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What is your process when designing games?

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jedite1000
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Joined: 02/18/2017

What is the steps you usually take when coming up with a game, do you just think of it on the spot like "hey i have a neat idea for a board game"
or do make it up as you go along? ect..ect

for me i think of a theme and then i go onto paint and think of a game mechanic, usually with cards. and i end up like this

current game im working on

http://i.imgur.com/HwHjESe.png

When i hit a wall i usually start scribbling

krone9
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Joined: 01/28/2017
I typically think of a theme

I typically think of a theme that I would like to play out - something immersive that I think would be enjoyable.

I then think about the experience I want the player to have and design to that.

however...

to do that I am always pulling from the same box of tricks, largely based on things I've experienced in other games - or if I'm on a good day, a little bit of innovation on them.

So - I'm now deliberately playtesting other games to get more exposure to different mechanics, and ways of thinking, and ultimately add more things into my box of tricks!

Jerry
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Joined: 11/01/2010
I usually spur of the moment

I usually spur of the moment get an idea in my head for a game. It can come from anything, but the biggest one for me is historical fiction.

I like creating games based on scenarios, and then designing the game to be as open ended as possible so the players can "re-write history".

I will mull over an idea usually for a few days, and if the idea still sounds good, I will start work on a rule book. Once that is complete I build a rough prototype from whatever materials I have on hand/buy at the dollar store.

From there its dragging friends into playing the game!

gxnpt
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Joined: 12/22/2015
mechanics

Probably because I have no artistic ability (the board for The Singularity Trap and the board and pieces for Alchelemental are the height of my abilities and are just geometry and textures and transparencies) I always begin with mechanics and a "background theme" idea.

The Singularity Trap was a space themed multilevel 3D (like 3D tic-tac-toe) hexmap area control wargame.

Its original incarnation as a cardboard microgame in 1978 was a blend of naval miniature battle rules with Avalon Hill style wargame on a 10 level board (and used the economic points/build/maintain/repair and a cumbersome trade and colonize process to limit fleet sizes and make paperwork reasonable for humans with maybe 10 ships at most in your fleet). Most of the design work there was hammering the rules into submission beating out complexities that had no purpose like an old time smith pounding out bog iron.

The computerized revamp replaced "breakoff" (which was a variant of retreat as a combat result) with going Dark, introduced hidden information, balanced and expanded the board, made movement processing simultaneous, introduced alliance rules, simplified the economic system, made the computer do the paperwork and generate report listings, and replaced combat tables with simple math making the computer generate its own "dice" with the needed number of sides and "bag of chits" to draw damaged systems from.

Most of my design process is tossing out the huge amount of stuff that just does not belong there (cut away all the bits of the block of marble that are NOT part of the horse) and is expressed as Simplify, simplify, simplify.

Alchelemental began as an idea for a 2 player wargame based on geometric shapes with an elemental (fire, earth,water,air) theme which never got past a vague not working rough idea and was shelved - also in 1978.

It worked on itself and came up with the idea of colored hexes and token faces instead of shapes for the geometry. The board layouts developed from initially applying a couple of patterning rules and the token layouts are just simple rules in all possible variations with the "handed" pairs as a 2-sided token that can flip over (thus altering the sequence of the faces from clockwise to counter-clockwise).

But the idea crawled out of the recesses of the brain and jumped me with the mechanics finalized before I got the boards and piece layouts completed - was just typing on my part to put the mechanics into print form. Initial "slave labor" to put game on paper took 2 days and being pretty and PnP and a Vassal module took about a week of drudgery. But a "jumped me and forced binge designing" game is obviously rare - and unless I suddenly gained the ability to draw stuff there is no way my ancient kiddie roll and move game is going to resurface so I should be safe now.

I think Alchelemental stole the idea of calling pieces to the board from some deck building games.

