Episode Transcript
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0:00
What's up my friends and welcome to the board game
0:02
design lab today, we're talking about foundational
0:05
game design We're talking about the things to be thinking about
0:08
Really before you even get started
0:10
with a game and I'm talking to Leo Taylor
0:13
from just plain games and Leo is
0:15
a guy Along with his design team
0:17
have worked on quite a few games with
0:20
some very well-known brands Working
0:22
with Hasbro working on risk working on
0:24
clue working on Dungeons & Dragons Games
0:27
that you may have seen in Target or
0:29
on store shelves and we're talking about
0:31
his gauntlet Which is what he calls it It's just kind
0:34
of a longer document that has all
0:36
these different pillars of things that
0:38
he likes to think about
0:40
Before he gets into a game and while he's you know Kind
0:42
of along the way along the journey and different
0:44
questions They kind of asked himself different
0:46
things about the game and obviously it's the whole
0:48
you know How many players and what?
0:50
timeframe do you want it to play in and The
0:52
weight of the game and things like that things that we all kind of
0:54
think about but it's also a lot more just deeper
0:57
things to be thinking about
1:00
not only about mechanisms and theme but
1:02
also experience and Different
1:04
inspirations and different things to be thinking
1:06
about as far as the marketing and product ability
1:09
of the game It's just kind of the whole picture
1:11
and not that every single one of these little
1:14
questions and sub questions has to be answered But
1:16
it's just things to be thinking about to create decision
1:18
filters and to make the game design process
1:20
more Intentional to basically
1:22
give it some constraints to give it a box to
1:25
live in so to speak and to make the process
1:27
easier overall To get done
1:29
and even though this is his own personal process
1:32
for doing it I think every game designer will
1:34
benefit from having some kind of document
1:36
like this To put every idea into
1:39
and then really just kind of keep the entire process
1:41
focused and to be able to refer back to When
1:44
you haven't worked on a game for a while and you've kind of forgotten all
1:46
the fuzzy little details It's nice just to have a document
1:49
you can look back on and go. Oh, yeah That's what I was
1:51
working on That's what I was thinking
1:53
and so we get into all the ins and outs of how Leo Approaches
1:56
things but I feel like you'll get a lot of really cool takeaways
1:58
that you can apply to your own game design
1:59
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2:02
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3:00
form today. And now, please
3:02
help me welcome Leo Taylor.
3:14
So Leo, you've got experience working
3:17
with Hasbro, you've worked with some pretty
3:19
big brands, you've worked with Clue, you've worked with D&D, you've
3:21
worked with Risk. Like, that's a pretty good pedigree
3:23
as far as a resume is concerned.
3:26
But you've got this really cool gauntlet,
3:29
you call it, where you basically determine your pillars
3:31
of game design and you kind of plug an idea
3:34
into all these different things.
3:36
It's pretty big, and I'll link it to people down
3:39
below the show where they can kind of see it for themselves. But we're
3:41
just gonna dive into these
3:43
pillars and dive into all the sub-pillars,
3:45
because that's the thing, it's like one big idea and then
3:47
like a whole bunch of subtopics that
3:50
really just kind of help you put the game
3:52
in the box, so to speak, right? Figure out what are the constraints,
3:55
where do I want to go, what I want to do. So before
3:57
we get into it, you know, in more detail, tell
3:59
me! Exactly like your thoughts like
4:01
what is this thing that you created
4:03
to help you design games and then
4:05
also like why why did you create? this as opposed
4:08
to just sitting down and seeing what happens and Let
4:10
the let the game design just kind of flow from
4:12
you like why get more technical with
4:14
this kind of
4:15
document
4:16
Yeah, of course. Well, thanks for having me Gabe. I'm
4:18
huge fan of the podcast. Thanks for having me on I So
4:21
the pillars of design started when I
4:24
started listening to things like this podcast reading
4:26
books learning like, you know It goes it's a multi-class
4:29
kind of focus game design. And so
4:31
I was like, I mean, I'm gonna forget half these things I'm
4:33
notoriously, you know, not great memory So I
4:35
just want to start documenting them and then
4:37
I realized at some point Oh, this
4:40
is kind of a like like you said a gauntlet like this
4:42
is a good thing to think of before
4:44
I start going Into deep design work So
4:47
let's say I'm working on a game. I'm thinking. Oh this
4:49
theme would work really well Maybe
4:52
I have like a noodling of like where to start but
4:54
actually I think I'm ready to develop let's go ahead and like do a
4:56
checklist almost like Kind
4:59
of like not only how many players that kind of thing but
5:01
also think of it from like different angles
5:04
Like what's the narrative? What's the theme? How
5:06
are you gonna market it? And it's not really to
5:09
Stifle your creativity. It's just
5:11
to kind of help you get a full picture
5:14
To kind of get those nodes in your brain connected before
5:16
you start going into design I also find
5:18
it very comforting to set those constraints
5:20
because then I don't go off in the weeds Which I'm also notorious
5:23
for doing I'll think as you guys
5:25
probably all do it's like, oh this mechanic
5:27
But what if I added this other mechanic and so
5:29
this is a way to keep you in the box
5:32
And just have kind of a target that you're aiming for
5:35
the second part is if you ever get lost in their design
5:37
Let's say it's you know, you're in development and you're like, what
5:40
was I doing? Should we change this to
5:42
this rule a or B? You can always
5:44
look back at the document and say well if
5:47
we want to make it a family lightweight party game And that
5:49
chooses for me. I don't need to you know, waste
5:51
too much time thinking which mechanic to go if
5:53
it's like Oh, there's the there's the target. So
5:56
it's kind of just a way to keep yourself honest
5:59
And it's also not a like, you have to do
6:02
everything on the checklist. It's, I will typically
6:05
go through these, I'm a skim
6:07
and kind of like, I can answer that question right now. That
6:09
one, I don't know. I can answer that one. So
6:13
I apologize, the document, there's a lot going on, but
6:15
that's my document. You know, like,
6:17
I encourage everyone to make their own because the process
6:20
is different. But yeah, that's one thing I've really been thinking
6:22
about lately is, is not, hey, you
6:24
should do this.
6:25
Instead, it's, hey, I did this. And this is
6:27
what worked for me. Your mileage may vary, but here's the
6:29
systems and ideas that I kind of figured
6:31
out. Here's the evidence in
6:33
my own designing, my own publishing, my own crowdfunding
6:36
journey of what works and what doesn't.
6:39
And then hopefully other people can learn from it, right?
6:41
And they can take some things away, but it's not theory,
6:43
right? You are actively using this document to
6:45
create games that have sold
6:47
in the, you know, in the marketplace, right? Like
6:50
I said, you've worked on a clue and
6:52
D&D, like you've worked on these big brands, right?
6:54
You've made escape rooms for like a clue.
