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A new approach constisting of defining a design plan

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larienna
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This is another theoretical/philosophical thread about how to approach game design. I have been testing some new design techniques lately for some of my games and I am trying to see if I could make a theory out of it. The goal would be to define a procedure that will create some sort of game design plan which could speed up development by reducing the need for mechanic searching and keeping the integrity of the game through it's design (for example, making sure the mechanics always match the theme).

Lewis Pulsipher said in one of his book that game design can be approached from 5 different facets: Theme, Constraints, Mechanics, Components, System/Genre. I would personally add "Experience" as a 6th facet. Now as he mentioned, you could start designing your game using more than 1 facet, but with the technique I am trying to design, you would need to define all of them.

Another important thing is that creativity spawns more easily when there are restrictions, this is why it's so much easier for me to design variants because there are already restrictions in place, like components available, look and feel of the game, etc. to deal with. So the goal of the design plan is to add restrictions to the design process.

So the technique I am trying to develop is to define those 5-6 facets that would act as a game design plan which would setup the necessary restriction while designing your game. Each facet is detailed below, There is no specific order in which to define them, but one thing for sure, they are all interrelated to each other. So you define the easiest facet which will help define the other facets.

Theme: Pretty simple to define when it's your first approach (ex: make a game about pirates). The general idea is to make sure that the rest of the mechanics and experience makes sense by setting the game into a theme. IT does not needs to be a rational one, You can have pretty whacked up theme, as long as you make your player believe that this is how the game's reality works.

Constraints: These are physical or external constraints to the design of the game which could be the price of the game, the size of the box, the development time, etc. My personal constraints is to design almost only 4S games ( Simple, Short, Small, Social/Solitaire ). So the rest of the facets would be influenced by those constraints.

Components: Without having a clue of how the game would work, I am trying to imagine if my game was on a store shelf and I picked the box and turned it around to see the picture of the game components, what would I see. I think it is important to CHOSE right from the start what components you expect the players to use. If you make a game about pirates, do you have a map with ship pawns, do you have a board with the ship layout, does rum comes with the game, etc.

Genre/System: It's a facet I have not really explored yet, if you decide to use a game system, yes the system will impose you certain restrictions. As for genre, it's more for classification purpose, personally if you could break the genre and make your game unclassifiable, I would say do it. For now, I don't consider this facet to really work with my idea of design plan.

Experience: Lately I attached a series of experience I would like the player to have while playing my game. I could be related to the decisions or tasks made while playing the game. Or it could be related to the interaction between players or how they feel through the game. For a pirate game, you could say for example: Risk Taking, Discord between crew members (players), Leadership and respect of the captain (or not), Resource management, Betrayal, etc. This will influence a lot the kind of mechanics you are going to use to simulate that experience.

Mechanics: This is one of the thing I try to define last since I rarely approach a game by mechanics. The idea is to select mechanics, or group of mechanics according to the other facets of the plan to make sure they simulate the right experience, respect the constraints, use the desired components and are explainable by the theme.

So by choosing all those facets that define the game design plan, you are creating a playground that you can use and explore to design your game. While you remain in the defined area, all the facets should still make sense with each other. If you exceed the limits of your plan, then you could get inconsistencies. Of course, you could change your facets during game design if your ideas and objectives change during the process.

I want to know what you think ... or if what I have just said make sense. I am going to try this approach in my upcoming design and see the results. I Hope it will be positive.

BHFuturist
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I love the idea for forming a

I love the idea for forming a pattern or method for the way you think about and go about designing a game. Having a model for how you walk down the path provides a framework to help keep you on track. I do think that what you have so far makes sense. And I think you are onto something that adds detail to the facets or elements of game design I have found in my search for the same thing.

In the their books "Contemporary Perspectives in Game Design" and "Design Elements of Contemporary Strategy Games" George Phillies and Tom Vasel form the idea of 6 basic elements of game design. There is overlap with what Lewis Pulsipher wrote about.

Physical Style = Genre
Shape = Constraints
Pattern of Play = System
Theme
Mechanics
Components

I don't have time to try and summarize them right now but, to get a better understanding of them you should read the books or watch the classes that George Phillies has on YouTube HERE I think it is parts 4-9 that have the most information on the 6 elements.

Your addition of Experience fits great right between "Shape" and "Pattern of Play" in my opinion. The way you conceptualize gameplay and the space it will take up in players lives are great elements to consider, but there is room to also think about what you want players to "Feel" or "Experience" during the game. I agree that it is something you should consider as part of the design. I think this might also be called the "Type of Fun" but when you use "fun" things get fuzzy in peoples minds.

When thinking about the experience you want players to have, you are also describing the pattern of play and shape of the game but through a different perspective. The facet of "experience" for me might answer questions about the game and how some of the other elements or facets of design work together. In other words it "fills" some of the design space between the other facets.

Do you want this Game to test friendships because of the deception aspects? Do you want the theme and mechanics to leave the players feeling like the really were knights searching for the holy grail?

Thanks for posting, this gives me a lot to think about :)

-Eamon

witnessoftruth
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Love the depth of thought

As I am just dipping my toes into the world of game design I have been seeking posts like this. You do a great job of taking the abstracts of "I want to design a ____ game" and put it into practical and actionable pieces.