Overall my design process is dump the mass of ideas on the anvil and start pounding till a shape begins to emerge, then keep pounding at that shape until nothing else is left (throwing out about 90% of what you started with).

radioactivemouse
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Joined: 07/08/2013
No set formula

Usually a game design starts in my head (as is with most people). I stew it in my noggin, writing down my idea if I think it's viable in a Word document, then I meditate on it more. Usually my Word documents are very disjointed and is a mish-mash of incomplete and run-on sentences, but the point is to get it out of my head and onto paper. I try and think of the theme and what I can put in to make the game truly unique. Usually it's something that's either not used or is something totally different or a mashup of different mechanics.

I'll then make a second, third, or even fourth Word document, filtering ideas, trying out new ones, refining the idea into something cohesive. I'll then find games that are similar and I'll purchase and play them to see if the games have accomplished something I haven't seen.

I set parameters for myself...creating my box to which I'll work my magic...i.e. I can only use 50 cards, I won't go over X number, no tap mechanic, etc. By setting rules to your own universe, it forces you to find creative ideas around a problem instead of adding a mechanic to over-complicate a design. If I end up adding a mechanic, it's seriously considered and I weigh it with how it will impact the game before I implement.

Then I hit the whiteboard. It, to me, is far more versatile and I can move around ideas a lot faster than a Word or Photoshop document. I put in all the factors and how they relate...what mechanic will balance out another mechanic and so on.

At this point I'll ask as many people as I can grab and soft pitch the idea...get their opinions, then try and implement them on the whiteboard. I look for responses like, "I've never seen this before", "I want to play" and "I get it". It helps me to be able to communicate my idea effectively.

Personally, I only bounce my ideas with people instead of in a forum (sorry, guys). I get feedback a lot faster and I can have an open discussion instead of having to wait anywhere from a minute to several weeks for an answer.

Once I have a core idea down and I have a solid mechanic that feels fresh and different, I'll hit Excel and I'll start creating/organizing components/cards.

After that, I put it on a specially formatted Illustrator file (organized for cards) and I head out to Victory Point Games where I start building the prototype.

Mind you, a lot of designs usually get scrapped along the way, but I don't mind. If it hits a wall, I just put it aside and hope that I can come back to it later since I have a lot of documentation on it already.

I never "marry" myself to an idea unless I've struck a deal with a publisher. At any point I know my project could fall on its face and I'm ok with a failed design...I just learn from it.

For me, the key is finding something totally "unique"...and these days, it's really hard to do. Sometimes my methods above come at a different order...some only use a few. Many times I'll create a very basic prototype (blank cards with penciled marks) and play with it to see if it just works.

Like my title says, there's no set formula to doing it. This is just how I do it.

Adam Leamey
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Joined: 02/23/2017
I pick a theme i want to make

I pick a theme i want to make a board game around and just start brainstorming from there.

Once I have a few ideas i try them out and find one i like the best then i work on that idea adding/removing parts or rules.

Copious amount of play testing is then done and I use the feedback I gather from the play tests to improve the design.

Repeat the process multiple times and when stuck work on another idea or just actually take a break from designing a board game until I have cleared my head. I once took a month of designing any part of my game and just chilled out.

This helped tremendously as I came up with how to improve my game and everything has flowed well since then.

about the only other thing i do is take a step back look at what i created and see if it matches up with what i intended to make or if I had gone down the wrong path.

Not sure how helpful my design process is but thats what I do with my games.

questccg
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Joined: 04/16/2011
I usually start with...

A TEXT document... A close #2 is a notebook. The TEXT document when I have time sitting at my computer. The notebook when I am off-hours, usually late at night before going to bed... Sometimes I think about a design, the ideas of the day and see if anything "clicks" into something worthy of being written down.

I like to get the design to a SOLID state - whereby I CAN create a prototype. BUT I hate making prototypes. I find the process long, hard and challenging. Maybe this is because MOST of the time, I usually like to have a "The Game Crafter" (TGC) prototype so that it's not just pieces of paper with writing on them.

