nervous.  They were worn and battle tested by countless prototypes, rulebook writings and solo run throughs, in their wake the remains of once hopeful and futile game mechanics writhed in agony, as their bootsteps crunched ever onwards through the piles of discarded cards, tokens and meeples.  Okay, that’s a little over the top.  They were (in order of appearance), Rich, James and Chris. In short; they were all top bokes and each brought a unique, interesting and thought provoking perspective to the games we managed to squeeze into the evening.

Unfortunately, we only had time for two games, Bad Pets – mainly because I was there
first; early bird ‘n’ all – and because it only takes two people twenty minutes to play.  After that we launched into the impressive looking, sounding and playing; Master of Olympus.

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I’ve been thinking quite a bit about what I did as a designer having my game tested that could have been done better, and what I did well.  Did I get some valuable feedback?  Yeah, I sure did.  Could I have gotten more?  Yup, I sure could have.  My game was ready for testing, but I wasn’t.  Rich’s game was certainly ready, and he seemed a lot more prepared than I.

Now don’t get me wrong, it was an incredibly valuable experience and I would urge anyone thinking about designing a game to go along.  Even if you just want to do some testing first before you put yourself out there.  Before you do any of that though, maybe have a look at my thoughts, failings and “Rules of Thumb” below, so that maybe you can dodge them:

The PitPitchch – this may seem like an obvious one but pitching your game is really important, for two reasons.

  1. For you; it is solidifying what the game is in your head, it may have gone through a few changes, so it may not be what it started as. Also, it’s really good practice, especially if you want to put you game in front of publishers.

  2. For your playtesters the pitch should act to set the tone for comments, but also sets their expectations. Bad Pets is a very light, quick, cartoony game; so comparing it to Scythe or Fury of Dracula is kind of redundant.


I think I did this well, I dusted off the old description of “competitive jigsawing” and it was well received as both a joke and as a very general description of the game.  My playtesters Rich and James knew it was a light game going in, so their end game comments (and…debate might be too strong a word, but there was a definite difference of opinion) about its depth for me indicated I have the game weight I want.  

Target Acquisition – game design is as much art as it is science, anTarget_acquiredd changes are
iterative, so playtesters should be very clearly informed what they are testing for.  Playtesting shouldn’t be done for fun, it shouldn’t be approached the same way as a game night and the clue is in the name.  You are there to test.  To me, that sounds more like work, ok; work that is fun, but work none-the-less.  In the early stages you might be testing everything.  It the latter stages you might also be testing everything.  But in the middle, you need to know what outcomes or experiences you are looking for, and so do your playtesters.  This may mean you don’t have to play the whole game from start to finish.  If you are just testing one aspect, then set the game up to enable that test to come about.

 Richard did this very well, he knew the Athenians might not be well balanced, and that my Macedonians may also need tweaking.  He had also recently revised his combat system, and was curious to see how it went.  I, on the other hand didn’t mention any of my last changes (I had added a third bonus, removed Pets, and added the Clock and Picture tiles) all of which needed testing, and I didn’t mention one of them.  This meant I was prodding for feedback on something they hadn’t paid a lot of attention to, so I missed out there.

BuggsBuggs Bunny – Why is there a rule called Buggs Bunny?  The catchphrase: “What’s up, Doc?”  The question of whether or not you will accept, welcome or completely ignore “suggestions” is one that you, and you alone can answer.  There are merits either way and it is fair to let your playtesters know which side of the fence you stand on, and your stance may be different for certain parts of your game – and that is cool too.  So what is up for change?  What is up for refinement, enhancement?  Ultimately, everything is “sort-of” in this category, even if you don’t want it to be – if enough people tell you X thing is bad/doesn’t work, it probably means it doesn’t work.

 Bad Pets is, I think in a pretty good place and I’d like to think that it mainly comes down to balancing and fine tuning, that being said; the guys did present some really interesting ideas for bonus tile actions.  There were also a few rule refinements needed but their out of the box thinking, a completely new, novel idea is one that is certainly worth exploring.

