J C Lawrence
How do you define success as a designer?
Success: The game produces the game experience I intended with the target audience.
When you design a game, at what point do you consider it a success?
Internally: The game achieves the game-definition ends I'd intended (design is coherent and closed (no dangling ends)), game problem is solved, relationship between scoring system, incentives and game activities is synonymous with the scoring system).
Externally: The target market are sufficiently impressed with the design to buy it and to recommend others buy it.
Did you have a particular goal in mind when designing it?
Yes, to create a specific sort of problem solving challenge and experience.
Did the goal lead to the design, or did the design lead to a goal?
The goal always comes first.
If you have a game design that you consider to be a 'success', I'd like to hear why you think it is successful.
Age of Steam Expansion: Sun / London not only successfully embodies and emphasises the primary characteristics that interest me in Age of Steam, but is also is the second highest rated Age of Steam expansion set if you discard expansions with less than 10 ratings.
'Ohana Proa successfully presents the problems I'd intended to present, seems to be a coherent and relatively closed design, and (according to my playtesters) is fun to play.