Skip to Content

Priorising game ideas: Should the player be implicated?

16 replies [Last post]
larienna's picture
Joined: 07/28/2008

I am thinking or organizing and priorizing ideas for board games and video games (or even both).

In the past, I listed game ideas on my website where people could star rate the ideas they liked. It gave me some feedback about which idea could interest people. Still few people landed on my website.

So if I create a new priorization system, I am wondering if I should consider the feedback of players to change the priority.

The main consequences, is the tools I will use to priorize the ideas. If I don't need user feedback, I can just use an excel sheet on my computer. Else, I'll need a more elaborate system.

I was thinking of using "Multi-Critera Decision Analysis" to sort ideas from the best to the worst. I would work only on the top most ideas.

X3M's picture
Joined: 10/28/2013
I suggest the use of

I suggest the use of keywords. And from this you might get even more idea's.

But most important is that once you have the same keywords between 2 idea's. The next keyword should differentiate between the 2.

Obviously, some mechanics globally will be used as well as keywords.

If you want players to send in idea's. Have them limited to a number of letters. Or else you get 20 page idea's. You don't want that.

2000 letters is already a lot.

Good luck!

larienna's picture
Joined: 07/28/2008
I have enough ideas, I don't

I have enough ideas, I don't need input. On my website, there was a description text and people could rate the idea. It gave me some feedback on what people found interesting. Not sure it's worth really the effort unless I reach a point where lot of people want to give feedback.

I am thinking of different methods to organize ideas, from categories to levels of complexity, maturity, feasability, etc. I was thinking of using MCDA (Multi-criteria decision analysys) to sort the ideas from best to worst. Player's preferences would have a low to average impact.

One thing that I have not found a solution yet is for overlapping ideas. Sometimes you have different game ideas or portion of games that you could probably crossover or fusion them together to create a more consistent game.

I was trying to see if there was a way to classify ideas in a way that would allow me to identify those overlaps. Mixing game ideas together is interesting because it makes less game to create, and add more depth to the game.

The problem is that cross over can occur at the theme or the mechanics level, so grouping using one or the other does not help.

questccg's picture
Joined: 04/16/2011
TBH ... Game Ideas are worthless

If you have a Game Idea, that idea is pretty much worthless ... UNLESS you develop the idea further and make a prototype. I don't know about YOU but my bet is that outcome of MOST prototypes is sh!t. What do I mean??? What I mean is that once you CONVERT your IDEA to a PROTOTYPE most of those game suck real bad.

The IDEA sounds AMAZING... But when you create a PROTOTYPE and playtest it; the result is something BORING, not so playable and generally speaking NOT GOOD. I don't know if this is your case or not; but it is MINE. When I get the IDEA, it seems ground-breaking or revolutionary. Then IF I WASTE time converting the IDEA to a PROTOTYPE, that prototype is usually very sucky.

And all that is OKAY!!! Because GAMES require development.

I'm not talking about hiring someone to do that work, I'm merely saying that as a Designer you need to take that POOR "Prototype" and RE-WORK the various aspects of the GAME which are BROKEN, NOT FUN, NOT CHALLENGING, TOO REPETITIVE, etc. and the list goes on and on.

The reality is that MOST GAMES that have been DEVELOPED are more SOLID and it shows that the DESIGNER took his IDEA, made it into several PROTOTYPES and came up with "X" as a Final Product.

How GOOD "X" is subjective to say the least. But all the TIME you invest into the IDEA makes for a BETTER and BETTER GAME.

So IF you have 100s of IDEAS ... Your GOAL would be to create a PROTOTYPE AS-SOON-AS-POSSIBLE. This will show you all the FLAWS of the game.

And TBH I don't waste much time with game IDEAS. I've probably got about 12 games in queue at various stages... Some more conceptual others fully playable and ready to be published.

What am I TRYING to say or explain???

Basically you should spend 2 WEEKS on a IDEA the minute you get it. Create a PROTOTYPE and GRADE that product and not your IDEA. Like I said there are a TON of IDEAS that are worthless WITHOUT being developed and playtested. And I am in the SAME "shoes" as you: I get IDEAS regularly and usually they are HOT and I spend 2 weeks to get them to being a prototype and them I know what their REAL POTENTIAL is.

I would use KEYWORDS to describe your games: "Dice Auction", "Action Points", "Push Your Luck", "World Board", "D&D Like" (as a fictitious game).

