Skip to Content

The value of collaboration.

5 replies [Last post]
Joined: 02/19/2012

Not talking about co-operative gaming, sadly.

I spend an unhealthy amount of time here and at the forums for Adventure Game Studio, because both give me that much-needed community for my various creative pursuits. That said, I've noticed one thing that is distinctly different between the two cultures is that here, a lot if not most people are working alone on their own projects, while there, there is a lot of incentive to collaborate by bringing their skills together on good projects.

Am I way off-base here? Are there teams forming behind the scenes that I'm not observing?

If the primary driver is profit, then this makes sense. This is, after all, an industry with low barriers to entry for those who self-publish.

But for people who think just aiming to recoup one's investment in a boardgame is a great target, there are always benefits to having a partner dedicated to a project, both in lowering the individual cost of entry, keeping parties motivated and bringing new perspectives and ideas to entrenched concepts.

I have at least twenty more-or-less original thematic and mechanical game concepts that I think would benefit from a dusting-off with a potential partner. Likewise, I'd love to offer assistance to a project that brings something new to tired themes and mechanics.

So, just kicking this out there. Optimists, interested in kicking around some project ideas? Cynics, interested in convincing me that online partnerships to produce tangible goods are a bad idea?



Joined: 04/23/2012
RE: The value of collaboration.

Hey LordRooster!

I just joined this website, but I'm a firm believer that collaboration can help bring out better games. I think online collaboration is difficult, but not impossible. With willing collaborators anything is possible, right? Even online board game collaboration. I would love to kick around ideas with someone, it's the main reason I joined this site. So mark me down as an optimist. =)


Joined: 08/01/2008
Most board game

Most board game collaborations seem to be between a game designer and an artist or graphic designer, not between two game designers.

Perhaps everyone is happy to collaborate, as long as it's on their game?

Dralius's picture
Joined: 07/26/2008
apeloverage wrote:Most board

apeloverage wrote:
Most board game collaborations seem to be between a game designer and an artist or graphic designer, not between two game designers.

Perhaps everyone is happy to collaborate, as long as it's on their game?

For the most part that is true but some designers have been very successful in collaborations. If you look at Bruno Faidutti’s ludography you’ll see most of the games he is credited with are collaborations.

and some people collaborate with the same designer regularly such as Alan R. Moon and Aaron Weissblum which did the highly successful 10 days series as well as many others.

Joined: 06/13/2010
id say it depends on the

id say it depends on the complexity of the game as to how many designers there are, a less complex game may only need a system designer and possibly a graphics/artist designer if they cant manage that on their own.

D&D was a complex game, it NEEDED multiple designers to really get going.
a game like bingo is simple and only needs one designer.

pelle's picture
Joined: 08/11/2008
so difficult

In my experience, working two designers on a game can be very difficult. Not sure I will start any such project again any time soon.

I am currently involved in two such projects, plus one where we are two designers working on separate parts of the same game expansion.

The latter one works ok (or would if I took the time to complete my part...) since we don't have to agree on much (and in case of disagreements, I have final say :) ).

Both projects were we actually collaborate on the rules, progress has been very slow. One project has been going on for 2 years now (iirc), but with many long delays (it has been a few months since last update). The other project we started about 1 year ago (different other designer) and we made some very good progress the first few months, but then got stalled because both went back to work on other projects.

I think agreeing on things is very difficult when you try to work together on equal terms. There are a lot of compromises, and soon I look on our rulebook and see lots of things I really dislike. Do I want my name on a rulebook where I think many rules are stupid? No, not really. Neither does the other guy. So we keep arguing... The best way to collaborate is probably to make it clear that one designer is main designer, or maybe split up in the traditional designer+developer roles.

Still think the games will be great in the end, but it will take time.

On the other hand I do belive in open source rules development. But that still would mean one guy in charge, sorting out what ideas to integrate in the official game, those that disagree can fork the game and make their own version.

(Note: This is from a waragme design perspective.)

Syndicate content

forum | by Dr. Radut