 Criticise – Please note that this is not “Provide constructive criticism”, no, because that is paradoxical and silly.  But mainly because as a playtester you are more or less literally being asked to criticise, it is the designer’s responsibility to be constructive with that criticism.  The more objective and specific you can be, the better; however, you don’t have to be.  Telling a designer that “something felt a little off”, “it felt a bit flat” is valid feedback.  Games are, fundamentally; exercises in fun and if something isn’t working for you, the player, then say so.  This then starts a conversation, and discussion about the why, the what and how., led by the designer.

I was told that there didn’t feel like a lot of control in Bad Pets, and that it felt like there was a lot left to chance.  Fair feedback, but not the feedback I wanted to hear for a game that is meant to be light strategy:  This is where there was a difference of opinion.  For Rich’s game I really, really wanted to do something that the rules allowed, but the gameplay didn’t really want me to do.  This was a surprise for Rich, as no one had tried to do what I was doing (so hopefully very valuable), and I was the only person “negatively affected” by my actions – I still got to do what I wanted, just not in the way Rich had intended (and I won the game).

[gallery ids="774,776,775" type="square"]

I gotcha back – But remember, don’t be a dick, and that supporting designers, publishers, and developers is how we have gotten to this fantastic playscape, where there is pretty much a game for every possible theme, every mood, and occasion.

Shut Up – Okay, so this is more advise I’ve heard, but many people advocate the Shut Upimportance of the designer not getting involved with the game, just sit back and watch it played, and if someone “attacks” your design, listen first, think second, have a cup of tea third, think some more about it, really think about it fourth.  But don’t argue, don’t defend or justify.  It is your game, and you can design it the way you want…but, there could be a seed of value to what they’re saying.

My game did come under some (very mild) criticism, and it was really hard for me to just listen to it, but by not saying anything, or rebuffing the comments my silence encouraged a conversation and debate leading to my favourite “I think I’m going to be mulling over how to play this game all night.”  It also led to some really great ideas to move the game forward…however; I didn’t remain completely silent…  

 

In writing this piece, and ahead of playtesting and designing a game in general I’ve found some excellent resources, so if board game design and or playtesting is something that sounds like fun (and they both are great fun, trust me), you should check these out:

Playtest.co.uk – is the place to start (if you’re in the UK), find your local group and go along, I bet you’ll have a great time, play some interesting games, and meet some top class people.

The Board Game Design Forum – is a hotbed of resources, and a place where like-minded people can virtually gather and share ideas, and support.

The Board Game Design Lab – is your one stop shop for “How to’s”, Gabe has collected, collated and indexed pretty much everything there is to know about building a board game found anywhere on the internet.  Well done Gabe!

Additionally, Gabe hosts a great podcast where he talks specifically about designing games, in this interview with Rob Daviau they talk about Playtesting.

Brandon Sanderson’s almost related video on writing groups also makes for a very interesting and comparable advice, just switch things like “character” for theme, and “plot” for mechanics and you’re away.

 

If you’re in the area and fancy joining the Birmingham Playtesters we’ll be meeting on 11th May 2017 – you can find the group on Facebook or on Meetup.com – where we’ll hopefully be playtesting Jame’s Greek Mythology RPG Hetairos and Chris’s stock market game set on the island of Yap, where they use large stones as money.

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Thanks for reading folks

Thursday, 2 March 2017

Bad Pets: A Good Plan

Deadlines

Deadline 1: Wyvern’s Liar 20th April – 100 words + 1 image

Deadline 2: Playtest Slot at UKGE

It is a good thing to have a deadline, it focuses the mind and the intentions.  For deadline 1 I need a game that I know people find fun, exciting, re-playable and most importantly sellable.  If it does all of these things and does them well writing a 100-word pitch will be a piece of cake.  Getting a “decent sketch” and generally good looking prototype for the photo will also be “Highly Desirable”.

From that point onwards I only want to be making small changes, little tweaks as I don’t want it to change too much between submission and (fingers crossed) presentation for Deadline 2.