6:56
Escape room is a brilliant idea that
6:58
I'm so excited that it exists. But
7:01
it's like when you hear that though, you're like, well, of course
7:03
that exists. Like, well, that's a, that just makes sense.
7:05
And so we can use
7:07
these games. I want you to help kind of structure
7:10
some of these ideas using the games that are on the market,
7:12
right? That way, people can kind of really get a real
7:15
sense of how this document then
7:17
translates into a product. Right.
7:20
And as we just kind of go through these things, feel free to share
7:22
any stories, anecdotes about the process
7:24
along the way. And I think the best thing to do is just kind of go through the
7:27
highlights, the pillars on the document and then
7:29
dive into any of the sub topics. We don't have time to do
7:31
it all because this thing is massive. And
7:33
I like, I like that it has lots of options, right?
7:36
But to your point, it's not for someone just
7:38
to copy paste and say, Oh, I'm going to do that too. It's
7:40
like, no, look at this, figure out what works for you. Someone
7:43
might have totally different ideas, you know, based on the
7:45
kind of games that they're wanting to design or publish or
7:47
bring out into the marketplace. And so, yeah,
7:49
let's just kind of, let's just kind of dive into,
7:52
oh, another thing I wrote down while you were talking is this
7:55
document creates a decision filter. That's
7:57
one thing I thought to new designers, especially you've
7:59
got to. Strain yourself if anything is possible.
8:02
Nothing is going to get done because you just
8:04
it's just too open-ended, right? And so creating
8:06
a document like this even if it's much simpler
8:09
right even if it's just like a handful of bullet
8:11
points on the front end of like what kind of game
8:13
you're wanting to make those bullet points will help you have
8:15
A decision filter so that any time
8:18
like you said if you want to change the mechanism if you
8:20
want to do something thematically Well, you just look
8:23
at that filter and then you just process
8:25
everything through it You're like, no, that doesn't make sense because here's what
8:27
I'm trying to try to accomplish Because
8:29
if you don't have that it's just like
8:33
Let's do everything looks like you're never gonna get
8:35
well, I find that for me I love to I
8:37
love designing around theme and
8:39
kind of make sure the motions match the mechanics
8:41
that kind of thing is important to me So I feel like
8:43
you're juggling a lot of different Mindsets
8:46
at once. So this at least helps you kind of at least
8:48
jar those like, you know, it's like,
8:50
okay I'm thinking very mechanically right now, but at least let
8:53
me look at this document Oh, right narrative and
8:55
it kind of helps jog your memory to like keep
8:57
these things in mind
8:58
As well, it's just kind of fun. Yeah, it's
9:00
great to refocus Also, I can see the
9:03
benefit of like maybe you hadn't worked on the game in
9:05
six months or a year You can come back to this document
9:07
and go. Oh, yeah Here are all the things that
9:09
I'm trying to do and it's not just like sporadic
9:12
notes that you wrote down during play tests It's
9:14
like very specific answers to questions and
9:16
on the checklist like that's gotta be super helpful when you're coming
9:18
back to a design You gotta love
9:20
those scrawled notes on the back of rules that you're
9:22
like, I can't read this. What did I say? Your
9:25
hand you're like, I don't even know what this means Yeah,
9:27
so the first one is experience
9:29
which I love because that's that's where I begin I'm
9:32
thinking through what experience do I want to create for
9:34
players? So let me ask you this is
9:36
this a hierarchy like is experience first on
9:39
purpose? I just kind of random. Okay,
9:41
so I have to admit it is a bit of
9:43
a brick by brick over the years
9:45
I've added chunks to it and there I
9:47
haven't put them in a perfect order I don't know if
9:49
there is such a thing But I find
9:52
this this system going
9:54
through from the top to bottom for me useful right
9:56
now But
9:57
every now and then I will purposely take a chunk
9:59
of it and move it around just because I don't want
10:01
to get locked into like, oh, I always think how
10:03
many players first that I do this. So
10:06
to keep it kind of fresh, but I think experience
10:08
is a, is a good place to start as
10:10
well. I'm also a very experiential designer
10:12
first. So I like this one. Yeah.
10:15
So a couple of questions in there are one
10:17
is how does it end? Which I think, you know, begin
10:19
with the end in mind is one of the most old school
10:21
business pieces of advice in the world. But I think
10:23
for game design is great too, because, you know, how
10:25
does the game end? How do you win? Like what
10:27
are the things that are going to bring this experience
10:30
to a close? If you know that early,
10:32
it can help make a lot of decisions
10:34
as far as like, what are the, what are the things pointing to
10:36
that? You know, how do the rounds work? Are
10:38
we drawing cards, rolling dice, all these things? Yeah.
10:41
But why? Oh, because they lead to this
10:43
in the game state. Oh, okay. That makes a lot more sense. So
10:45
I think that's super smart.
10:46
I was, when I read rule books, I have, I have my
10:48
favorite types of rule books. The ones that give you a premise.
10:51
Who are you? What are you doing? Narratively? How do you
10:53
win? And I liked that because it, it
10:55
kind of, uh, it's a little bit clearer.
10:57
I don't know. I like, I think it's just clear for me to get
11:00
context of what you're doing. So, you know,
11:02
why is, why not design that way too? I also
11:04
think in mind, like how does it end could also be a like
11:06
moment, like, Oh, does the family throw
11:09
their hands up in the air and go, Oh, we, there
11:11
was a close one. You know, it's kind of like noodlings
11:14
of moments of just kind of interaction.
11:16
Uh, so it could kind of be that
11:19
if you wanted to be mechanics, how does it end? How do you
11:21
win? But also how does it like, what's the
11:23
climactic, you know, moment of the game?
11:25
What are you kind of looking to
11:26
build towards? I had a really great conversation with Jeff
11:29
Anglestein recently, and we were talking about design
11:31
theory. And that's one of the main things we talked about was
11:33
understanding these moments in your game. And, and
11:35
the ending is so vital
11:37
because that's, that's what people are mainly going to remember.
11:40
And so if the ending just kind of goes out with a whimper,
11:43
right. And the best part of the game was in the middle, well
11:45
people aren't going to remember the middle as much as they remember
11:47
the end. Right. So even if the middle is amazing,
11:50
if the end was like, man, they're going to think the game is
11:52
like, Oh, it's just okay. You know, versus the
11:55
other way around. And another thing you have in there is
11:57
what peak experience are you trying to create?
11:59
So again, What are these moments
12:01
so talk to me about some of some of those moments
12:04
like for your own games, right? With these escape room
12:06
games with the risk which is like the risk
12:08
game is super cool because it's like a card game version
12:10
Of risk risk strike right where you're trying
12:12
to take this massive board game experience
12:15
that people have been playing forever and Condense
12:17
it down into a card game experience, which is
12:19
no small task, right? So using maybe some of the
12:21
games you've worked on helped me to understand
12:23
how you would apply This pillar
12:26
of these questions to one of those games.
