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Making Games

Rulebooks & Game Design Documents

December 5, 2015 by Ethan Leave a Comment

Galva

Galva is the Bradley University student game that won Best Rulebook and 2nd Best Overall Game Design.

My Bradley University sophomore game design majors did an outstanding job in the BoardGameGeek Mint Tin Game Design Challenge. That competition involved creating a board game that can fit inside an Altoid’s tin. Among the honors received was 1st place in the Best Theme category and 2nd place in the Best Overall [Game] Design category. The BU students also took home 1st place in the Best Rules category.

Becoming skilled at writing tabletop rules is good preparation for writing video game design documents. Game design documents (GDDs) are written by video game designers in order to provide programmers with a blueprint for building the game. A game designer who can write a good tabletop game rulebook, will probably be able to write outstanding video game GDDs. Rulebooks are more difficult to write than game design documents because they need to be polished and comprehensible to a wide spectrum of readers. In contrast, video game design documents are internal and for the development team. Whenever the document is unclear, the team members can simply ask the designer for an explanation (as opposed to having to puzzle it out for themselves).

See also: Rulebook Roundup

Clint Hocking on Intentional Play

September 17, 2015 by Ethan Leave a Comment

Learning Video Game Design on the Tabletop shows the reader how game AIs can be created in the form of finite state machines.

For a real-world example of a finite state machine in Splinter Cell: Chaos Theory, download and  Clint Hocking’s 2006 Game Developers Conference talk “Designing to Promote Intentional Play” (35MB).

Comparable Basis

August 21, 2015 by Ethan Leave a Comment

Learning Video Game Design on the Tabletop uses Kingdom Rush to illustrate how one might go about creating a “comparable basis.” Establishing a comparable basis is a useful technique for determining an initial design for a game’s various numerical data (such as what each type of tower costs in Kingdom Rush).

Here is a “tower pricing” spreadsheet that I created to work through the comparable basis I present in the book. It should be noted, that the spreadsheet is my own creation and not necessarily how Kingdom Rush‘s designers went about pricing the game’s towers. Even so, it is a useful example of an important designing technique.

See also: “Monster Hunter.”

Rulebook Roundup

August 20, 2015 by Ethan 1 Comment

In Learning Video Game Design on the Tabletop, I recommend taking the time to make a formal, comparative study of how professional game publishers write their rules before attempting to write one yourself. Doing so helps you understand the level of detail required to properly explain game mechanics and gives you a toolbox of techniques for doing so.

Below are some links to tabletop game rulebooks. If you are inclined, you might try reading a few to see how the information is presented. As you read through a rulebook, you might want to pay attention to the special terminology it employs, how and where does the rulebook present the definitions of its terms (if at all), and the use of graphics for explaining and clarifying rules.

  • Flashpoint: Fire Rescue
  • Memoir ’44
  • Pandemic
  • The Settlers of Catan
  • Ticket to Ride Europe

A comment on this post pointed to a collection of rulebooks from games published by Z-Man Games. Most game publishers have their rulebooks available on their websites, so it is not hard to find more examples than the ones I link to above.

Hive

August 13, 2015 by Ethan 1 Comment

Hive pieces

Learning Video Game Design on the Tabletop comes with a copy of Hive that readers can cut out (or photocopy) and play. As Hive‘s designer, John Yianni, explains in the book, the game grew out of a desire to create a Chess-like game that is played using only pieces and no game board.

Hive‘s design lends itself to expansion by way of adding new insect types to the game. In fact, the John Yianni has created Mosquito, Ladybug, and Pillbug expansion pieces that can be added to the core set of Beetles, Grasshoppers, Soldier Ants, Spiders, and Queen Bees. In addition to these official add-ons, the BoardGameGeek community have come up with several unofficial add-on insects, as well as rule variations.

If you want to take a gentle step into tabletop game design, a good way to do it is to experiment with creating an expansion to an existing game, such as a new insect type for Hive.

So, You’ve Designed a Roll-and-Move Game…

June 4, 2015 by Ethan Leave a Comment

Photo by Michael Beck, (CC BY-ND 2.0)

Photo by Michael Beck (CC BY-ND 2.0)

Novice game designers who have not played many tabletop games have a tendency to create “roll-and-move games” along the lines of LIFE and Snakes & Ladders; games in which players spend most of their time moving pieces as dictated by dice rolls. Creating these sorts of games usually involves little creativity; they use what is essentially a prefabricated game mechanic.

Setting aside concerns of originality, roll & move games are a bad starting place for game design because they offer players little choice in regard to what actions can be taken. Giving players multiple pieces to move (along the lines of Pachisi and Sorry!) or grafting on other mechanics that offer some form of choice can help to a degree, but almost invariably the resulting game is one of monotonous rolling and moving that is only occasionally punctuated with interesting choices.

Designing roll-and-move games is prohibited in the classes I teach. Even so, roll-and-move mechanics often sneak their way into my students’ designs because this sort of game structure looms so large for people whose tabletop playing experience has been largely limited to childhood board games.

Making It Interesting

For any readers of Learning Video Game Design on the Tabletop who find themselves designing a roll-and-move game, here is an approach for reworking the game into something more interesting.

Start by asking yourself what there is to do in the game besides moving pieces. Is the game entirely about rolling dice (or flicking a spinner) and moving pieces? Or does all that piece movement culminate in the players getting to do something more interesting? For example, perhaps there is a combat mechanic that occurs whenever a player lands on a space occupied by a monster.

If the game is entirely about rolling dice and moving pieces, then it should probably be considered a false start and scrapped. However, if there is something more to the game than just that, see what happens if movement is eliminated entirely from the game. In the case of the monster combat example, maybe the game shifts to become one in which players fight a monster every turn. Or perhaps some new, more compelling mechanic becomes the central experience of the game (e.g., striving to have the best monster zoo) and the monster fighting remains a secondary mechanic. In any case, a roll-and-move-ectomy will probably require a major overhaul of the mechanics that remain, but the potential payoff in terms of a more fun and more original game makes the effort worth it.

Visual Programming

September 17, 2014 by Ethan Leave a Comment

Paper prototypes are a great tool, but there are some video game mechanics that simply need to run on a computer in order to be tried out. Visual programming languages can be great for creating a quick digital prototype of a twitch mechanic (or whatever else doesn’t work well in paper).

Here are a few of the more popular visual languages for games (feel free to recommend others in the comments):

  • Blueprints (Unreal)
  • Construct 2
  • GameSalad
  • Scratch
  • Stencyl

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