GDA - Game Design Adjustments

This is a list of GDAs to bring the game up to what I have in my head.  Most of these have been part of the “original plan”, some have come as a result of playtester comments and feedback.  But right here, right now I’m writing them down and planning them.    With each Adjustment, though it is important to know at least 2 things:

  1. Why am I adding it?design-plan

  2. What is the intention?


Now, if these 2 questions cannot be answered and quantified then said “Adjustment” doesn’t go in the mix.  Answers such as “Just because.” Or “Its cool” do not count as answers.

My Adjustment List:

  1. Bonus Scoring

    1. General Tiles

    2. Player Die

      1. Start of Game

      2. End of Game



    3. Clock/Picture/Window Tiles

    4. Four Player Game

    5. 3 Player Game

      1. 2 Vs. 1

      2. The Kid



    6. Boredom Busters and Beds

      1. Treats

      2. Toys



    7. Pets

      1. Guarding

      2. Attacking

      3. Movement

      4. Asymmetry (?)

      5. Penalties



    8. Bonus Scoring.




I have two ideas here and within those two ideas, I have a further two.  The bonus scoring will add modifiers if a set of, or certain furniture is damaged.

  1. scoring-tilesGeneral Tiles – now this came about because of my love for Tera Mystica, and if you’re familiar with the turn scoring in that game you may notice some similarities. If you’re not then it works that 5 random tiles are drawn and laid on the board to indicate how that turn will score.  Bad Pets will just use 2 (although one of these is actually a turn reduction to create a faster-paced game).

  2. Dice – These will have to be custom dice eventually really (I’ll create a little look-up table for early playtests) but these will give a more specific modifier, there’ll be one cat die, and one dog die and these will determine what will score for that specific animal


The What and the Why for these additions are very heavily linked.  Increase the strategy level.

In playtests, some very regular feedback was that strategy seemed a little light, and it was difficult to really set a goal and plan.

Graphic Time:strategy-chance-and-fun

Let’s start with a heat map.  I put together a pretty decent post-game questionnaire that every player happily filled in, which allowed me to build this.  What this tells me is that the majority of playtesters felt the game had a medium level of strategy but it leant more heavily on chance.  Now, there will always be a sizable level of chance in Bad Pets; it’s a tile placement game so just like Carcassonne, Isle of Skye etc. chance plays a pretty integral part of the game.  Now, if I can increase the level of strategy, give players something more to think about, something else to aim for my hope is that my Strategy score goes up and I can hit that sweet spot of High Chance and High Strategy – this, in turn, will hopefully make the game more replayable and more worthy of coming to the table.

My other choice I have here, and I feel more inclined to let the player decide which is best suited for the game they want. experience-strategy-and-chance

Are the bonus tiles/dice decided at the beginning of the game?

Deciding at the beginning of the game gives players something to really fight over: great – however, this is a Mechanical decision. However; deciding at the end of the game potentially gives players an added bit of drama and tension (especially in close scoring games), this then would be a Thematic decision.

Story Time:

Now I’ve come home from work or a day out, on more than one occasion to discover my dogs (I’m not a cat person, and my dogs are really not cat dogs) have chewed a remote control, a console control pad, a book, shredded a magazine, smashed a mug, pulled the carpet up (and then proceeded to eat the underlay) and have also taken chunks out of the sofa.

Note: on these occasions, I have not scolded, reprimanded or told my dogs off – the destruction they cause is really my fault; not enough exercise, too many treats, too long left alone, not enough interesting toys left out for them and so on.   

The point here is that when there is a lot of destruction it’s not always the biggest, most expensive item that causes the most upset – in the above example, the most upsetting thing was a particularly beautiful picture of my partner and me at a wedding.  So for me, at least the thematic decision seems right, but we’ll have to see how it playtests.

2-4 I’m not going to list every change and the ‘whats’ and the ‘whys’ as it will just make for dull reading, just rest assured that change will come.