12:28
So with risk luckily That's
12:30
one of my personal favorite designs because it is I loved
12:33
risk growing up and I was like I don't have time to play
12:35
a full game at risk. So let's espresso shot
12:37
it How can you get espresso shot like the modern
12:39
kind of you know time limits you have? So
12:42
that one it was actually their blueprint was already
12:44
existed because you could go to risk You could be like, how
12:47
does it feel to play risk? What are the big moments? There's
12:49
the dice moment where you have your big troops You
12:52
know and you're fighting against your friend and you guys are both
12:54
kind of mad at each other and you're like well, let's do this
12:56
final battle and we roll the dice and there's kind of that moment
12:58
of like I Win there
13:01
I got you through the dice rolling and so That
13:04
is not a complicated moment but that
13:06
is a very crucial moment to the risk
13:08
DNA of dice rolling and kind of like Just
13:11
beating you through luck kind of like chance and
13:14
so for the risk strike that that was a must
13:16
you had to have dice You had to have the same kind of like
13:19
I got you I'm a little proud
13:21
that we've added a little extra layer There are some
13:23
like tactics cards you can play to like kind of oh
13:25
I got you but then you know reroll your dice So
13:29
that's kind of an example in that system of
13:31
a peak moment. It's like you need that risk So
13:34
your hands up in the air you roll better
13:36
than me moment
13:38
Now for the clue escape series, it's
13:40
the aha solving it so in clue once
13:43
again Luckily enough we had a great brand to work
13:45
with the VIP So we could just look
13:47
at those games under magnifying glass and be like
13:49
what are the best moments? and
13:52
so for that one it was very much
13:54
of I I've solved the
13:56
mystery. I'm smart. Aha and
13:58
so that's kind of what we needed to remember replicate in
14:00
our escape and solve series. And so you
14:02
do do puzzles. There's little ahas as you solve
14:05
puzzles. But there's the big final puzzle
14:07
you'd have to solve, which is the murder or
14:09
the mystery of the box. And
14:12
so that's something just to keep in mind. And once again,
14:14
if I was writing the document, it might not
14:16
even be that involved. I might just literally write, have
14:19
aha moment. We
14:21
got to hit that. Or have, throw your hands
14:24
in the air. That's the peak experience. You've defeated
14:26
your friend kind of thing.
14:30
That's really cool. I've been working on a game called Roboman
14:32
forever. And it's a long game. And
14:35
it just kind of plays out over the course
14:37
of lots and lots and lots of sessions. And
14:40
so thinking through these moments,
14:42
but also thinking through, I want them
14:46
to happen at certain points in the story, one,
14:48
to reward the players, but to have those moments
14:50
where they're not just kind of grinding it out and trying to get through
14:52
it. It's like where the game changes slightly,
14:55
not massively necessarily. But you
14:57
open up a new box or you get some new cars or new
14:59
dice or new something. And the game has
15:02
a moment where the player had to sit back and go, huh,
15:04
OK. The game has changed.
15:07
And now it's new information. But
15:10
they can kind of grow into it. Because it's one of
15:12
the things, if you put all these things on the player
15:14
at the beginning to learn it in the rule book or whatever, it's
15:16
just overwhelming. But to have these moments
15:19
along the way where the game changes in
15:21
some way, Dominion is great at this. One
15:24
of the best things about Dominion is you have to figure out when
15:27
to switch gears and stop buying
15:30
cards that do things and start buying cards that
15:32
get you victory points. Because that's how you're going to win. And
15:34
when do you do that? Small world, great example as well.
15:36
When do you put that civilization
15:39
into decline and get a new civilization? Like,
15:42
ah, that's a big moment where the game changes,
15:44
shift. Yeah, so it doesn't even have to necessarily
15:46
be, I guess what I'm saying is it could be narrative
15:49
driven or it could be mechanically driven. But
15:51
the moments, like you're saying, where
15:53
you stand up, you're going to roll those dice. That's a cool thing to
15:56
design for and think about. And it actually leads into the
15:58
next pillar, which is.
15:59
Moment design so one tell
16:02
me how those things are a little bit different and then
16:04
tell me what you're thinking as far as like How do you design
16:06
a moment? So moment design
16:08
is actually there is a power of moments book.
16:10
I read it's a great book I'd recommend it
16:12
pull up actually who wrote it see here looks
16:15
like Chippenheath It's a kind of a more, you
16:17
know, it's not really game design focus per se But
16:20
I find it really useful because they actually broke down the
16:22
science of what you need To have
16:24
a peak moment like a moment you would remember
16:26
years from now. What are they like elements?
16:29
What is the moment is kind of their way of saying like
16:31
where are you playing the game? Is it a birthday party
16:34
is it a friend's house? Is it a
16:36
game night that you always go to? See
16:39
if it's like I guess they say like alert
16:41
to key transition points This would be like birthdays
16:43
or anything that's like a shift because
16:46
they found that in like kind of in science is like When
16:48
you're kind of like when you're in shift of
16:51
a change you typically remember that
16:53
a little more now I don't know if you can really do this
16:55
all in a board game because usually you meet up with your friends
16:57
you play board games There's nothing like to groundbreaking
16:59
like you're not playing in an apocalypse, you
17:02
know, like everything's falling apart or anything But
17:04
I think where it actually starts getting useful is the break
17:07
the script You've probably already
17:09
kind of heard this but in this framework is basically
17:12
just what are games in the same genre
17:14
doing and what is their? Current DNA
17:17
so like social deduction, you know, there's always
17:19
the kind of like we have hidden rules we have accusations
17:23
and distrust And then how
17:26
after you've like analyzed what the
17:28
current script is, how can you break it? So
17:30
what's the twist and that actually works really
17:33
fun from a gameplay perspective but more
17:35
even fun for my like look like Let's
17:38
say I don't know you have it's
17:40
werewolf, but you play it underwater Of
17:44
course that game might not work, but people might at least
17:46
perk their ears up and be like, oh, okay I've
17:48
never heard of that. I'd try it It's
17:51
werewolf, but you spray each other with with
17:53
water guns, you know, that kind of thing that
17:55
also sounds like it's a game Potentially
17:58
it's a game's hook, right? What's gonna get?
17:59
people to lean in and go, Oh,
18:02
tell me more. Or if it's, you know, sitting on a shelf somewhere
18:04
or sitting on Kickstarter, that you
18:06
have this sound bite basically
18:08
that says it's werewolf, but underwater. Like,
18:11
Oh, Oh, what, what, how's that
18:13
work? And now people want to like click and they want to turn,
18:15
turn the box over and look at the back and read the copy that
18:18
kind of thing. So that makes sense as well from a product
18:20
design, as much as it does from a just
18:22
game design space. And then also too, there's just
18:24
like things that I find like raise the stakes
18:26
is usually in most games. Uh, it's
18:28
like, what's your objective? What's going to write
18:31
an attention? Um, you know, are you
18:33
competing?