You can use mechanics combined with THEME elements too. Or have TWO ROWS: one for Mechanics and one for Theme. Something simple like that. You really don't need anything more complicated than that TBH. I mean if BGG does it with Categories (I would have them theme-related) and Mechanics (given like 100+ mechanics) you should be able to categorize your games in that fashion.

Anyhow I just wanted to SHARE a bit of my own experience and what I've seen that works and is used. You really don't need more that 2 ROWS for each game with a 50 Width Column and several KEYWORDS for Theme and Mechanics.

Take "TradeWorlds" for example:

Theme> Dice; Economic; Science Fiction; Space Exploration.

Mechanics> Deck, Bag, and Pool Building; Dice Rolling; Hand Management; Trading.

That's from BGG... Pretty decent CATEGORIZATION TBH... You always need to keep things as SIMPLE as possible so that it doesn't make the process overly complicated.


questccg's picture
Joined: 04/16/2011
And I can give you ANOTHER example...

One of my more recent ideas (like 3-Months old) is called Duel Botz. My goal with THIS IDEA??? Simple ... To use POLYHEDRAL dice as the FOCAL POINT of the game. Why? Because I see so MANY different types of dice made by "Gate Keeper Games" (John) and I think to myself: "Wouldn't it be cool if I could design a GAME for his dice???"

And yes I know "AD&D" uses POLYHEDRALSs quite efficiently.

But aside from that I wanted MY OWN "Design" to use them. And so I thought POLYs would make for a great game.

While this IDEA sounds COOL (and very vague and general; I'll get to that soon enough...) there is really nothing fleshed out for the IDEA. But THEN because this IDEA was HOT, I spent some time thinking about the cards, how they work together and even made some nice AI Generated Art (to help the concept along).

Now let me get to the IDEA and compare with my current thought process.

The IDEA was to use POLYHEDRAL dice and how I intended to use them was to have them as each dice belonging to a CATEGORY: Rate of Fire, Weapon Load, Maximum Damage, Firepower, and Coolant Level.

Again that was the IDEA... And YES, I think it's COOL TOO! Hehehe.

But in reality from a GAME PERSPECTIVE using the dice to TRACK Levels is well... TBH... BORING. If someone shakes the table or your cat decides to jump onto the table, etc. All kinds of reasons why this is BAD! Now why is this BORING?! Well it serves little purpose and could be done with a Tracking Board (Player aid). Who really gets excited by "Tracking Boards"??? I don't.

And so this IDEA ... Generally sucks even when I thought that EARLY on it would be AMAZING.

The consequence of all of this... Is that I TOOK THE IDEA and made some PROTOTYPE cards and tested things a bit... To conclude that the IDEA needs a LOT of WORK! Yes GAME DESIGN is a LOT of TIME, EFFORT and THINKING.

So generally speaking that's ANOTHER example where the IDEA seemed COOL but I have to RE-WORK the "DESIGN" seriously if I want to have some kind of FUN GAME!

Again this may not be exactly the same with your IDEAS... But I think for MOST of us ... It's somewhat representative and is similar in reality especially when dealing with IDEAS!

Cheers mate!

Note #1: What I came to the CONCLUSION is that POLYHEDRAL DICE are BETTER when they get ROLLED rather than tracking STATS. And so this has SHIFTED my thoughts a bit and has me thinking about ANOTHER PATH: How can I make POLYHEDRAL DICE ROLLING "exciting" and very dynamic/fluid??? I'm currently thinking about this as I work to complete my website.

questccg's picture
Joined: 04/16/2011
Yet another EXAMPLE of IDEA gone bad...

I've been discussing "Prospector" my Splendor Expansion. When I first DESIGNED the FIRST (1st) Prototype ... I was thinking in terms of HOW I wanted the game to be symmetric like Splendor. And then I had a bunch of things that I wanted to ADD like: Wildcard Dice and Golden Nuggets in addition to some BONUS "Prestige Points".

So ORGINALLY I have ALL TIER #1 Bonus "Prestige Points", ALL TIER #2 "Gold Nuggets" and ALL TIER #3 "Wildcard dice".


Because I had assumed that "Wildcard Dice" would be too powerful and therefore they should ONLY be acquired on TIER #3 cards. But after making a PROTOTYPE, I realized during the game that the "Expansion" was VERY BORING!

