Thu Aug 28 08:44:28 UTC 2008
Study
Find Inspiration Test:
Physical Quality Improves With Tests
Instill Guidance
Timing the Exit
Write Clear Instructions
Communicate Clearly
Resist the Vacuum
Negotiate with Publishers
First of all, make sure you really are in a rut.
It's not a rut if you can't decide between A and B for your game.
It's not a rut if some parts are working and some are not.
But it is a rut if it's just not working at all and you can't think
of any other ideas either and you're at your wit's end. What to do?
First, don't panic! Relax and realize it happens to everyone from time
to time. Second, realize you're probably very tired or stressed or both.
Try to go to bed early and get a good night's sleep. In fact, if you can,
take a week or two off from all design matters. Then come back to your
project or start a new one, but come to with a slightly different approach.
Try to do a game in a style entirely different than any you've done before.
If you're used to starting from theme, start from mechanism for a change, or
vice-versa. If you're returning to an existing project, try adding subsystems
to make it bigger and from that higher level you may get a whole new
perspective on the whole thing.
Answering these questions carefully may give you ideas how you
might look at your idea in other ways. Maybe there is a way
you can radically reduce the number of materials. Maybe your idea
would work better as a computer or web game. Etc. After time you
will find the ability to apply this filter at the outset and
save some time and trouble.
Happy inventing!
Check out the brand new book
Rules of Play: Game Design Fundamentals.
In 650 pages the authors attempt nothing less than the first course book
for a scientific study of game design, both the computer and tabletop varieties.
This is not the usual light read, but an analytical book truly of use to the
would-be game inventor, more like a text book in fact. Among the guest designers
quoted are Reiner Knizia and Richard Garfield. By Katie Salen and Eric Zimmerman.
Update:
Now also also available is their companion volume,
The Game Design Reader: A Rules of Play Anthology
which includes thirty-two
essays from game inventors, critics, fans and many others discussing
the interaction between games and the greater culture, how inventors can
create narratives for games, bringing games to market, and, at 954 pages,
much, much more.
How can you
find inspiration? Internally-generated ideas are important, but it's at
least as important to look outside. See films. Read books, fiction and
non. (Clearly Reiner Knizia studies ancient Egypt.) Attend lectures.
Read newspapers. Look about you. (Andrea Meyer made ad acta,
a very good game inspired by the Berlin bureaucracy in which she works.)
The point is to make yourself open to incoming ideas and to realize that
almost anything, especially any process or competition, is a likely topic
for a game.
You've cut up the cardboard,
procured the bits, typed up the rules and now you have a game, right? No,
you have an idea for a game, i.e. something no one wants to see. Now you
have to test it yourself for a while, playing all the positions. Doing
this will immediately reveal certain problems. Fix them and repeat until
it settles down. Now you have something that is ready for your friends
to try. If after
they've played it and you've refined it several times none of them hate it, try to
get others to play it. Test it many times with different kinds of players and more than
once in all the different configurations of players. If they're still willing to play
again, then find a group that has never played before. Give them the game and remain
completely silent during play, watching carefully to see what goes right and wrong.
Only after you fix the problems that come up during this session will
you have a game worth sending to a publisher, not before. What the publisher
is looking for in most cases is a design that's ready to go with all but the tiniest
problems flushed out long before not a half-finished project on which they will have to
still do a lot of development work. As in anything there are exceptions, but in general
keep in mind that good games are made, not born.
The cart doesn't drive with the horse behind it. When you're creating
a prototype for the first time, try not to spend hours and hours with
graphics software, glue and scissors creating a museum-quality piece.
Rather, expect one in every twenty ideas or less to someday become games.
Given this, spending all that time in early production is stealing from other games
you could be inventing. Instead, create the simplest functional prototype
you can. Only if that goes over well with your friends do you then improve physical
quality somewhat. Then if it survives more tests, it can continue to look nicer.
Help players avoid obviously bad decisions, using both designer's notes
and by rules discouraging such moves. For example, Settlers of Catan is lucky to
be such a good game because someone can choose the wrong starting location
and really ruin the game for themselves. How can someone manage to casually ruin their
chances in your design? How can you avoid the "play once, HATE it, and never again" phenomenon?
Just as Seinfeld talked about how the essence of showmanship is getting off the stage at the right time,
so too your game should not overstay its welcome. If, for example, there are a few moves to make to
complete laying tiles on a board, but they have little to no effect on the score, end it. Don't be a slave
to a fallacious sense of completeness. The measurement to take is "when has the fun has been wrung from it?"
and nothing else.
It's a good idea to study the instruction sets of other games. Figure out
what they do well. Then type up your own rules. Immediately after printing
them out, proof read and correct. Then put them away for a week or more.
Now read them again with red pen in hand. You may be surprised how many
ambiguities still need to be fixed. As your game gets tested more, ask some
of your testers to review them. Then at a certain point you need
to find a group that has never played before. Give them the game and
remain completely silent while the play, watching carefully to see what
goes right and wrong. Chances are you will find yet more things to fix.
Some good examples of clarity are most of the games by Reiner Knizia. In terms of
helping the reader, take a look at the games Kosmos produces.
When you send your game into a publisher, be clear with them what you expect
and help them to be clear with you. When you submit a game, fill out and
enclose along with it two copies (more if there is more than one game) of
this form.
The publisher can return one copy of the form immediately to acknowledge receipt of the
game prototypes and another when the prototypes have been evaluated.
These documents are useful to both sides as a record of what has happened as well
in case of later dispute over any plagiarism or similar issues.
It's tempting to just spend all of your time working on your own creations,
but unless you have the army of playtesters Reiner Knizia has, you're likely to run into problems.
It's important to play a lot of games, especially of the type you're trying to make,
just to avoid re-inventing what has gone before. The same goes for theme and setting –
be aware of what other work has already been published in the area. In this way you can avoid re-creating the ideas
of others, which can make publication considerably more difficult.
Once you manage to get the ear of a potential publisher for your game, here are
a few things to discuss:
Escaping a Rut
What should you do with your design(s) if you've thought of everything,
tried everything and feel like you're at the end of your rope.
How do you get out of the rut?
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