I love that you include player's attitudes and emotions derived from gameplay into the initial design process. Keep up the good work!

larienna
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Well I think the experience

Well I think the experience can be a good thing to setup first because, the theme does not always dictate the experience.

For example, a guy had a murder theme proto to test. After talking with him, his goal did not seem to have a deduction game where you can find the murderer (like in most games with the same theme). We talked to him about it and came up with several alternative like trying to frame other players, or make yourself unguilty. OR even you are a character in a novel and negotiate with the author to change the story so that you are not guilty.

So all those variations of the same theme really don't aim at the same experience. What people could have though to be deduction, can end up in a nasty take that game instead.

So yes either the kind of activities, the emotions felt or the things players will experiment is an important part of the game's design. I could link this back to one of my old article that said that game design could be approached by theme, mechanics or experience.

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If you want some more theoretical stuff, come on my website see some articles I wrote:

http://bgd.lariennalibrary.com/index.php?n=DesignArticle.DesignArticle

Some articles are getting old, but they are still useful.

Rick L
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My latest design began in a

My latest design began in a large part with the consideration of the "Experience" aspect - specifically elements from a couple of games that created experiences of "frustration". I started thinking of ideas where I could take the frustrations out of those mechanics. The improved mechanics ended up being fun and effective, and my theme developed around them. The resulting game is definitely unique and does not feel anything like the games that started me on theses design concepts.

So i feel that Experience should play a significant part of game design - it's the main reason people want to replay games, right? Therefore it makes a lot of sense to start there.

BHFuturist
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Mokheshur wrote:So i feel

Mokheshur wrote:
So i feel that Experience should play a significant part of game design - it's the main reason people want to replay games, right? Therefore it makes a lot of sense to start there.

The thing that makes me want to replay a game is non-predictable patterns or lack of redundancies that keep the game from happening the same way over and over. But also THE FEELING I get from playing the game... or I should say the feelings that linger after the game. When a game truly imparts an experience that is hard to shake off. It may not be my MAIN reason but it is sure high up on the list or a close second. I also, feel this topic of "Experience" is an aspect of design that gets far less attention than it deserves.

After thinking about this more I am sure that "it" is not the same thing as just talking about the "kind of fun" a game is. As you pointed out frustration and other types of experience are out there beyond the realm of "fun".

-Eamon

larienna
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Here is an example I build up

Here is an example I build up for one of my game. Of course the content will change over time. I had ideas lately to change it as an area of majority game.

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Theme

- Looking for a 19th century game with Artillery, Infantry and cavalry
- Want to dig into the castlevania bestiary use creatures groups of various cultures and mythology lead by an important character.
- Used 1871 as a key date where countries were formed and there was a brief moment of peace.

Constraint

- Simple: Yes, the game rules does not seems very complex. It just seems longer, so it could not be a short game.
- Small: I want to keep my games small for easy storage and cheaper price, my component selection on game crafters seems interesting. It's also interesting to make deep games with few components.
- Social: I want internal conflict to have some kind of social relation. It's a cooperative game, so it implies interaction.
- Solitaire: Solitaire mode is one of the core mechanics. I want to make sure players cannot plan ahead other player's turn too much.

Experience

- Being capable of conquering the whole world from a single starting point. It gives a feeling of power and superiority.
- Sharing resource management between players when in multiplayer mode.
- Getting some internal conflict between player due to bad role selection, resource usage or other.
- Strategic Maneuvering, planing the movement of units and defining where to expand.
- Tactical resolution, have certain decision during combat resolution. I might need to sacrifice this for speed.
- Variability: Being able to play the same game again with new generals for a different experience.

Components

- A map, game crafters have those cute 8"x16" 4 part fold board which ends up as 4"x8". That would fit in a 5"x9" box for example.
- Army tokens, probably round one. It depends on the size of territories, but I liked dungeon roll's 5/8" round tokens. I'll probably need several dozens of tokens. Not sure yet if allies will each have different tokens, having same tokens could make it easier to manage.
- Cubes: A couple of cube will be used to mark stuff on player boards, including army compositions. I am thinking at most a dozen of cubes per player.
- Player board: Contains reference information, unit stats and record combat casualties. There is also a place for the unit reserve.
- AI board: Not sure yet, possibly 2 board holding 4 nations each with the current status of their reserve, status
- Cards: I need 6 role cards and 8 nation cards.
- Dice of course, currently using D8, with the new 3 dice system, that would mean 6 dice.
- Pawns, each player could have 2 pawns, 1 for his beast and one for his general. No sure yet with the new combat system.

Mechanics

- It's basically a war game, so spawn units, attack, expand, AI fights back, etc.
- Awareness track put certain nations on hold before being at war with you. Your actions or time can accelerate the awareness track.
- I want to have a role/assignment system. This make sure your choice influence the choice of other generals. Which creates indirect conflict and friction between players.
- Managing resources to build units. Having a shared pool of resource is another way to create friction between players.
- Combat resolution a la Axis and Allies might require too much time. An alternative roll 1 die for each unit type can be used.
- Maneuvering of units though swaps with the reserve to position them at the right place for offense or defense. The adjacent unit support might also give some interesting strategic decisions.

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Enjoy!

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