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Expanding On Game Design [Learning From Game Designers]
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<blockquote data-quote="Stalker0" data-source="post: 9432818" data-attributes="member: 5889"><p>Reading up on a lot of game designs and also working on my own boardgame, I put forward two keys principals in paramount.</p><ul> <li data-xf-list-type="ul">Focus on the fun. The goal is to find out what about your design is fun and interesting....and push the design in that direction. Less is more, you strip away anything that is holding up the fun until you find the nugget inside. This brings to me that famous quote: "A designer knows they have achieved perfection, not when they have anything left to add, but when they have nothing left to take away".<br /> <br /> </li> <li data-xf-list-type="ul">Get it on the table as quickly as possible. Just as writers are taught to write the first draft, and then toss it as they go into the 2nd, a game designer needs to get their design on a table early in the process, and break the game in two. Have playtesters that are not friends or family, and therefore will not spare the designers feelings. You want them to brutally rip into your game, find the issues, find the problems, find out what doesn't work...and the parts that do. From there the game should be redesigned like a phoenix. Far too often people spend too much time on getting the design "perfect" before showing it to anyone, and then feel too invested and attached when testers start to tear it down. A game is not good because a person made it so out of the gate, its good because the designer made a lump of coal that was polished to a diamond by testing and feedback.</li> </ul></blockquote><p></p>
[QUOTE="Stalker0, post: 9432818, member: 5889"] Reading up on a lot of game designs and also working on my own boardgame, I put forward two keys principals in paramount. [LIST] [*]Focus on the fun. The goal is to find out what about your design is fun and interesting....and push the design in that direction. Less is more, you strip away anything that is holding up the fun until you find the nugget inside. This brings to me that famous quote: "A designer knows they have achieved perfection, not when they have anything left to add, but when they have nothing left to take away". [*]Get it on the table as quickly as possible. Just as writers are taught to write the first draft, and then toss it as they go into the 2nd, a game designer needs to get their design on a table early in the process, and break the game in two. Have playtesters that are not friends or family, and therefore will not spare the designers feelings. You want them to brutally rip into your game, find the issues, find the problems, find out what doesn't work...and the parts that do. From there the game should be redesigned like a phoenix. Far too often people spend too much time on getting the design "perfect" before showing it to anyone, and then feel too invested and attached when testers start to tear it down. A game is not good because a person made it so out of the gate, its good because the designer made a lump of coal that was polished to a diamond by testing and feedback. [/LIST] [/QUOTE]
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