18:34
Um,
18:34
and then boost sensory appeal is actually one
18:37
of my favorites from the book is this
18:39
book doesn't really talk about game design, but it's like translating
18:41
it to game development. How does it work? Sensory
18:43
appeal seems very much aligned with
18:46
board games. Like the reason I play them is because it's like,
18:48
it feels cool. These pieces are nice. Um,
18:51
I just overall delightful to play this
18:53
like beautiful work of art. And so thinking
18:56
of like, what are your pieces like and how does, how
18:59
do you interact with the game and how does it feel is
19:01
kind of a fun,
19:02
just question. Ask yourself. Yeah. Also
19:05
how Instagrammable is it? Sure.
19:08
How many, how many TikToks can you get people? Definitely.
19:10
Right. I mean, it just is what it is. Right. How, how
19:13
can you help yourself from the marketing standpoint,
19:16
right? With the visual sensory appeals.
19:19
Um, if you think about party games, they, party
19:21
games are so easy to put on TikTok because they're silly
19:23
and goofy and people are doing, you know, doing funny things, right.
19:26
And that lends itself to a 60 second clip.
19:28
And so just thinking, thinking through that, because
19:30
again, we're not just designing games here, we're designing products,
19:33
right? So it's something else to think about. It's all this stuff kind
19:35
of coming together, uh, more than just,
19:38
Hey, I've got this passion project to design a 12
19:40
hour, you know, space epic, like, yeah,
19:42
but is that going to be a product
19:44
on the marketplace? Cause you know, if you don't care all
19:47
good, not saying you have to, not saying you gotta worry about it, but
19:49
it is something to, these are things to think about
19:51
if you do want to
19:53
come to market. Yeah. So, um, this is probably
19:55
a red inside tangent, but I think very much about
19:57
being a game designer myself. Uh, there's
19:59
nothing wrong with. you said space epic if you're designing
20:01
that, but if you decided to design a game,
20:03
that's your thing and you want to run with
20:05
that, that's awesome.
20:08
But I think for this, this checklist is always like, I want
20:10
to be a better game designer and I want to design lots of different
20:13
games. So I do keep that in mind as
20:15
far as just like, I don't know,
20:17
one of my own personal goals, like, oh, I want to be a better designer.
20:19
I don't. So a lot
20:21
of these questions I feel like are kind of so
20:24
that you can put a lot of designs through it. Of
20:27
course, if you have your own, you know, big ass
20:29
game, it's like, you
20:31
can, you don't really need to
20:34
have pillars per se, because you can set those along
20:36
the way of your journey. I wouldn't recommend it though,
20:38
for like selling, like you said, it might be tough to sell,
20:41
but I like one of these next ones,
20:43
players finding aha moments. I
20:45
think that's a cool thing either narratively, when
20:47
there's a sudden change in the story, right? All
20:50
of a sudden you find that Bob is a trader,
20:52
you know, that's a cool moment, betrayal and house on the hill is
20:54
excellent for this. Like when now we go into the second
20:56
phase of the game and somebody has to leave the
20:58
room and read a different rule book and
21:00
they're going to come back and we're, we're all now we're
21:03
against them. Or are we, are they against, like,
21:05
we don't know these kinds of aha moments narratively,
21:07
but then also mechanically when a game
21:10
clicks, right? When you've been playing for a few rounds
21:12
and you go, Oh, that's
21:14
how this thing works. And the game now
21:17
changes. It's going to have a deeper insight into it. I think
21:19
that's, that's really cool. Do you have any moments
21:22
where you've kind of like designed for
21:24
those moments? So we have, um,
21:27
this is a project that's really kind of in development.
21:30
It's not finished and published, but there's a kind of
21:32
a deck builder we're working on. And a moment we
21:34
really wanted for aha is that, um,
21:37
like, like, said, it's kind of like mechanically as you build
21:39
your deck, you are discovering what you could
21:41
do for the next game. Like, Oh,
21:44
I built my deck wrong. And, or
21:46
I built my deck this way this time, but if I
21:48
was to do it, you know, like, Oh, that card,
21:50
if I added that in, I think that kind of thing
21:52
is really fun as well. So not only narrative,
21:55
like emotional moments, but like, like you
21:57
said, gameplay, like, Oh man, I want to play
21:59
again because I actually they want to build this
22:01
differently or play a different strategy.
22:03
So I think that's also really fun. Yeah,
22:05
I think it's so important as designers to make
22:08
it somewhat easy for players to
22:10
realize why they won or why they lost,
22:12
right? If players get to the end of the game and they get decimated,
22:15
right? They lost by 50 points that they go,
22:17
well, it's because I made this decision. I built my
22:20
deck like this. I tried this risky thing over
22:22
here and it didn't work out. But I can at least point to
22:24
myself and go, I'm the reason. Versus,
22:26
you know, I just had a bunch of bad die rolls and
22:28
the dice gods were against me tonight.
22:30
I think we're probably gonna blame the dice gods anyway.
22:33
But for players to be able to go, here's why I won.
22:35
Here's why I lost. I think that's super, super
22:37
helpful, especially for getting people to play again. Cause if
22:39
I have no idea, I'm like, I don't understand
22:41
this game. I might think, this game is just not for
22:44
me. I don't want to play it again. Versus, oh,
22:47
I see what I should have changed about my strategy mid
22:49
game. Next time we play, I'm gonna get
22:51
you. Cause now I understand it. Like that's just seems to
22:53
be a
22:54
better game experience. I think that add insight
22:56
and the aha moment is, once again, someone
22:59
to keep in mind just to why you design. I don't know
23:01
if you can always like start off and be like, this is how
23:03
I will design that moment. But it's nice to just think
23:05
about like, oh, what will keep
23:07
players wanting to play it again? Or what's gonna be
23:09
there like tripping over the fun that they
23:11
find
23:12
during play? Yeah, I think it can also
23:15
just be like you're saying, an idea, like
23:17
I'll give you an example. When Eric Lang and Rob
23:20
Davio were working on Death May Die, Eric
23:22
Lang, I heard him say this in an interview. He
23:25
said, when we started the game, my
23:27
idea was, wouldn't it be cool if you could
23:29
shoot Cthulhu in the face with a shotgun? That'd
23:32
be cool. That's a cool moment. How do we design
23:34
for that? And he had no mechanisms.
23:37
He had no narrative. There was no nothing other than
23:39
I want to create this experience
23:42
for the players where they feel like they can do that versus
23:44
most Cthulhu games, which is like, you're slowly
23:46
gonna go insane and you're just gonna kind of
23:48
see what happens. You know, you can't really do a whole
23:51
lot to fight these things, but like, what if you could? You
23:53
know, so I think that's a cool experience to start
23:55
from. And so even if you're coming
23:57
at it from like very, very basic.