And that turned out to be rather disappointing considering the amount of HOTNESS that this design currently has.

PLAYTESTING revealed that I need to "mix things up a bit". I learnt that the "Wildcard Dice" while COOL and all... Really don't make for a BROKEN game. Secondly the "Golden Nuggets" were similar in concern too... But again my worries were misgiven and both of those two (2) ADDITIONS are pretty well "BALANCED"!

So I had to MIX everything up and come up with a NEW ORDER of cards and THEN the game/expansion started to BE FUN!

Again another example where IDEAS resulted in ASSUMPTIONS when in REALITY a sort of BALANCE occurred already and the design is better in its current form.

Cheers all.

questccg's picture
Joined: 04/16/2011
15% Inspiration, 75% Development, 10% to perfection...

larienna wrote:
I have enough ideas, I don't need input...

The REAL question to be asked is this:

"Have you sufficiently Developed each one of those ideas to assess the viability of each IDEA?"

What I mean if it's only a CATALOG of IDEAS ... Like you say: "You don't need input." And yeah you usually have your OWN direction you want to develop the game further.

But perhaps the REALITY is are they just IDEAS or have you taken the time to create "prototypes" for each IDEA?! If they are purely ideas... Well I've explained above what I personally THINK about "IDEAS"!

Perhaps you have TOO MANY IDEAS and not enough time to test each one out. I only have like a DOZEN or so ideas that I maintain at various stages of production so... Maybe you have 100s of IDEAS, that may need some classification but HONESTLY you need to start taking SOME of those ideas and CREATE Prototypes to see how VIABLE the idea really is.

If you do not do this... You'll have a false sense of security thinking: "All my IDEAS are AMAZING!" But in reality they are NOT games and when you make a prototype for any of these games, you are disappointed because: "Man this idea sucks...?!" When all that you are missing is the 75% of developing the game!

So maybe you should have TWO (2) Spreadsheets:

1> For ideas which you may have in the Hundreds (100s).

2> For Prototypes and games you've done some development on (12+).

This could be another separation of concerns and you can easily work with two (2) spreadsheets as this is NOT the end of the world. It's not HARD to manage two spreadsheets!

questccg's picture
Joined: 04/16/2011
And BTW ...

I too have a "G.I. Joe" Game. Mine is called: "Hand of Fate". And it too features both "Joe" and "Cobra" cards with all kinds of vehicles too. This one is on the Bench due to the VOLUME of "Art" required for the game. I may have an artist but I can't afford to pay him to make the art. At least not for 400+ of illustration required for the game.

I have been working on the Card Distribution... I have Air, Navy, Tanks, Vehicles, Joe Base, Common Base and Cobra Base. The distribution is rather interesting in that I have explored the sales model a bit more than the game itself.

But the "Hand of Fate" is a special Cobra Base... And I bet the most sought after card of the entire set. It's not at all impossible to get ... But it is rare never-the-less.

And it's a good card for the Cobra side of the game. Cheers!

Here's a PREVIEW (Partial) of the Distribution:

Note #1: Of course more "STUPIDITY" on my part when I was designing this Table/Distribution to order 108 CARDS... Because I know that Chinese Manufacturer don't really RANDOMIZE cards when they make booster they just use the cards available... And that's why I have 4x 108 (54 Cards per sheet using Black "core") and various positions for the cards.

Anyhow I shared it simply because I wanted to share that I too get CRAZY IDEAS too... And to make them work in REALITY... Takes a HUGE EFFORT!

Whatever... A good Distribution, just to randomize cards. Go figure!

X3M's picture
Joined: 10/28/2013
Not sure to what theme's you

Not sure to what theme's you are referring to.
If you are talking about how the game looks. Perhaps keeping this separate from the game mechanics?

Another way to approach this is not sorting them on mechanics. But actually have a number of tickboxes. Or something similar.

Example would be Monopoly and Risk.
They both have a "dice" mechanic. So both get the dice box ticked. They both use cards. So both get the card box ticked.

In a matter of speaking. I think you could have a number in that box instead.

If a game has multiple decks like Monopoly. You have 3 decks. 2 are roughly the same, and the third are the streets. So some sub mechanics can be added and then the number 2 would appear in front of the 2 decks that work similar.

Now as for how the cards mechanics are named. I think you got better idea's than me.

