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Subject: OBG 58: Don't Bother Me I'm Designing rss

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Donald Dennis
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Trying to balance between fast enough and engaging enough. It's currently on par some games I've seen published, but I didn't like those either.
 
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Magnus Esko
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How is it possible to balance between fast and engaging? I have a hard time imagine a game being engaging if it's too slow for what it is. It seems to me that you lack a goal/vision of what you want your game to be like. Once you have that figured out, it will be easier to make decisions.

Remember, you can always take things out of the game and put them into an expansion. Or make them into optional rules. That way each group can decide what they want in the game.
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Esteban Fernandez
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Walsfeo wrote:
Trying to balance between fast enough and engaging enough. It's currently on par some games I've seen published, but I didn't like those either.


Let me quote this

Quote:

All of us who do creative work, we get into it because we have good taste. But there is this gap. For the first couple years you make stuff, it’s just not that good. It’s trying to be good, it has potential, but it’s not. But your taste, the thing that got you into the game, is still killer. And your taste is why your work disappoints you. A lot of people never get past this phase, they quit. Most people I know who do interesting, creative work went through years of this. We know our work doesn’t have this special thing that we want it to have. We all go through this. And if you are just starting out or you are still in this phase, you gotta know it’s normal and the most important thing you can do is do a lot of work

It is only by going through a volume of work that you will close that gap, and your work will be as good as your ambitions
It’s gonna take awhile
You’ve just gotta fight your way through.


http://tumblr.xerode.net/post/2686136656/all-of-us-who-do-cr...

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Magnus Esko
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Great stuff Esteban

I can definitely say that I'm making better games now then I did before. And I'm getting new ideas for old designs that sometimes turn into prototypes. I did start having ideas long before I started designing board games.
 
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Donald Dennis
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Awakening wrote:
It seems to me that you lack a goal/vision of what you want your game to be like. Once you have that figured out, it will be easier to make decisions.


Vision I have, apparently it's finding the path to that destination I'm having troubles with.
 
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Esteban Fernandez
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Yes, same here, it is the experience, also makes me save some time.

In any case if you are interested have a look to my just released last design

http://boardgamegeek.com/boardgame/95805/sink-the-carrier

The most interesting part of the initial design and the final game is that as a coop game I wanted to do it like Wok Star or Space Alert so all the players do the action at the same time, also there is a timer.

Each player select an action, and when all have an action card selected, then at the same time everybody execute the action. When we started playtesting it the players complained a lot, the main problem is that a player for example was attacking a plane, and another in the other side of the table was attacking the same one.

Also if the players do not have the rules very clear, problems will arise, someone maybe is rolling the right number of dice, and others are not taking all the bonifiers to some rolls.

After watching some pictures of Wok Star, I see that players only affect some basic controls on the board (the ammount of an ingredient), also the players aid/boards are very clear, that is why probably that games works with all players simultaneously and mine does not works this way, and does it way better with sequential turns.

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Magnus Esko
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Walsfeo wrote:
Vision I have, apparently it's finding the path to that destination I'm having troubles with.


Do you know how you want the game to feel like when you play? That, more than anything, is what I use as a guide. This will tell me how fast and engaging the game should be. For example, with Lords I can always tell when something feels wrong. The game was too slow when I first started playtesting with someone else and I had to make the game move along faster. I lowered some costs, made it easier for players to earn more and grouped functions. These changes kept the game virtually the same, but made players progress through it much faster.
 
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On Board Games » Forums » News
Re: OBG 58: Don't Bother Me I'm Designing
Had a great time playing Empire on 3 today. It only took about 1 hour which is pretty amazing, so we played it twice. Teaching it takes about 10 minutes. I'm going to extend the game length a bit though, it just ends too quickly. We don't research enough or build enough ships so I'm lowering the costs until next time.

You are likely to see some combat as early as the 3rd round. The 2nd half of the game is pretty intense with lots of battles. I really like this game. It's a very satisfying wargame but it has a very low complexity and doesn't take too long to play.

Yesterday I had ideas for 5 possible optional rules/modules for more hard core players. I'm really amazed how well this game plays already.
 
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