Phases of Growth in Game Design

Looking back on my own past as a game designer I’ve noticed a few trends, or perhaps phases we all seem to go through.
gamedesign.jpg

I mention these trends not to mock them; they are often viable and worthwhile ideas or a phase we all go through in learning. But if these seem familiar you may want to take a step back and have another think.

Fantasy Heartbreaker

This is often a starting point for any nascent designer, but it’s also called a heartbreaker for a reason. Such game ideas are usually an attempt to ‘fix’ a favourite game, often D&D. The designer hasn’t experienced enough other games and so fails to see that what they consider a new game is really just a few rules amendments.

While it’s a common stage of game design it’s not a bad one. But that’s as long as the designer learns the lessons it teaches. Firstly that what you might consider a fix, others might see as breaking it. Secondly that a new game needs to be new, an insight gained by reading and playing as many games as possible which every designer should always do.

I should note though, that a fantasy heartbreaker need not be fantasy, or about the rules. We have seen several games trying to ape the style of World of Darkness games. Just because you are not a D&D player it doesn’t mean you can’t fall into the same trap.

The Greg Stafford Rule

This rule, coined by John Wick, is usually the second thing a nascent game designer comes across. It states that “Whenever you think you have created a clever new rule, Greg Stafford probably thought of it first”. It’s easy to do when you’ve read a lot of games as you forget where you read everything. Rules sink into your brain and so you think you might have had a moment of inspiration instead of just remembering something you read ages ago.

But don’t sweat this; it’s actually a good thing. Sure, it sucks to find out you haven’t been the first to think of something but it does mean you are figuring out problems in your game the same way some of the best professional designers have done. In some cases you might not entirely be stealing an idea as having found the best solution. Consider convergent evolution: when different species independently develop similar characteristics to an environmental challenge, ending up with similar (but unrelated) solutions to the same problem. Sometimes this is the same for game design.

Forgetting Not Everyone is a Designer

On a related point, when you get enthusiastic about a system, especially if it is a narrative one, it is easy to get too excited about its possibilities. You might have a system where you can use any word to get a bonus or roll an amount of dice equal to how well someone describes the environment. There is nothing wrong with this; in fact I’d love to play that sort of game. But while this might make a very simple system you can write on two pages, you have a lot more work to do. The more vague and narrative the system (or complex and subtle the game mechanics) the more examples you need to add. Not everyone will understand the system from just the description; they need to see it in action. If you have a system using words, you need to offer a long list of several words you might use and how they can apply. With rules, write an example showing how one of the clever subtleties can be used. As a side note, if while thinking about an example you realise there is a situation where the game doesn’t work, don’t brush it under the carpet, figure out how to fix it!

Despite role playing being among the most imaginative and creative people, not everyone is able to just jump into a game or pull narrative out of a hat at a moment’s notice. When we made the Doctor Who game I remember talking to people at conventions who would ask “So what characters can you play?” to which my answer would be “Anything you like across all of time and space!” For me that’s a selling point, you can play literally anything or base a character on anyone in the series across 60 years. But for many people that was just a scary option with no direction to help them out. The same applies to rules and system. So whatever your game is like, write examples, for everything, a lot.

Your Turn: What early phases of game design have you stumbled across that didn't work out?
 

log in or register to remove this ad

Andrew Peregrine

Andrew Peregrine

There is the first timer who is entirely too ambitious. They want to combine all their favorite games and systems into one frankenssteins monster of a system. Sadly, when this experience goes pear-shaped it often ends their design career.
 

log in or register to remove this ad

There is the first timer who is entirely too ambitious. They want to combine all their favorite games and systems into one frankenssteins monster of a system. Sadly, when this experience goes pear-shaped it often ends their design career.

Yeah the over complicated kitchen sink game that the designer grasp completely because they built it but is nearly impossible for anyone else to grasp is a common mistake.

Adjacent to it is the game with 500 pages of lore you need to read to understand the world ypu are playing in.
 

There is the first timer who is entirely too ambitious. They want to combine all their favorite games and systems into one frankenssteins monster of a system. Sadly, when this experience goes pear-shaped it often ends their design career.
That's me 35 years ago... Trying to create a monster of combining ElfQuest, AD&D and Dangerous Journeys... Made character sheets, typed up rules on a typewriter (a LOT of Typp-Ex was used)... It did not survive contact with reality, while it was a very neat mathematical exercise, with all kinds of 'cool' stuff, it was not fun to play.

Part of that at that time was of course our very limited exposure to what was available, no online shopping, no real Internet to discuss this with others (at least not for me), no digital pdf versions, and limited to buy what our FLGS had on offer and what we could afford to buy of borrow from someone else's collection. I wonder how many today want to make a Fantasy Heartbreaker when there are already so many options and variants available and it's kind of easy to homebrew rules on top of existing games with a computer and a printer at home...

Not to mention most of us don't have the oodles of time we had when we went to school...
 

Related Articles

Remove ads

Remove ads

Top