In the case of Risk. We got land cards that double as reïnforcement cards.
2 different mechanics, so a 2 in the box. But a special mechanic called "combined" or "double" usage.

larienna's picture
Joined: 07/28/2008
In a nutshell, you are saying

In a nutshell, you are saying that I should protorush my ideas and prioritize them according to the protorushing results.

Still, choosing which idea to protorush could also be prioritized. So you end up with multiple priority queue, or protorushing is just a step of the process to discard, freeze or go on with the project.

D4 and D6 does not flip much by themselves due to the large surface of each side.

You worked on a GI Joe card game too. I think they actually released a commercial GI card game, I think its a deck builder. Originally I was thinking of a 2 player game similar to smash up where each player put cards on missions semi-secretly and then reveal to resolve the mission. Recently, I thought of maybe making it a solitaire game where you probably play cobra trying to accomplish missions. Could get inspiration from Rune Age deck builder game here. Not sure I could make a solo game that works on both sides.

Nobody so far pronounced themselves on if players should be implicated in the prioritization process, or I should be the only person to decide.

larienna's picture
Joined: 07/28/2008
X3M, you are saying that I

X3M, you are saying that I should details mechanics, and maybe theme, of each idea as a series of elements and make game match together if they share the same elements.

Board game geek has an exhaustive list of mechanics and theme. I could just reuse those keywords for my ideas.

Else, I thought that once a while, I could compare my game with other ideas and see if I should fusion them.

Theme is more complicated, because many games can be rethemed completely. So indeed the similarities are probably going to occur with mechanics. Still I have some thematic ideas I have no ideas of the mechanics, in that case, I am pretty much open to anything.

Since I am going to take the video game design route, I think I will be working on an engine portion, see what games I can do with the engine I just made. Then expand the engine (ex: adding grids and 2D maps) see what games I can do with that.

From a board game design perspective, It's like if I gradually gave you new components that you can now use to design your game. You start with cards and make some games, then I give you pawns you make new games, then I give you dices, etc.

X3M's picture
Joined: 10/28/2013
larienna wrote:X3M, you are

larienna wrote:
X3M, you are saying that I should details mechanics, and maybe theme, of each idea as a series of elements and make game match together if they share the same elements.

uhm... yeah, categories, sub categories, subsub categories... etc.
Even how you roll the dice and what mechanics you use on them can be categorized.

But only do this if there is a need for it. Or else you end up with empty categories.

If you have for example 5 games that use dice. The keywords for those games include "dice".
Then you look into how much dice are rolled together with what kind of mechanics you use on them.

Although, those 5 don't have to be categorized like that at all I think. However, you might use sub keywords like.
Add, Subtract, Compare, Multiply, Discard, Re-roll, etc.
Depending on how the dice are used, mechanically speaking on themselves or other parts of the game.
If the mechanic makes use of other parts of the game, you can use another keyword together with "dice".
"combinated with", "supporting", etc.

Example. If you have cards with stats on them. And one of those stats is compared with the total die roll. Then you could say:
"dice: 'add' + 'comparison'" + "combined with" + "cards: 'stats'"

combined with
Sub categories:

So, if you enter those 6 (sub)categories. You would only end up with the game that uses those exact mechanics.

That is how I would do it. Although, my personal designs are mostly the same mechanics but with different value's.

Especially the dice in my case. I use all the mentioned mechanics. But there are 2 that aren't always present.
Subtract is not a case when I don't use health tracking at all.
Compare is not a case when I have health tracking, but the health doubles as armor.

Now, why do I mention this?
There can be a case that some games use less mechanics. And they can only be found in the bigger clutch.

So.... if you are going to make a search option. You might want to include the exclusion of keywords.
Just like google. a "-" in front of a keyword will throw out all games that use that specific keyword.
Not sure if you are going to make this into a worksheet or are going to program something. So, just keep it in mind that the possibility exists.

Also to note is that all games should pop up if you use NO keywords at all.
If you don't want to see any game that uses dice. Simply entering "-dice" would suffice.

Well, whatever you come up with. Once you are done. If you like an "idiot" to look at. I can take a look at it (making it idiot proof).

X3M's picture
Joined: 10/28/2013
Please take note

It is a lot of work to make a global list first.

Perhaps just start working from the roots.
Start with very global words like dice, cards, board, playmat etc.
Then when this is finished. See what the second list of keywords could be, the so called subcategories.

Add them ONE by ONE. Do it systematically.

You are done when each game can be found by a specific list of keywords.