5 & 6 Boredom Busters, Beds & Petsplayer-vs-player

The biggest, most consistent feedback I received was regarding the pet pawns, and truth be told, I was fairly sure this would be the case going into the playtest.

What exists at the moment is a really good idea, that hasn’t been executed fully.

The primary function of the Pets is to Guard a tile; preventing an opponent from changing it. This simple mechanical aspect of “worker placement” adds a very slight bump to the strategic value of the game.

The secondary function of the Pets is to fight/chase the opponent pet away, thus preventing the Guard and now allowing access to a previous inaccessible tile.

Super-Mega-Important

Getting the Pets right is pivotal to the success of this design:

thumbs-upThere really is no down-side to the pets, unless they don’t work well, which at the moment they don’t.

Boredom Busters and Beds

Just 2 ideas of how the Pet actions can become more dynamic.

Boredom Busters will become a weapon for players, forcing an opponent to miss a turn, and or disabling their Pet’s Guard – and thematically this works too.  Which is nice.

Beds will be an additional title, or game component: which is literally the pet’s bed that players will put down on one edge of the board, and now whenever a Pet is chased it will return to its bed.

Additionally, I could make the pets more asymmetric, or give them Hit Points, but; not only do I not want to open that can of worms, I’m certain it would up the complexity with very little gain.

So, there’s lots to do, lots of Alpha testing and hopefully, I can be in a position to get this to Charlie Level testing soon.

 

I hope you’ve enjoyed this more in-depth look at playtesting and a glimpse at the playtesting analyse that I’ve done.  You’ll find a copy of the questionnaire I used to get this data too if you want to have a look and adapt it to your needs, please feel free.

 

Thanks for reading folks

Monday, 20 February 2017

Down the Playtesting Rabbit Hole

“No battle plan ever survives contact with the enemy.” Said Field Marshall Helmuth von Moltke as he surveyed the discarded pieces of cardboard and playing cards that had been very deliberately thrown down.  Clearly, the playtesting session with some pals had gone…well, not exactly to plan.

Ok, so that didn’t happen.  Von Moltke was really writing about an actual battle with an actual enemy, but that gets a little morbid, and let’s face it, the abstract idea of killing a wooden cube or a card is far easier to digest.

What does this have to do with playtesting?  In a word: everything.

“The biggest factor in the playability, the successful gameplay, of a game is not the quality of the ideas, nor the strength of conception, nor the marketing skill, nor the skill of artists […].  It’s the quality and quantity of playtesting and the resulting improvements made to the game.” – Game Design: How to Create Video and Tabletop Games, Start to Finish

About Playtesting

Before we go further down this rabbit hole there are, I think, two types of testing that need to take place, and in tabletop game design these two types happen (more or less) simultaneously: Game Testing and Bug Testing

Game Testing – “Does the game work as intended?”

Here you’ll encounter issues like fun, theme, player interaction, turn sequence, the need for more or fewer components etc.  You’ll be testing whether the game is a game, or rather you’ll be testing your idea and feel of the prototype and matching that against the idea and feel of the game in your head.

Bug Testing – “Do the mechanics of the game work well?”

This is where you’ll resolve issues of weighting and probability.  The number of actions per turn, what happens when one player does this or that.  You’ll be testing both the amalgamation of the rules – how one rule interacts with another, and the little details of the game.  The focus on bug testing is ensuring that each player, in every game has the same (or intended) chance/possibility of completing and or winning the game.

Even though a tabletop game will be playtested for both types at the same time, I think it’s important to recognise which side of the proverbial line the issues fall, and it’s important to recognise that there are two types when you start playtesting, especially when you start getting feedback from other people.

 

Rules of Playtesting

Using the previous two quotes we can assume 4 fundamental rules:

  1. Your design will fail (but that is okay)


[caption id="attachment_259" align="alignleft" width="300"]space-run An early game of mine about a race through space...or maybe dragons which got exactly this far.[/caption]

The most important rule on this list: with almost certainty your game will fall flat on its arse the first time you play it.   To paraphrase Von Moltke, “Your game design will not work when it is first played.”    This, dear reader, is a good thing.  Just like a baby learning to crawl, a chick learning to fly, and Bruce Wayne falling down a well. You will learn to pick yourself up, dust yourself down and get better.

