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New Designer Idea Help

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Hodgymbob
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Joined: 01/25/2012

Hi Guys,

This is the first time I has posted anything on here, and the first attempt at designing a game.

I am looking to design a board game with a medieval/fantasy theme using resources and trading. Bringing in different aspects like religion and technology.

The problem I am having is that every time I sit down and work on my design I end up adding more ideas. I am unsure if I should leave some of the ideas out in a hope to reduce the prospective playing time, or leave everything in and risk putting players off.

I have a group of friends that all enjoy games like junta, twilight imperium and starcraft. All of which can take up to 12 hours, meaning we don’t get to play as much as we would like.

I am really stuck as I know what I want the game to be but feel it would be more sensible to cut the game down.

Thanks

genericm
genericm's picture
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Joined: 08/11/2009
Games in general should

Games in general should (IMHO) be based around few or even just one mechanic. Enough to define what 'Kind' of game it is. This is an area-control game, or a tile-laying game, or a deck-building game, or a roll-and-move game, or a worker-placement game, or a hidden-traitor game. Of course what mechanic you choose to base the game on will be largely influenced by the play experience you're trying to sculpt.

Additional mechanics should do one of two things: Solve a problem with the game play, or add depth to the theme.

Once you have a main mechanic or two, pick an ideal game length and add/cut until you reach a nice balance of thematic content, balanced game play and game length.

I can stand a 6-8 hour game, but my 'ideal' game is not that long. Both because others are not usually inclined to play a game that long and because I can play a short game more often.

Plan your design around 'ideals' and then break those rules only when you have developed something compelling enough to warrant it.

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