How many games are we talking about here?

questccg's picture
Joined: 04/16/2011

larienna wrote:
In a nutshell, you are saying that I should protorush my ideas and prioritize them according to the protorushing results.

I am just saying that IF you want the IDEAS to move forwards and get a REAL feel for the "game" you are about to design... I would protorush because like I said, you won't know how good (or bad) an IDEA is unless you protorush it. And yeah, I would keep two (2) lists: one with prototypes and one with only ideas.

larienna wrote:
Still, choosing which idea to protorush could also be prioritized. So you end up with multiple priority queue, or protorushing is just a step of the process to discard, freeze or go on with the project.

You could have a separate spreadsheet for prototypes with a contingency: only 12 games (12 is an example) can be in a protorush phase.

Why? Because when you complete ONE, you choose the most viable or interesting one from your spreadsheet. So one spreadsheet is for prototypes and ACTIVE designs (things you want to work on, things you want to think about, etc.) And this way it acts like a FUNNEL: you think only about the design you feel that are more mature and can be completed earlier.

This way you don't waste time on ideas ... Until a design is completed (good or bad) meaning that the game is Publishable or STUCK or the Development didn't go as planned, etc. As soon as YOU consider it DONE, then you can review your other IDEAS spreadsheet and figure out which IDEA you want to protorush next.

The basic concept is this:

#1> You want to catalog all your ideas and figure out which you think are the best ones.

#2> You want to have a short list of protorush designs which allow you to FOCUS your thoughts on those games since they are the most advanced and you BELIEVED that they had the MOST potential.

larienna wrote:
D4 and D6 does not flip much by themselves due to the large surface of each side.

True... But I'm investigating the fact that rolling 1D4 is pretty boring. And there are other variants which are boring too. Like rolling for as high as possible. If you don't have a GOAL in-mind, rolling is BORING. You'll always want to roll for the HIGHEST possible result ... And in a way, that is NOT so exciting.

larienna wrote:
You worked on a GI Joe card game too. I think they actually released a commercial GI card game, I think its a deck builder...

Yes the NAME of my idea was "Hand of Fate", the concept was that each player has a Deck and they manipulate that deck to defeat their opponents. It's either 1, 2 or 4-Players. I was trying to figure out some kind of SOLO AI and how it could be that you play your Deck... TBD for the single player mode.

Yeah I know someone published a GI Joe card game. But it's nothing like I have planned. Some of my ideas are for single player mode, you split the cards into 50/50 Joe and Cobra... You play with the Deck and you need to watch the Cobra cards as they will do harm to you or slow you down, etc. The goal is for the Joes to DEFEAT Cobra (obviously ... That seems a bit redundant... But you get the idea).

larienna wrote:
Nobody so far pronounced themselves on if players should be implicated in the prioritization process, or I should be the only person to decide.

I think that IF you have a website, you should PROMOTE The "Ideas" section. And then keep the STAR RATINGS for the IDEAS. And ask people to VOTE on the IDEAS or maybe a sub-set of those ideas, etc. Like you said you DON'T need development help, you just want to know what OTHER people think about the ideas... As such I would KEEP the RATINGS for the list of IDEAS...

X3M wrote:
How many games are we talking about here?

I think from what I have seen is probably 100 IDEAS and a dozen of so PROTOTYPES... I believe this is correct, @larienna you can correct me if I am wrong. But if it's all the content you have on your website... You may also have more ideas written down or prototypes that are NEW, etc.

But I think it should be in those two (2) ranges TBH.

Yeah I visit @larienna's website every now and then. To see what is new. BUT TBH... It's HARD to know what is NEW and what is OLD.

Maybe that is something you could HAVE: Date of INCEPTION.

That would help and order the games by DATE. That could be a first approach and then order by RATING next (unrated ideas come FIRST too...) so you can sort of have the ideas which ppl think have the MOST potential.

That could be of HELP too... Because right now just listed on the website... Makes it hard to know what is NEW and what is OLD (and how old it is!) Some older ideas may be GOOD too... I'm just saying it would be nice to be FIRST sorted by DATE for the newest IDEAS to be rated. And then by RATING ...

Something SIMPLE like that could go a LONG way in IMPROVING how your VISITORS react to your website. If you want ppl to RATE then that should be the PRIORITY #1... I PERSONALLY LIKE the RATING IDEA... It help to see what other ppl think is good not only your own opinion.