24:00
Out there in the ether kind of an idea of okay. I want
24:02
to be able to do this cool
24:04
thing I don't know how I'm gonna do it or how it's gonna
24:06
work or how players are gonna accomplish that dice cards I
24:09
don't know, but I'm aiming at this.
24:11
I think that's at least a good place to start That's cool. And
24:13
it's also kind of a design hook for yourself
24:15
in a weird way of like
24:17
I've broke the script through It's Cthulhu,
24:19
but instead of you being scared you can shoot him in the face. So
24:21
it's kind of a fun like Not only
24:23
does it work as a self when it works so works to inspire
24:25
you to hopefully, you know figure out what the mechanics
24:28
are
24:29
the
24:30
Next one is called like add pride by the
24:32
way It's just kind of this one's a little more I don't
24:34
know if it really for you know Translates really
24:36
well to game design But it's mostly like why would
24:38
people be invested in their milestones
24:41
and in games we typically have like objectives
24:43
So it kind of naturally fits like oh you want to win Or
24:46
if you know if it's not When maybe in
24:48
a party game like you have the pride of your
24:50
team has selected your correct
24:52
word, you know I can taboo or something So
24:56
adding those like like little moments of pride that you feel
24:58
when you play the game is kind of fun to think about But
25:01
typically I find that this section I usually do
25:03
kind of skip quicker because it's like, okay The game
25:05
has an objective. So your pride is around
25:07
usually you're winning and or competing
25:10
or cooperating with your friends You can also do
25:12
this mechanically. Um,
25:14
or at least you definitely have a legacy game
25:16
so risk legacy comes to mind where
25:19
every time a player wins they get
25:21
to Mark that on the board
25:23
right and then the winner gets to do something you
25:25
get to add a sticker You get to make a city different
25:27
you get to change some numbers somewhere And so
25:30
you kind of get that moment of like, oh man, I get to do this thing But
25:33
you can also do it mechanically in the game Like
25:35
I've seen some games where you
25:37
know person in last place or person in first place They
25:40
get this extra little thing that they get to do. So,
25:42
you know, that's not like oh look at me I'm great But like even
25:45
in the moment in a very small way
25:48
you can kind of get some little extra Bonus
25:50
or benefit for being in a certain position
25:53
and so just kind of add add pride in there, right?
25:56
It's just different things. I guess main thing is just different things
25:58
to think about as far as creating these
25:59
These moments it's kind of a fun when I thought like just
26:02
naming a card Like said legacy
26:04
like signing your name on something actually goes a long way.
26:06
I'd be like cool I have a little hit of like that's
26:08
that's fun. That's I'm proud. I'm proud.
26:10
It's my card or that's my you know Like so the sticker
26:13
moving into the next one design inspirations.
26:16
This is what I like to do I like to list out
26:18
the games that I'm thinking about. This is really helpful
26:21
later. I come back to it six months later I'm like, what was what
26:23
was that game about the thing where you did
26:25
the other stuff? Like I can't ever remember but if I write
26:27
it all down is More helpful or if I saw
26:30
a game review or a playthrough video or something
26:32
like that I'll put the link, you know, that makes
26:34
it everything easy to find but just
26:36
go through and go here are the games that are inspiring This
26:39
how can I do things similarly? How can I do
26:41
things differently? So it stands out, you know,
26:43
their hook is this So my hook
26:45
is gonna be that but that's
26:47
super super helpful So tell me you know, you've
26:50
worked on a lot of games where the inspiration
26:52
was literally in the name clue the escape
26:54
game Right D&D escape game
26:57
Risk like you're starting off with some pretty well-known brands,
27:00
which is nice But also maybe
27:03
more constraining then, you know
27:05
other opportunities But tell me about this as far as your
27:08
design inspirations, how do you handle this particular?
27:10
Sure So I found
27:12
that like let's say I'm working on that game. It's not IP is
27:14
kind of just a game I'm thinking of it's
27:17
you know random. I will I will think about what
27:19
did I what I think
27:21
a lot of nodes Like I don't know why I think of them the
27:23
circular dots that I have in my life that I've experienced
27:26
You know like this little experience of the song I listen to
27:28
and somehow in my brain they'll connect and then I'll be like Oh,
27:30
that's a cool game idea. So it's really just
27:32
taking stock of like kind of
27:35
reflecting back of like What did I have
27:37
to make me want to make this game? So
27:39
for example, was I am making an alien game? I
27:41
watched the movie alien. That's one node. What other experiences
27:44
that I have that's like Oh, I also saw this
27:46
cool color palette online. That was like very
27:48
bright and maybe I want to make a bright alien game Of
27:52
course, it's all fictional I'm just making something
27:54
up but it's more just like thinking back
27:56
like oh I played this other game It made me
27:58
feel I really liked
27:59
how that mechanic worked or how
28:01
the game actually made me
28:04
feel different. And so it's really just like I'll write
28:06
out
28:08
what I've experienced. And
28:11
I don't know why that just helps me kind of almost
28:14
get more awareness of why I'm choosing
28:16
the things I'm choosing and also call upon those experiences
28:19
for inspiration later. Let's say I get
28:21
lost in the weeds, I'm confused on what part of
28:23
the game I should work on, and I can look back and
28:25
be like, oh yeah, let me go watch the Alien movie. Maybe
28:28
that'll help. Kind of like pull on
28:30
those
28:32
DNA of where it started. Yeah, that makes sense.
28:34
It's also like for a sports metaphor,
28:36
it's like watching film, right? If you have
28:39
something you want to do or you want to get better at,
28:41
you want to understand, well, you just break down the film,
28:43
right? Okay. They find
28:46
people doing it well and they go, okay, they
28:48
take their first step this far out. They're
28:51
lined up here. They move this way. Okay, how can
28:53
I recreate that myself? That way I can
28:55
be really good at this technique or whatever it is as
28:57
well. Same thing with games, right? If you can break
28:59
down a game, mechanically, narratively,
29:02
productly, whatever, marketing, all those
29:04
things and go, okay, here is the thing
29:06
that I think is really cool. Why is it working? How
29:09
did this sell a million? How did this
29:11
make a million dollars on Kickstarter? Like how
29:13
in the world do they do this? Okay, let's break it down. Okay.
29:16
Well, they had this email list. They had eight months leading
29:18
up to the campaign. Like you start breaking down the steps
29:20
and all of a sudden it gets a little more interesting,
29:22
first of all, but a little easier to actually recreate
29:25
it because you're breaking it down. I think this makes a lot of sense.
29:27
And like I said, it's always
29:29
nice to be able to go back later and
29:31
remember, oh yeah, that inspired
29:34
me. Let me go look at that video again. Let me go watch that movie again
29:36
and
29:37
I'll probably get that same inspiration happening. Right.
29:39
Like sometimes if I watch this and make a theme park game,
29:42
I watched a cool like rollercoaster documentary.