Better at thinking about all sorts of games,

[caption id="attachment_244" align="alignright" width="300"]the-waiting-place Dr. Seuss's Waiting Place - in case you missed the reference.[/caption]

About structure and mechanics,

About rule writing, and rules that are lame.

Better with things like economics.

 You’ll discover new levels of simplicity,

About randomness and chance,

Player roles and asymmetry

You’ll learn, improve and advance.

 

Yes!  Everything will get better.

(If I don’t get ‘Likes’ from a Doctor Seuss-style rhyme about board game design, then there must be something wrong with the Like button!)

I consider game design just as much as a piece of art as writing, painting and music.  In those professions, and let's take writing, for example, a chapter of a novel might not feel the way the writer intended, so they can either change their intention or go back and identify where the writing lost its way and put it back on track.  This is a very different process to the way a writer will deal with mechanical things: typos, spelling mistakes, and errors of grammar, or pace and structure.  It’s easy to take this analogy and apply it to a musician, a painter, an illustrator, filmmaker and yes, even a game designer.

  1. Playtest a lot. A lot.


The most important rule on this list: Some problems can hide.  Back at the UKGE 2016 I met Gary Wareham (of Entropic Games and designer of Oligarchy which successfully oligarchyfunded on Kickstarter last year and will be reaching backers and retailers very soon) and he explained to me that roughly 1 in 25 starting hands of cards are dud, and so a Mulligan is needed- certainly when demonstrating a game at an event like UKGE. Now, to calculate those odds, that game must have been played at least 25 times but was mostly likely played more.  Many, many more times. (Note to self: arrange interview with Gary)

The point here is that quantity is needed, whether you plan to Kickstart your game or sell it, it will need to be played over and over again.  Further to this is that every time you change something, no matter how small; that running tally of playtests gets set back to zero.

  1. Playtest well.


The most important rule on this list: “No-one is as smart as everyone”, some smart person once said.  What does this mean for you and your game?  Well, you probably play games in a certain way/style, you also probably play with the same group of friends (be that a large or a small group, which in turn means you will probably play your game the way you play games, as too will your friends.  You probably won’t try to “break” your game by playing it badly, your friends (if they’re the nice kind) probably won’t either.  You and they will no doubt play the game the way you intend them to.  But that isn’t the way everyone will.

There are 3 stages to playtesting a game well:

  1. Alpha Testing – or solo testing


You’ll play on your own, against yourself.  You’ll take different positions around the table, or perhaps line up your old teddy bear or an action figure to represent a different player (I use my dogs).  my-playtestersYou’ll take copious notes, pause the game while you create a couple of new cards, or even stop the game part way through because you just need to do something completely different.  You do all of this on your own before exposing anyone else to this cripplingly boring process. (For the non-designer that is).

  1. Beta Testing- other players


You’ll do this when you have a game that can be played from beginning to end without interruption, and you’ll rope in your most loyal and friendly gamer friends and family.  The journey might be bumpy, but you’ll get them from the start of the game to the end.

  • Charlie Testing (most people don’t call it that, they consider it beta 2 testing, but they’re missing a trick here: Charlie is what the military call the enemy (well, in Forrest Gump they did), and this links back to our pal Von Moltke)


charlie-testingThis is blind playtesting.  You’re not there when the game is played (or if you are you stay out of the gameplay altogether).  The players read the rules and play your prototype as if it were an actual, real game.

  1. Improve your game


The most important rule on this list: inch by inch, and mile by mile your game design should change.  Hopefully, that great game idea you had is still there, although that may have changed too, the design will have done certainly.  Whether you start your game by painstaking making every component and then testing the whole thing, or you start with the very basic, foundation level of your game and build up, there should be changes at every step along that route.  Some of these changes will be huge; you’ll add a board, a whole new deck of cards, a different action or resource type.  You might take things away too.  You may even do both.  Multiple times.  The important thing here is to recognise and be prepared for the fact that your game/design will change.