Usually I can design things like a "Sample Cardback" and use that on TGC. Like in my latest WIP "Archon: Circlet of the Heavens", I wanted RPS-5 rules to be on the BACK of the cards. Did a rather simple cardback (but kinda nice too...) and will be uploading them to TGC.

The face of the cards will be Black & White (with shades of grey too...) But sufficiently presentable that I can take the game to a Game Store (FLGS). Yeah I want to playtest the game SOLO first - but then take the prototype to be "coached" with "How to Play" and then bang-out maybe 2-3 games...

Usually many game ideas don't make it past the FIRST prototype.

Most of the time, I find the games don't "come together" as a whole, some of the mechanics might have been cool, but game play is not FUN enough to merit going further with the design...

That's usually when I SHELVE an idea and let it sit until I get NEW ideas for it... Which happens on occasion.

Cheers!

Zeto
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Joined: 03/06/2017
Similar way

I do something like you too, but more structured instead. Usually I get inspired from a game that already exists or a theme (like mafia or star wars).

I usually just google around for the visual components and save them into a folder (for example, let s say mafia stuff. I google guns and bad guys and badass. Then tokens and cards that represents stuff for the game).

Then I open up small text files and write down ideas and rules. Then I just leave it and when i have new ideas i write them down. After a few days, going through these with no bias is really helpful in filtering out the bad ideas while getting inspired for new ones.

evyoung
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Joined: 03/11/2017
Fairly structured but still flexible

My process generally starts with a themed story. The story helps me consider what I want the game to feel like.

For example, in my current game, the story I started with was "A group of super villains is trying to take over the world. They have an uneasy alliance but will stab each other in the back at a moment's notice if it means they end up ahead."

From there, I iterated through different types of mechanisms until I found something I liked. Usually, this looked like getting a prototype together and testing it until it seems to hit some kind of wall. Sometimes this happens early, other times I get a few deep before it happens.

When I hit this wall, I try to take a look at the path I went down to get here and what exactly is going wrong. Once I feel like I've learned what caused the issue, I'll strip the game way back to its core elements and try to take it in a different direction away from those issues.

I spend a lot of time in sketch books and prototyping using In Design and Excel.

AbErRational
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Joined: 12/02/2016
It varies a lot,

but very often there's a context in my mind first. It isn't necessarily a theme and sometimes it can even be just a mechanical start point. From there I start to visualize the entire game in my mind and when it feels complete enough, I write it down to a paper or word processing software. Usually the first write down is done with pencil and paper as for me it works like an enhancement of thinking.

After the first write down I must have a special interest to create a playable game from that concept. Otherwise it will end up to a box of game concepts. The current concept - prototype -ratio is around 5:1 and there's around 50 concepts in the box.

If I begin creating a playable prototype, then I usually do some research to enrich the theme as much as possible without adding a lot of rules. Now, as the basic ingredients of supposedly a good game are set to place, it is time to write first the first version of playable rules from the concept. Then I proceed to card/board design and finally to the illustrations. First goal is to put together functional symbols and overall design. Then to make playtesting more enjoyable I usually make it look semiattractive at least.

Playtesting is mostly done with my brother, who is pretty good at developing games whereas I exel in creating new game concepts and basic visual stuff for them. During the initial playtesting phase the rules of the game get completely rewritten a couple of times and partially rewritten most of the time. However, the core of the game never changes, because if such a thing happens, it means that the vision is lost and there isn't any game there - just a bunch of loose ideas. I'm happy to say that this has never happened to me and I wish it never will.

When the game has gone through several development rounds, works great and still feels nice to play, we introduce it to new player groups, get into blind testing and so on. Our first card game Tornado Alert! for example, got through around 100 playtesting rounds between the two of us, several with relatives and friends and finally a couple of blind testing rounds where each tester's individual input was first put on the predefined data collection sheet. After processing the collected data and making necessary adjustments, we took some distance to it, returned to it, examined what we were accomplished, polished it a bit and then went on to publish it. At that final stage we did some mistakes, but that's a different story.

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