29:44
I'll link the like the documentary link there just
29:46
in case you never know. You're like, you know what? I'm feeling
29:49
like I'm kind of lost in the weeds. Let me just watch this and like,
29:51
oh, I kind of feel the like, you know, initial
29:53
thoughts of like, oh, that's a cool video. Let me see if I
29:55
can, you know, get inspired to put in my game.
29:59
The other thing I really like. under this list of these other
30:01
questions is, what experiences could you
30:03
have to help you with this project?
30:05
And so that's almost like, what are steps
30:07
you could take if you feel like you want to
30:10
kind of go further into research? So
30:12
let's say with the roller coaster example, I could go to a theme park.
30:14
Let's say, I actually haven't gone to the theme park
30:17
nearby, like the Six Flags or whatever, but maybe
30:19
I could write that on there. And if I ever feel like
30:21
up for it, I want to get inspired. It's kind
30:23
of just a nice little checklist of like, play
30:26
a theme park video game. Look
30:29
at some pictures or learn about the mechanics of how
30:31
they build rides.
30:34
But I really like that one. I use that one a lot as far as
30:36
trying to think through, think ahead, what
30:39
can I do to really help me research this
30:41
style of kind
30:42
of project. Yeah, that makes sense. It reminds me of
30:44
my conversation I had a while back with Martin Wallace. And
30:47
whenever he's working on a game, he just immerses himself
30:50
in everything he can find, books,
30:52
documentaries, movies, everything, one,
30:55
to make sure he has a good handle on what he's doing.
30:57
In your example, like the roller coaster game.
30:59
So he'd go out and read every roller coaster book he
31:02
could find. He'd look at all the diagrams and the blueprints
31:04
and all the engineering and all that kind of stuff. One
31:06
to say, OK, here is like the truth. Here's
31:09
an actual factual-based game
31:11
about roller coasters. It's still a game. We're going to have some extra
31:13
abstractions and some fun things, but here's as close
31:15
as I can get it. But also, when you immerse
31:17
yourself, you start finding some really interesting ways
31:20
to bring that thing to life and these little
31:22
minutia things that
31:24
a lot of people maybe don't even notice or they don't even recognize.
31:27
But all of a sudden, you start talking to an expert. And
31:29
especially someone who gets really excited about
31:31
the thing. You're like, oh, let me tell you about all these tiny little
31:34
details you've never noticed. All of a sudden, you can make your
31:36
game more interesting, more real, more
31:38
fun. So I think that's a really good thing
31:40
just to think about. If you have an idea for a game,
31:42
go as deep as you can into
31:45
that topic, because you're going to find these little nuggets
31:47
of wisdom, nuggets of gold, that you can bring to
31:49
life in your game experience. Totally agree. I
31:51
think it's really fun to get into. I think it is
31:54
interesting how someone who gets excited about something
31:56
is interesting. Even if I'm like, I didn't know I love
31:59
roller coaster design.
31:59
until we were standing in line at a theme
32:02
park with a friend and she was like, I read all these,
32:04
these, did you know that they use these rivets and these,
32:06
the way they build it and I was like, huh, I know
32:09
that sounds awesome. I kind of want to go read that.
32:11
It's like you catch the fire of their excitement. And
32:13
so I feel like kind of doing that for yourself
32:16
helps just like, oh, let me go get, you
32:18
know, kind of catch that fire. And then
32:20
use that and try to convert it into my game design
32:23
to get all kind of maybe hopefully there's like a through
32:25
line. And then
32:26
the end of the day when people play it, they feel the same feeling
32:28
you kind of did. Yeah, absolutely. There's
32:30
a book by Donald Miller came out years ago called
32:32
Blue Light Jazz. And part of that
32:35
book is this, this like realization. And
32:37
he talks about jazz. He's like, I didn't like jazz until
32:39
I heard someone who loved it and was good
32:41
at it playing it. And that changed it for
32:43
me. And I was like, Oh man, it's really, how do you
32:45
apply that in other parts of your life? And then how can we kind
32:48
of be conduits for other people,
32:51
right? To help them in life
32:54
in general, right? But especially in our topic here is like
32:56
bringing them into the gaming space.
32:58
How do you do that as a designer? Just, just things to
33:01
think about those moments at the table where
33:03
players are going to interact
33:04
and like
33:05
you want it to feel good. So how do we do that
33:07
effectively? But yeah, it's just things
33:10
again, these are all just things to be thinking about. You don't have to like sit
33:12
down and write a doctor level thesis
33:14
on like all these things for your game, but just things to be aware
33:17
of things to be thinking about as you, as you design.
33:19
And so let's go to the next one design
33:21
vision, which I, I would probably put this one
33:23
first in my head, right? As
33:26
far as like, who are the players? Where are
33:28
they? What are they doing? Like all these kinds of things.
33:30
So tell me the stuff you typically write down with
33:33
your design vision. Is it something
33:35
you start off with as well or tell me about it?
33:37
I do typically start with someone in mind.
33:40
Like I said, there's like different ways to think about it, like an avatar
33:42
or a person or a kind of a market,
33:45
whatever you call it. I like to think of a very specific
33:47
person. So for
33:49
example, this is actually my first game
33:51
is cave game. It turned into galaxy goldmine.
33:54
I actually thought of my mom a lot. I was like, could my
33:56
mother play this? Would she enjoy this?
33:58
Because that was kind of the target audience. I wanted to have
34:00
a family game. And
34:03
so it's funny because I just kind of
34:05
thought of her as the target to think
34:07
on. But actually, to take a step
34:09
back, the design visualized
34:12
thing is I typically will actually kind
34:14
of close my eyes and just try to think,
34:18
build the game out in my head, and what
34:20
are the people around the table look like? Who
34:23
are they? What kind of moments? What are the looks
34:25
on their faces? Is it a very thinky
34:28
war game? And they're kind of smiling with the smirk of
34:30
like, OK, I'm about to do this cool move,
34:32
but it's going to take four turns. Or is it
34:34
a very fast, frantic party game, where everyone's yelling
34:36
and it's just around a couch?
34:39
I find it just useful just to
34:40
kind of see. It's almost like
34:43
you're checking in with yourself, like, how much clarity
34:46
do I have around this vision of a game? Is
34:49
it very clear? Is there things that are fuzzy? I
34:52
just find it like a fun, useful thing. But I think
34:54
to your point, I typically do start
34:57
here in one way or another. This is more
34:59
just like the stop on my list of like, take
35:01
a second and actually just close your eyes and try to
35:03
do this little process. As silly as it probably
35:05
feels, it works really well, I think. Yeah.
35:08
We're going to get back into the whole, begin with the end in mind.
35:11
And if you really think through, who is this
35:13
game for?
