Game Design

The Game Design tag identifies content focusing on game design in general; whether at Opie Games or in the industry.

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John Parker

If you think legacy style and other disposable games are crap by their very nature and you are looking for a few more grenades to drop in the BGG forums, well you have come to the wrong place. I hope to present a few ideas that have come as a result of playing, and thoroughly enjoying a few legacy and disposable games recently, namely Pandemic Legacy: Season One and T.I.M.E Stories. As I have planned to play and actually played these games, I have noticed a few dynamics that seem to be unique (at least for me) to these sessions.

John Parker

Listening to a recent podcast, I heard that a certain game design contest had received quite a few entries for which “a 3 x 3 grid of cards” was a main feature. Those discussing this event sounded derisive to those designers who presented these designs. Now, maybe that was just my impression, but that impression was the seed for this blog post. So let’s take a look at “a 3 x 3 grid of cards” as a game feature. Note: I was not one of those designers entering the contest, so this is not a case of sour grapes; just an observation.

John Parker

Definition

The BoardGameGeek Glossary defines Dexterity Game this way: n. A game where the major skill needed is a physical action, such as flicking (Crokinole), balance (Topple), or deft manipulation (Jenga).

General Appeal

Many people of all ages enjoy dexterity games and since they generally require skills that are not necessarily acquired with age, people of all ages can usually enjoy them together. Usually the “smarter” adults can’t stomp on the younger players just because they have more gaming experience. In fact, young players often have the dexterity necessary that can deteriorate with age, so in a dexterity game they may have the upper hand, as it were.

John Parker

Design Workbench

Introduction

With the Picky Packrats game essentially design-complete, I do not intend to dedicate much more time on the Nines game framework – at least for now. However, through the design process several other alternate uses of the framework came to mind that might be explored. Some of these mechanics seemed like great ideas, but were left out of the design for various reasons: They didn’t fit the original game of Nines and its target player, they added unnecessary complexity to a game that was intended to be dirt simple, or they didn’t fit the feel or theme of the game. I describe them here with a minimal amount of detail in part for posterity, but also in case one of them insists on my attention. Game design pieces conceived in the process of one game’s design process tend to find their way into other games. In fact, I describe a different game at the end that incorporates some of these lost ideas.

John Parker

Design Workbench

Design Objective

A theme and a name.

As discussed in the early entries of doing these makeovers, I prefer to start a game design from a theme, but by their nature, these makeovers start with one or more mechanics. Finally, though, I am theming this game as the last improvement for this first stage of development.

John Parker

Design Workbench

Design Objective

In the last round, I proposed some rules changes to address a couple issues that had come up in testing that, though rare in occurrence, were frustrating problems when they did occur. In this round I will discuss how I have addressed those issues and what appear to be some final refinements. We are nearing the end of this game’s design phase and are at a level of refinement that can only progress through hundreds of playtests by dozens of people.

John Parker

Design Workbench

Design Objective

Since it has been a while since I last reported on this project and the game is actively being playtested, I thought I should report on progress even though there are no major changes. I propose a few tweaks here that may cause changes to the rules and the cards, so by the next round I may post all new documents for rules and for building a deck. Historically, I have introduced new ideas in this notebook after they have been tested and changes decided. I am going to break form in this entry and suggest a couple new rules that we will be testing in the coming weeks. With many successful tests behind us, these are in the range of fine tuning. We are not experiencing any major problems with the game.

John Parker

Game Genres is a chapter in the Game Design notebook that focuses on various game genres. This designation loosely aligns with the Game Category designation on BoardgameGeek.com.


 

John Parker

Design Workbench

This is the second and final part describing the individual mechanics and their attributes – the modifiers. Again, there are three basic sets of mechanics; starting from the bottom up:

  1. Those that affect the die rolls. (Roll Modifiers)
  2. Those that affect the goal or victory condition. (Goal Modifiers)
  3. Those that affect the players. (Round Modifiers)

Picking up where we left off, in this round we will look at the last set. I set these apart from the other two because these only impact the die rolls in a meta sense. They don’t impact the actual rolls, but may impact the choices you make during rolling, since they impact who you are rolling against and who goes first.

John Parker

Design Workbench

Since I am starting to report this progress further into the design phase than previously, I will break up the “rounds” a little differently at first to catch up. Here’s how the first few rounds will shake out:

  1. I will catch up on the mechanics and their attributes, which I will call modifiers.
    1. Since there is a lot to report here, I’ll break this round up into two parts.
  2. I will catch up on the gamelets.
    1. Since there is a lot to report here, I’ll break this round up into three parts.
  3. I will catch up on the game created by compiling the gamelets.