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New Board Game Design Video Series

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bbblackwell
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Joined: 10/23/2013

I've been watching game design videos on YouTube for about 2 years, and though I've picked up some general tips, I'm always looking for videos that give us a peek "behind the curtain" and show how designers are actually working on a moment-by-moment basis. This sort of content is difficult to find, so I got the ball rolling by "revealing my hand" and creating an informal video series that shows exactly what I'm doing when I design a game.

Here's the link:
https://www.youtube.com/watch?v=UrNn50VrW3Q&list=PLvhFbFX0CPPwk76szJdvVh...

I'm really interested in the specifics of what you guys are doing, and in answering questions like:
-What's our overall approach to game design?
-What's our thought process as we seek to overcome challenges?
-How do we organize our work?
-How do we work out the nitty-gritty details of game mechanisms?
-How do we manage theme vs. mechanics?
-How do we decide the specific wording for rules?
-How do we guide the evolution of our game?
-What systems do we use for establishing values and sound interactions between cards and other components?

I'm hoping that by putting myself out there, others may be inspired to do the same. At the very least, by creating the kind of videos that I've always wanted to see, maybe it will serve someone who has also been wondering what everyone else is doing in their private design time!

Thanks for checking in, and for doing your part here on BGDF to help create a design community where an open exchange of ideas uplifts us all!

-Brian Blackwell

radioactivemouse
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Joined: 07/08/2013
I think...

I think that you're right in some ways that people...more or less don't really know where to start as far as designing a game, but there are a few of us that have been taught by professionals already in the industry, like me. My mentor/teacher is Alan Emrich, owner of Victory Point Games and has been in the game industry for over 30 years, both analog and digital. He coined the term "4x", which is now a whole sub-genre of analog games today.

Still, that doesn't really mean much other than the fact I'm a little more aware of theory and logistics instead of more practical applications like the actual conceptual process like thinking up the game.

A lot of my free time isn't spent designing...I actually spend most of my free time (besides raising my daughter, lol) examining and researching games that I find interesting. Youtube videos, breaking my own games out and checking out their components, analyzing graphic design on various card games...etc. To me (and what I teach my students) is that the more we experience and examine games...its mechanics, structure, strategies, we place them into bite-sized pieces in our brain...like a metal or wood shop (like at a high school). In a shop, there's various tools, machines, and materials. Not all of them are used on any one project and you usually use the tools that are the best for the job. If you only have and know a hammer (like if all you've played is Monopoly), your build ability is severely limited (all you'll build is something Monopoly-like).

When I actually make a game, I look for several things. I basically create a mental box in which I will efficiently arrange my creative ability. The box comprises of: theme, a unique game mechanic, my ideas, and my potential audience. Sometimes a theme will come first, sometimes a game mechanic.

Whatever I think of, I agree with you that the ideas need to be on some kind of document like Word (I use Word and Excel). I would put EVERY thought I have about this possible game, so that my mind is clear when I come back and start to organize. This happens several times, kinda like refining my idea. When I come back, I rearrange the ideas, play with concepts, etc. on a new Word document. My old ideas are still there (in the older Word document) in case I need to come back.

But I think finding a unique game mechanic and a unique theme is an art form. It's not just getting what's out there and re-skinning it to your idea. That's being a copy cat. It's almost insulting because you're not only saying you don't appreciate the original game design, you're saying that you can do better. I'm not saying this is true of all cases, but when I see some designs, it's fairly obvious.

My trick? Looking for the "gem" mechanics that either was long forgotten in some game because the overall game sucked, or retooling an idea into a game mechanic that feels like an inspiration of game ideas but rebuilt to feel unique.

But along the process I'm always thinking of mechanics to FIT the theme, as it's very important to me. Sometimes I'll look at a game and think...why did they put THAT mechanic into the game? How does it relate to the theme? Does it? A lot of times I see a mechanic that doesn't make sense and was only put in because the designer loved that mechanic and literally forced it into the game.

But I digress...I have so much to say about this, but I'll stop here.

I gotta hand it to you, bbblackwell, you have a lot of genuine content and I respect that. You say you know what you're doing, but there's something good about just putting yourself out there. Keep up the good work!

bbblackwell
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Joined: 10/23/2013
Love it!

Thanks, Mouse! For the kind words, and especially for the thoughtful reply. I really appreciate what you've said here, and I'm very happy to hear that you've got a mentor who you can look to for inspiration, and ask questions should the need arise!

For me, the whole thing is about the feeling I have when I'm firmly seated in the cockpit of the design headspace. There's just nothing else I'd rather be doing. That's the one and only reason I design games. I used to try to write stories in novel form, but the medium always felt a bit awkward. Graphic novels suited me better, but although I have a small bit of natural artistic talent, I have no training and never feel inspired to work at improving it. Game design allows me to explore these worlds and characters that come into my mind, but carries the added pleasure of puzzling out how to translate them into the tabletop format. It's a marriage made in heaven!

I follow my inspiration entirely, and never force myself to work on a project that doesn't excite me in the moment. That often leads me to design a game part of the way through, then get carried away by something else, then return to older projects again later. So what you're saying about recording all of your ideas really hits home. You've got to be able to "warm up the engine" on past projects or they'll just fall into the void.

I actually touched on that idea of breaking down games in the 7th video of that series, so I'm right there with you. It's like the tinkerer taking apart an old radio. It's fascinating to explore what's under the hood on your favorite games.

I'm very pleased and surprised by the fact that the games that come to my mind are often very different from one another. They're all Ameritrashy, but each has very different gameplay. This has enabled me to "sit in the pocket" on a certain idea without it getting muddled by other games that I'm working on. Usually it starts with theme, but sometimes it's the other way around. As I mentioned in the first video, another game I created started with an idea I had for how to implement the "Adventure Card Game" notion in a more direct, intuitive way, and the world came to me afterwards out of necessity. So the process is always surprising and delighting me in various ways.

I'm really glad to meet people like you who understand and share this passion. It's quite an unusual thing, relatively speaking, though I think at it's heart it shares those same qualities that make the writer write, the painter paint, and the singer sing. There's a glory in the intense interest and inspiration that comes from creativity, and I hope that everyone can eventually find the niche that serves them best.

I'm going to go forward with this series for as long as it excites and interests me to do so, revealing all in the hopes that someone will come along and be inspired to something that brings them the joy I feel when I'm designing.

Thanks again!
B.B.

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