35:14
If I'm designing a game for eight rules,
35:17
this is going to be a 10-minute game, 15-minute game. If
35:19
that's the group of people I'm envisioning
35:22
in my mind for this game, it's going to change a whole
35:24
lot about the design space. If
35:26
you can really envision who
35:29
the game's for, the moments they're going to have, that's
35:31
going to determine a whole lot of other stuff,
35:33
whether it's the player count, the play time,
35:36
how deep and complicated the mechanisms
35:38
can be, the price point. So
35:40
if I'm thinking, OK, this is going to be a
35:42
20-minute family game, it can't cost $100.
35:46
So now my component filter
35:48
is going to be different than if I'm designing some kind of big
35:51
epic space opera that's going to take 2
35:53
and 1-1-2 hours to play. Well, OK, that could be $100 and have
35:55
a bunch of really cool miniatures and this big board and all
35:57
these different cards. So.
37:53
Don't
38:00
forget about Bob. Don't forget about Bob. Yeah.
38:03
Because Bob's buying your game. It was like, don't forget about the
38:05
person that you're aiming this whole thing. Hopefully
38:07
it moves Bob when he plays your game. He's
38:09
like, this was made for me. It's what you want. It's
38:12
better.
38:12
I think I've said this several times recently on the podcast, but
38:15
it's better to be someone's favorite game. And
38:18
also, you know, people's the game they don't, they
38:20
never want to see again versus everybody's meh,
38:22
you know, better to be a five star and a one
38:24
star than a whole bunch of threes.
38:27
Because there's actually no money in the middle. There's
38:30
money in, you know, when you're someone's
38:32
favorite. So
38:34
how do you,
38:35
how do you design a game that's going to be Bob's favorite?
38:37
Now are you always going to get there? No, right? It's,
38:39
it's kind of like catching lightning in a bottle, but at least if
38:41
you're aiming at it, right, and you're leaning into
38:44
it and thinking the
38:46
difference between going, okay, this
38:48
is good. It's, you know, it's going to be
38:50
fine. People in general are going to think this is good versus
38:54
people are going to love this. And then some people are going to
38:56
hate it. I think that's a better place to design.
38:59
All right, especially from the marketing side.
39:00
Yeah, I think it's the most fulfilling
39:03
when you hear someone who's like, man, I
39:05
had the moment, you know, you watch play testing, like
39:07
they're having the moment I'm intending them to have. That's
39:10
kind of a magical moment. But of course, that moment you're designing
39:12
is not for everyone. So it's nice
39:14
to, like you said, like, I don't think
39:16
you can, you know, you can't force everyone to be moved
39:18
by an alien movie. I personally was
39:20
I was like, Oh, this is a cool movie. But you
39:22
know, it's like, try to design
39:25
the moment the best you can and know who it's for. But
39:28
ultimately, you're not going to hit everyone's gonna
39:30
not gonna be moved by your your specific
39:32
design. And you don't want them to be,
39:34
you know, I think about like my favorite books over there on the
39:36
shelf, my favorite games of all time. All
39:38
of those have one star reviews on
39:41
Amazon, they all have ones on board game geek, you
39:43
know, where people are like, Oh, this is not for me. I hated it. It's
39:46
like, Oh, but I loved it. It was like one of the best experience I ever had.
39:48
And so I think I think that's just a better place to design
39:51
for. Alright, so design
39:53
motivations. Alright, tell me about
39:56
this. Is this more personal? Right?
40:00
existential as far as your own like
40:02
designer motivations? Yes so
40:04
it in a nutshell it's kind of an
40:06
ego check like you said you being clever
40:09
versus creating something it's mostly just like
40:11
what started why do you want to design this is
40:14
it because you want to experiment with
40:16
a mechanic and try to be a better designer
40:18
by getting your chops you know with this like thing
40:21
is it because you need to make money
40:23
is it like it's mostly just trying to be honest
40:25
yourself and be like what am I trying to do by designing this
40:27
game there's no wrong the right answer it's just
40:29
checking in with yourself and
40:31
so it's nice to know if you're just experimenting
40:34
like oh this game I just want to play around with this like
40:36
could I add this really complicated mechanic
40:39
and will it work because maybe it's not
40:41
meant to be a product you're trying to sell maybe it's just supposed
40:43
to be an exercise so it's
40:46
just a nice check-in see what's going on once
40:48
again I have who who is this for
40:51
again I have it probably in every section
40:53
I don't know why I keep copying and pasting that one but
40:57
because
40:57
you don't have a job
40:59
right right don't forget Bob I
41:01
think my favorite is why does it need to be a physical game
41:04
coming from a little bit of video game industry there's lots
41:07
of media you could do to create experience
41:09
like we did escape room design and video
41:11
games and there's apps and there's all these things something
41:15
I keep my eyes like the medium of board game design
41:17
is kind of magical and why does it
41:19
need to be people in a room physical
41:21
pieces and maybe
41:23
you can't always answer that but it's a nice way to start
41:25
thinking okay so I have a game
41:28
has I'm thinking it might have an
41:30
app but could I delete the app and make it more social
41:32
interaction would that make it more reason
41:35
to be a physical game another
41:37
question I like to ask is like why
41:40
can't this just be an app like does the game I make
41:42
just a better version of an app because you know
41:44
how there's many complicated games out there that
41:46
might be better off for just being like instead
41:49
of having a bajillion pieces I rather
41:51
just be digital so I could just you know play smooth
41:55
it usually always goes around why are people face-to-face
41:57
though I think that's more important to me like what What
42:00
can the game? How
42:03
can the people playing the game interact
42:05
with one another in a meaningful way? So
42:08
that's kind of a nice section of this. It might not even belong in
42:10
design motivations,
42:11
but I like that question a lot. One I might
42:13
add to it, making my own chart,
42:16
is why does this game need to exist at all?
42:20
How is it different enough from every
42:22
other game on the market? How is it
42:24
going to create a new experience?
42:27
Why should this be a thing that I'm going to spend
42:30
a ridiculous amount of time on that
42:32
I'm going to put out into the world for people to
42:34
tear it apart? So
42:37
why should this exist? If I'm just creating another
42:40
generic Euro game that
42:42
I'm just finding another random city in
42:45
some random country and be like, oh, here's Brussels,
42:47
the game. It's like, yeah, but why? Do I have something
42:50
new to say? You know what I mean? Or
42:52
am I just rehashing a bunch
42:54
of other stuff? Not that there's anything wrong with taking
42:56
mechanisms and ideas from other games, but what's
42:59
the hook? What's the spin? How is
43:01
this different? And so I
43:03
think that's one thing I'm always thinking about. Because I don't want to just
43:05
put out something where people are like, oh, this
43:07
is like this other game,
43:09
except not as good. Yeah,
43:12
because lots of games out there, and I always think
43:14
about lots of products that
43:17
exist in the world. Does it need to take up space
43:19
or cut down some trees? It's kind of like, at
43:22
what point does it need to exist? I like
43:24
that. I have, I think, a marketing section that's at the very
43:27
bottom, because I don't want to do marketing
43:29
upfront, because it kind of feels like it. I personally
43:31
think it's like the, you know, that's more of like
43:33
the actual nuts and bolts of how do
43:35
you sell it. So as you
43:38
notice, I start very nebulous. And then hopefully by the
43:40
end of this document, it becomes more
43:42
like player count, time limit, that kind of thing.