#1> Sort by DATE.

#2> Sort by RATING (unrated ideas go to the TOP).

That's how I would PRESENT your IDEAS on your website. Right now... I don't know how the order is... But the GI Joe idea struck me as interesting because I too have my own idea for this.

Anyhow that's my take on the issue. I would KEEP the RATING system for IDEAS ONLY... And I would have a PROTOTYPE SECTION (sorted by RATE of COMPLETION) and an IDEAS SECTION (sort by DATE of INCEPTION follow by the RATING).

Something SIMPLE like that.

Don't take this the WRONG way... But the IDEAS I see on the website ... Seem a bit DAUNTING. It's just a BIG LIST of 80 or so IDEAS and well I know NOTHING about the IDEAS.

View it from the perspective of the VISITOR and what you WANT them to SEE/READ.

For example if your GOAL is to get some RATINGS... WELL then I would place the UNRATED IDEAS at the TOP... MOST people may only RATE like 1 to 5 ideas... Consider the VISIT TIME and the ATTENTION SPAN of the VISITORS. Once an IDEA is RATED it goes down into the area sorted by DATE and RATING. Which means that the NEXT visitor will VOTE on the NEXT 1 to 5 ideas which are UNRATED...

That's the thing... Much like IDEAS and GAMES, you need to figure out WHAT(?) is the goal of this LIST of IDEAS. Like I said, if you want to know what ppl like the MOST the focus on RATINGS. If you want ppl to RATE the more developed IDEAS, well then sort according to RATE of COMPLETION, etc.

It's hard because I don't know what YOUR goal is.

Personally if I had YOUR WEBSITE... I would want to get ppl voting on the UNRATED IDEAS and move forwards to the BEST ideas (highest RATINGS and ordered by DATE too). So this will give you some feedback as to WHAT (or WHICH) ideas are the most interesting (which again may rank differently than your own likes)...

Something like that!

questccg's picture
Joined: 04/16/2011
Also for you to consider

The KEY take-away from my previous post is that YOU need to figure out what it is that YOU WANT to ACCOMPLISH. If I saw correctly from your website a table with a bunch of ideas (like 80+) and I was overwhelmed... I read through the NAMES of the various IDEAS and landed on the "GI Joe" one which I clicked to learn MORE about.

But such a TABLE is DAUNTING.

If I was YOU (and I am not so take this with a grain of salt), I would figure out what you WANT for that LIST of IDEAS. Right now, it's just a GIANT TABLE and is very unlikely that most visitors click on ONE or TWO ideas (MAYBE if you are lucky) or they might do like me... Scroll through the entire table UNTIL they FIND something that "speaks to them".

And HONESTLY that is BAD.

Like I said if we had a DATE (of last Update) and RATING next (with the unrated games on TOP) ... Well then each entry (IDEA) could be rated and a normal person will probably rate 1 to 5 ideas in the table PER VISIT.

So that's what you should THINK(?) about...

This is much better to RATE the first 5 entries is GOOD. Because it will allow visitors to DO WHAT YOU WANT THEM TO DO: Rate some IDEAS. And that's good because it helps you.

And that HONESTLY is GOOD!

But this is just MY Point-Of-VIew. Others may (YOU) have different priorities but if you want to PROMOTE RATING... DATE (Latest UPDATE) and RATING is the best way to SORT the TABLE.

IDK if you can DYNAMICALLY do this TBH??? I know it sounds easy. Maybe you should think about Google Sheets. IDK if you will be able to INTEGRATE a RATING system into the SPREADSHEET. This IDK. But you see we (Rich) had used a Google Sheet for the Game Listings and you can sort it by the columns too.

So instead of a HTML Table (Static), you may want to EMBED a Google Sheet and then work on the RATINGS to see how this can or cannot be implemented. I would think like a "1" to "5" value in a drop-down list (with Blank too).

And maybe have two (2) DATES: Date of INCEPTION and Date of LAST UPDATE.

I'm sorry if you won't be able to use the STARS ... But VALUES Blank, "1" to "5" in a drop-down list (I know it can be done in Excel... I have not tried this in Google Sheets TBH!)

It may be easier to THINK UP than to IMPLEMENT. IDK. But I think embedding the Google Sheet is possible... Not sure... Again, things to explore before deciding on one strategy over another one.

Cheers @larienna.