“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.” Antoine de Saint-Exupéry.

Those I would consider 4 of the 5 fundamental rules of playtesting.  And they are important, but rule 5 is a biggy:

  1. Enjoy playtesting.


You are going to spend a lot of time playtesting your game, a lot of time fine tuning it.  Try and enjoy it.

In my experience, the tabletop gaming community is brilliant and friendly and clever and generally awesome.  Ask for help at your local gaming club or store.  The internet is rife with help too, I’ve found these to be particularly useful:

http://www.bgdf.com the board game designer’s forum – need I say more?

http://www.playtest.co.uk this site will also list region groups (so if you end up starting one be sure to let them know)

 

I’ll be discussing Playtesting Analysis in my next post, with more pictures, fewer words, charts and Playtesting Questionnaire downloads.

Do you have any tips you’d like to share about your experiences as a playtester or designer?

If you’ve enjoyed this article hit the little star icon to let me know.

Thanks for reading folks!

 

Sunday, 12 February 2017

Prototyping – Over Prototyping Compulsion Disorder

Hello, my name is Rory and I’m an Over-Prototyper.

(This is where you say hello back to me in unison)

[caption id="attachment_76" align="alignright" width="300"]bad-pets My tableau tile placement game: Bad Pets[/caption]

I suppose thematically it makes sense that I would write about prototyping at the beginning of my blogging journey, but also since I’m building version 2 of my current game (literally I’ll be glueing some paper to card as soon as I finished writing this blog post) it also makes chronological sense too.  Which is nice.

Now, I tend to make a bit too much of my prototypes; which as I’m told is a flaw common to many beginner designers.  I try to justify it to myself by saying it will be worth it, and it will make the game more visceral when I play test it, or even that I’m doing most of the work during my lunch break.  But truth be told, I’m just addicted to game frills.

I tried using sticky address labels and a deck or two of old playing cards, and it made me very sad.  I tried using paper cut-out squares and it just wasn’t for me.  When I figured out that I could use Microsoft Word’s table feature to perfectly duplicate the dimensions of

[caption id="attachment_77" align="alignleft" width="300"]devils-deal A version 4 prototype of a game that is taking a break at the moment: Devil's Deal[/caption]

playing cards and that I could add colour and some graphics it was the end of moving a project forward, but I was blissful in my time wasting.

My experience so far, has been that most of my game ideas have only a certain level of what I’m calling “Enthusiasm Fuel”; that is, I only have so much time to turn an idea into something that I can put on the table before real life happens, another game idea comes along, or my Enthusiasm Fuel just runs out.

Case in point, I’m “working” on a Zoo building game, think Zoo Tycoon for the table top, with a deck building and worker placement mechanics and I went wa

zoo-buildr
My Zoo game has over 300 cards, all sleeved and backed, but has never been played.  Error :/
y, way over the top on making the cards.  (This photo is the first time I have even laid this game out).  It was fun but futile.  The game idea wasn’t bad, and at some point, I will go back to it, but I think there is (certainly for me) a real need to get the game out of my head and onto the table as quickly as possible.  Doing this is very tricky when a lot of your time is taken up with getting the right shade of purple (I very real problem I had, and how daft does that sound), however; I have developed a process.

 

13th-apostleMy process isn’t written in stone, it’s not a set of rules or steps, it’s a guideline, and, as Rufus, the thirteenth apostle says “It’s a very good idea”.

Very Good Idea 1. Stop.  Just hold the dice and wait.  Think through the game, think through the player turn.  Really think about it – it is perfectly acceptable at this point to think “I’ll come back to that later”, in fact thinking that is great, it indicates that your game is layered; which is a good thing.

Very Good Idea 2. Write down (scraps of paper allowed) a list of components. This is like a shopping list of game parts – I do this so I can then figure out how much I’ve got to build, buy or borrow from existing games.  Writing this down will also help focus your mind.  Ask yourself what do you need to get the game skeleton (the most basic level of the game) on the table.  If you can only get part of it to the table, just get that part down, the rest will come.

