January 2015

  • John Parker

    Design Workbench

    Design Objective

    In this round I will try to address two seemingly unrelated observations: The “1” Action (Reveal/Peek at any card) does not get used much and a player may run out of time sooner than they want. According to the major objectives for this game, both of these observations may not be recognizing negative conditions, but they may be more pronounced than desired. Let’s break them down a bit into what is actually positive about these observations and what might be negative:

  • John Parker

    Recently on another game design blog there was a debate about whether a designer should accommodate poor player decisions in the game design. Although it was not the topic of the original article, the discussion veered into new territory (as they often do). I pointed to my article Eliminating Player Elimination where one of my points is that the designer takes on a higher challenge and risk by keeping players in the game (rather than eliminating them) because those players need to be engaged in the game to the end. The idea that the designer is responsible for prompting this engagement was challenged by one of the commenters and, in particular, my light-hearted description of behaviors that bored losers will exhibit was criticized with the following. (Paraphrasing…)

  • John Parker

    Playtesting

    A few words about the playtesting approach are in order so they are not necessary in every posting. While the specific variations in this makeover are relatively simple, a valuable aspect of this makeover is to review the testing approach to a highly variable game.

    Approach

    For playtesting an individual mechanic, I am introducing what I call a “Gamelet.” A gamelet (like an applet compared to an application) is a mini-game in the sense that it does the functions of a game, but in a very narrow sense. A good gamelet will exercise one mechanic in a very limited sense. In this case there are also Attributes that impact the operation of the mechanic. So there is a grid of Attributes and Gamelets to test if each attribute is tested separately.

    Dice Permutation 1

  • John Parker

    Category Focus: Economic Games

    Now that we understand a little about the categories available on BGG to direct our study, it is time to dive into our first one; Economic Games. Fortunately, BGG has an Economic game category, so our challenge is partly met already. However, we might also consider the question, “What makes an “Economic” game?” A recent Board Game Hour discussion revolved around “Business” games. Are all Economic games Business games and vice versa? Maybe not, but some other game categories and mechanics were mentioned in that discussion to identify a “Business” game that may be relevant, so I’ll take a look at those attributes as well.

  • John Parker

    Categories Focus: Expansions

    As with fans of the movie or TV industry (one I am most familiar with), in the game publishing industry it is common to hear from consumers, “They don’t make anything new anymore. They just keep making serials/add-ons/expansions.” Is there any truth to that sentiment? Before we get into some deeper analysis of specific game categories, let’s take a look at expansions.

  • John Parker

    Board Game Hour is a little difficult to describe within my limited categories for resources. It is a weekly meet-up on Twitter to discuss board games and board game design. The meet-up is hosted on Nurph and moderated by the Minister of Board Games himself, Nate Brett. The “Hour” of interest is every Monday at: 7pm GMT (which I mention first since the Minister is in the UK). This translates to 2pm EST, 1pm CST, 12pm MST (which works great for me so I can join on my lunch hour), and 11am PST. Note: The time gets a little wonky at the time changes since the UK observes Daylight Savings Time differently than the US.

  • John Parker

    The League of GameMakers is a growing group of designer/writers across the spectrum of game design. The authors are authentic and active in the comments and their articles interesting. There is a good dialog about game design concepts and some very helpful information on this site.

  • John Parker

    Expansions come in many varieties and those variations can be described in various ways. While researching my article on Hobby Game Trends 2000-2014, I had to decide whether or not to include expansions in my data. This decision caused me to consider the question, “What is an expansion?” One categorization criterion is what the expansion does to the original game – how it expands the game. Keeping in tune with game descriptions, I’ve categorized expansions into 4 X categories.