Note #1: There are a TON of Functions in Google Sheets ... I don't know about how to implement a RATING system using ... You would need a TOTAL SCORE, the NUMBER OF RATINGS and YOUR RATING. When you choose your RATING "1" to "5" (numerical) then it gets added to the TOTAL SCORE and the NUMBER OF RATINGS increments "+1".

Note #2: As per Google search:

"Google Apps Script is a coding language based on JavaScript that allows you to extend and manipulate Google apps like Drive, Sheets, Docs, and Gmail."

So you should be able to create a kind of JAVASCRIPT for the form...

Here watch this VIDEO... It is very HELPFUL and pretty SIMPLE to understand:

Note #3: That VIDEO is pretty decent to make for some CLEAR and REASONABLE "Javascript". I would IGNORE that it doesn't work for MOBILE and only use it in CHROME BROWSER ... Either way people are VISITING YOUR website. So it's most probably from the BROWSER anyhow. I think it will work with MS Edge too... Not sure about Safari, Firefox and Mozilla. But you can TRY it out with other browsers from your HOME computer too.


larienna's picture
Joined: 07/28/2008
It ended up as a longer post

It ended up as a longer post than I was expecting.

Thanks for the feedback. The problem with ideas, is that they are immature thoughts. The ideas on my website are those I decided to documents or those that I tried making a prototype. But I have some ideas that are simply a few lines scribed on a piece of paper. I think my website have some ideas that are not enough mature to be there.

But to make sure I do not forget anything, I think I should note them down somewhere. But Like I say, it could go from semi detailed rules, to just a note idea that might not be part of any game. Or the same game can be approached in different ways.

I have a large amount of game ideas where you play a wizard running a civilization. Some use a kind of single city civ 5 style of game, another do it as a card game, another do it like a Puerto Rico/age of mythology board game.

So far, I made different folders for each game, and put a text file in it with a description of the game and what I had in mind so far. Maybe having a pool of mechanic idea could be the thing. You create a pool you can look into when you need something. Or only use the pool for loose thought.

Another problem is not trying to put a system in place, that takes more time to manage game ideas than making those games.

Else I was thinking that to fusion 2 ideas together, it might more be related to the theme than the mechanics since you do not want to release 3 different copies of the same game. Still, game can be easily rethemed if such situation occurs. I think the best solution would be to look once a while at the game list and see if some of them could be mixed together.

One thing we all agree on is that each game/idea has it's own timeline or progress bar. From idea, to rules, to prototype, refining it until it reaches production.

So I'll have different games at different level, and since I have attention deficit disorder, I would jump from one idea to another once a while. I personally don't really mind, as long as I don't jump on too much projects, and that considerable progress is being made after each jump.

So maybe I should put on my website only ideas that has received a certain level of development. That would make it worth the time to document it. Again, I want that balance between organizing my thought and not loosing any ideas VS spending to much time documenting what I want to do instead of doing it.

I am currently reading a book on Essentialism, and there is some interesting thinking about choosing few good stuff and discarding many bad stuff. I think this process can be useful in game priorization. I uncounciously applied some of the theory behind it by making games without animations and little graphics. Unfortunately an idea/game can never be discarded forever. A bad idea could be dropped at the bottom of the priority list, but it could remain there until a new way to approach the problem can be found increasing that game idea in the priority list.

I tried to look at software that could maybe help. One of the suggestions I found is Pinterest. You could pin ideas or complete game. Put a picture for it of a proto, similar game, thematic concept art that could represent your idea. Not sure if it could work. Not sure if it should be made public for everybody to see or private (secret) for personal use. Maybe I should give it a try.

questccg's picture
Joined: 04/16/2011
I just wanted to ensure that I gave you a road to explore.

The thing with a solution is that i don't want to suggest something that is not possible. So I took the time to see what can be done with a Google Sheet in terms of scripting.

I have a bit of experience with Excel on PC and it uses Visual Basic. I've done scripts similar to the Tradewinds database application and/or spreadsheet.

So I know a bit of how to do things in Excel... but the Google Script is real nice... since it is object oriented, it should be simple to use like Java.

But I wanted to find some resources to help you and not simply say:

"Embed the Google Sheet into you website and be done with it."

However you can see that it is really not that complicated to code logic with a button and then use it on your website.

Anyway that is it for now... The video I linked above is to the point and easy to comprehend.


Syndicate content

forum | by Dr. Radut