Very Good Idea 3. Build it (must restrain oneself from clichéd Field of Dreams quote). This will take some time, the less time you spend here the better because this step will be repeated over and over, like a monkey with a miniature cymbal.  Remember the ABCC of building a prototype:

Audience – remember who you are building this for, to start with you’ll be playing against you, then friends and family, then strangers, then, if all goes well you’ll demo this to publishers or you’ll go down the Kickstarter route (to be discussed another time in another blog).  Make your prototype fitting for your audience; you, your friends and family will be happy to play with the most basic level of the prototype.  Simply turn the quality up a notch or two for each subsequent level of player.

“Bin-able” – your first pass at this will no doubt end up in the (recycling) bin.  As too will version two, three and four.  Do yourself a favour and don’t be precious about it.

Concise – just use the information required – fluff text and pictures take up too much time

Clear – your prototypes need to very understandable, chances are it will be pen on paper/card, all the same colour across everything, and when there are a lot of pieces on the table it will look quite unruly.

Very Good Idea 4. Play your game.  Play it lots.  Add to it, take stuff away, change it.  It’s yours and you can do what you want to it, but you’ll only improve it by putting it through its paces, simply called playtesting, which is what I’ll be writing about next week after I’ve taken my latest game to friendly local gaming store to be tested by strangers (exciting!).

This is the first of my prototyping blog post, there will be more bite-sized prototyping blogs at a later date which will deal with specific issues (art and custom pieces for example) in more detail.  Until then, it’s over to you.

Do you suffer from Over Prototyping Compulsion Disorder too?  Is it just a phase every designer goes through?  Is there anything you do during the prototyping phase that is different or extra?  Let me know in the comments.

If you’ve enjoyed this article hit the little star icon to let me know.

Thanks for reading folks!

Friday, 3 February 2017

A big pot of Game Jam

This is where it all begins, and like a good story teller, we don’t begin our story at the beginning (there will, no doubt; be flash-backs at a later date), but we do begin with a pretty significant gaming event at the beginning of 2017: a Game Jam, hosted and held at the ITB Board Games HQ in very central London.

“Hold the dice!  What is a game jam?” I imagine you may be thinking.

Well, you know what a “Jamming Session” is don’t you? Just like the band you had with your mates back in school, a jam requires no preparation or planning; simply the willingness to get together, have fun create something that didn’t exist before you started.  Simply replace the guitars, drums, and keyboard with meeples, blank playing cards and reams and reams of paper.  And that, is a Game Jam.

And that is exactly what we did.  My cohort; Bren, and I left the grey, rainy Midlands

[caption id="attachment_31" align="alignright" width="300"]outside-inside-the-box Bren and I, Outside Inside the Box[/caption]

behind and drove all the way down and into the grey London arriving - 2 hours early as we were expecting traffic in the centre of London – at the understated HQ of Inside the Box Board Games.  We chilled, chatted to ITB Head Honcho and Statecraft designer Peter Blenkharn, while he set up and of course we perused their game collection.

 

The Game Jam Game: Cerebrum

The day got underway at 12, with around 20 plus would-be-designers all ready to get stuck into the jam.  Bren and I joined up with another pair of bearded fellows (Team name, therefore, was of course: The 4 Bearded Geniuses)

[caption id="attachment_32" align="alignleft" width="225"]when-4-bearded-men-meet The meeting of the Four Bearded Geniuses[/caption]

The brief was simple:

2-6 players,

Not solely card game

45-90 mins,

High replayability

Fun

 

And the theme: Artificial Intelligence.

Go!

6 hours later, along with all the other teams, we had a game: Cerebrum; an abstract, tile placement, resource management game about tech companies trying to build AI that they could sell, but control.

At this point in the day, you stop building and start playing other team’s games, and each game was scored (1-5) on some key criteria Fun, Replay-ability, Theme/Mechanics etc.

I stayed with our game and guided people through it (and lost every single time!!).

[caption id="attachment_34" align="alignright" width="300"]a-play-through-we-anotherteam A play through with another team[/caption]

Between each play, the other 3 bearded geniuses would return get some feedback and we’d tweak the game ever so slightly.  But, Cerebrum worked, it worked pretty well, and if nothing else we had enjoyed creating it, meeting other designers and generally had a great, interesting day.

However; as it turned out other teams enjoyed playing.

They enjoyed playing it more than they enjoyed playing the other games.

They enjoyed playing it the most.

The 4 Bearded Geniuses won the first ever ITB Game Jam.

[caption id="attachment_35" align="alignleft" width="300"]game-jam-winners A blurry winner's photo[/caption]

We won the public vote, so we’ll each be receiving a copy of ITB’s Statecraft.  The judge's vote will happen at some point soon, where the winner of that we receive a fully art worked-up version of their game.

So fingers crossed.

After that of course; the sky is the limit.

The Making of a Game Jam Game:

What worked well?

In a word; talking.  We talked a lot about ideas, mechanics, and themes.  We discussed an-indepthdiscussiongames we had played and how we begged, borrowed and stole from games we liked or had played.  Talking.  We talked so much we ate into our ‘build time’ massively.  We wrote lists of mechanical systems we could use, buzz words, component and games parts, at one point we drew up a decision tree to help us work out what type of game we were going to make and how the theme of AI would be in it.

 

talking-and-more-talkingThe other thing that worked very well was our team dynamic; Bren, Tino, Graham, and yours truly gelled really quite nicely.  How does this help you ahead of an upcoming Game Jam?  Well, much like a chain only being as strong as its weakest link, an orchestra only works, when everyone works together (and this is the metaphor I’m trying to get to).  This is what to look out for when picking your team (please note I know next to nothing about orchestras, other than Ludovico Einaudi is awesome and seeing him live at Blenheim Palace was a real lifetime highlight):

Percussion (Tino), kept us in check and on point, gave us the meter to work to and when we drifted from the theme, he pulled us back in.

Brass (Brendan), gave us some of the big impact pieces – the concentric circular board layout for example.

Strings (Graham), did most of the work, both physical – cutting cards up, writing stuff down, and the mental, he did a lot of the maths and everyone bounced their ideas off him.

Composer (Me), I asked a lot of questions.  How are we going to do that?  What will that mean?  Let’s park that for a minute and think about…I also wave my hands around wildly when talking.

To have an awesome, potentially winning team, these are the type of people you want to work with.

 

What didn’t work so well?

Planning; we didn’t really plan our time very well, but then even if had I doubt any of us would have paid any attention to the clock in any event. – but we could have avoided a big stress and rush had at least one of us been paying attention.

What I would do differently next time?

I would take some more stationary – yes loads was provided, but like a good resource creating-a-board-gamemanagement game, you may find yourself with that precious sharpie when you need it.  So I’ll be taking a range of felt tips, multi coloured sharpies, a few pencils and a ruler next time.

I’d try and spend more time meeting and talking to other people, I did some, but nowhere near enough.  I could even be tempted to have a few business cards made up; just name, contact details and what I’m working on/status of designs.  If you’re looking for play testers for your game, or you are due to release a Kickstarter project soon, definitely do this.

Also, some biscuits.  Talking about games over a coffee needs some biscuits.

Will there be a next time?

our-first-playtestReal life allowing; you bet.  Building a game under those conditions is a fabulous experience, and if you’re interested in game design you should try and find one, and failing that, talk to your local gaming shop/café about maybe putting one on.

 

Have you been to a game jam?  How would you advise someone attending an upcoming event?

Thanks for reading folks.

 

ITB’s Sub Terra designer by Tim Pinder is currently live on Kickstarter, and it’s already fully funded so head on over if you want to get in on some of that action.  Statecraft by Peter Blenkharn successfully funded last year and will be available very soon.  Check their website for more details and keep an eye out for future event’s they’ll no doubt be hosting.