43:44
I like this other question you have in there. What excites
43:47
you about the project? I think that's always something to
43:49
remember. It's like, what made you want to design
43:51
this in the first place? What seed
43:53
of an idea was planted that you were
43:55
like, that could be a game. And
43:58
you could do this and you could do that. And that'd be kind of funny. You can intersect
44:00
this and this other thing. And like, what was
44:02
that? Because sometimes either you
44:05
haven't designed yet worked on it for a while. So it's nice to come
44:07
back and go, Oh yeah, that was so cool. But
44:09
also I think it's nice when you're in the grind
44:12
of the 157th playtest and you're
44:14
just like, I am done with this
44:17
game to have that written down
44:19
as a reminder of why you're
44:21
here, right? Uh, just
44:23
to, cause it's what's the old thing. It's talking about
44:25
like marriage. It's like marriage. Isn't
44:28
a one time event. Marriage is something you choose every
44:30
day. Now you have to choose to love your spouse daily.
44:32
It's not one, one time. Um,
44:35
it's, it's, it's ongoing thing. I think the same thing with game
44:37
design and designing. It's like, it's
44:39
an ongoing thing where you have to look back and go, why am I
44:41
doing this? Cause sometimes it's hard and you get 47
44:44
rejections for this game. You know, is good. You
44:46
know, it's fun, but other companies aren't quite
44:49
seeing it yet. And so just
44:51
as a, as a reminder to yourself to have something
44:53
written down, you can go back and look at and go, that's
44:56
right. That's why I'm doing this. Either
44:58
for the game specifically, or just as a designer
45:00
in general, I think some, almost like a mission
45:02
statement you put above your computer
45:05
or something like that. Right. Yeah.
45:08
But, but something more specific though, like that really
45:10
dives into the heart of like the core
45:13
of why you're doing this, you know, to always come
45:15
back to you on those days when you, you know, you've gotten
45:17
your 50th rejection letter in a row or a playtest
45:19
just went off the rails and you're like, wow, that was a
45:21
dumpster fire. But just have something written down. You can
45:23
look at and go, that's right. That's who I
45:26
am. That's why I'm doing this. Let's get up. Let's
45:28
keep going. I think it's just a real.
45:30
I think that yours is very true and
45:32
it's very motivating to see what excites you. I
45:34
also will note on a darker side. Um,
45:37
if you're, this is earlier in the project when you're
45:39
filling this out, if you just sit there and you can't think
45:41
of a reason, it might be a good indicator
45:44
of like, well, maybe I should just work on something
45:46
else or you're not, you're going to not give it as much time
45:48
as I would maybe other projects I'm more excited
45:50
about. Um, cause as you, many
45:53
designers do, you might have a lot of different ideas and
45:55
you're trying to noodle on a lot of them. Um,
45:57
and so this is also a nice stop of like. Am
46:00
I excited? Am I truly excited about this project?
46:02
Do I want to invest time and energy? Because you
46:04
could be doing so many other design projects.
46:07
It's kind of like which one pulls
46:09
you the most. And so it's hard to fill
46:11
out. That's also a great indicator. Yeah. That's
46:13
a really good point. And also,
46:15
what you fill out, is it sustainable
46:18
for the amount of time it's going to take to actually
46:20
get this, to bring this whole project to life?
46:23
If you write down money, you see
46:25
an opportunity in the market. We're like, hey, this is an idea that can
46:27
make a lot of money. Hey, cool. Is
46:29
that enough for you, though? A lot of people,
46:32
money alone is not enough to sustain you through 200
46:34
play tests. He's like, oh, this
46:36
is a lot of money, which let me know your secret
46:38
if that's the case if you're designing games for a lot of money. You're
46:41
like, we're all trying to figure out. Well, everyone gets into game design
46:43
for money. We all know that. There's
46:46
a huge amount of money you can make. Right.
46:49
Plus, so many of us are also teachers, because of all
46:51
the lucrative teaching opportunities out there. I
46:54
have noticed that trend, teacher between designers.
46:56
Random fun fact, my mother was a teacher. My sister's
46:59
a teacher. My dad's a teacher. I'm not
47:01
a teacher, but I'm a game designer. But it's basically
47:03
the same. I wasn't designing games. I'd
47:05
probably be a teacher. It's funny, man. I
47:07
was a teacher for several years while designing
47:09
games. And I don't know. I think the schedule lends itself
47:11
to that. You have instant access
47:14
to play testers. I was teaching high school kids. And so
47:17
they helped me play a lot of my games. Other
47:19
teachers on campus were great for trying
47:22
out games and bouncing around ideas. I think it's
47:24
just a profession that lends itself
47:26
to being able to design games. And also, you're
47:30
used to having to write things down. You're used to having to explain
47:33
things to people.
47:34
So a rules teacher or a writer
47:36
rule book. Definitely overlap, I think.
47:39
You're presenting experience that hopefully
47:41
gets them to learn something. But the game design,
47:43
it could be a different experience.
47:46
I think also, too, fun teachers sometimes do
47:48
game design without knowing it to
47:51
introduce a lesson plan kind of thing. Yeah.
47:53
Finding ways to gamify
47:55
what you're teaching, to get kids
47:57
to learn whether they want to or not. Trick
48:00
them you trick them into learning cuz they're having fun. They're like, oh, what
48:02
are we doing? We're having fun guys as you learn algebra
48:05
or whatever it is. It's just all kind of winds
48:07
in there together
48:09
Let's let's move on to the next one emotional details
48:12
now What in the world do you mean by emotional details?
48:15
So a lot of people say when you design a game
48:17
like what's the core mechanic you go on board you board
48:19
game geek? And it's like what's the core, you know big mechanics
48:21
in this game days, you know, they
48:23
throwing
48:25
worker placement But I noticed when designing
48:27
what's your core emotion? You
48:30
don't have to pick just one but it's like how do the players
48:32
feel and I guess for me This
48:34
is really useful to list out early once again
48:37
just to keep Bob in mind as he said What
48:40
do you want to make him feel because games? It's
48:42
fascinating to me that you can use cardboard and make people
48:44
have Emotions for this cardboard
48:47
you've put together So
48:49
is it supposed to be tension? Is it supposed to be like
48:51
a race of like I'm gonna hurry up Is it a push
48:53
your luck emotion of like ooh, I hope I
48:56
don't break and typically I
48:58
will admit in this Section
49:00
I typically write out
49:01
blows like ah Or
49:06
or wow, that was clever I'll just type out
49:08
kind of like noodlings of
49:09
kind of undertones of emotion through like little
49:12
quotes things like that Or I might just type out scared
49:14
like I want them to be scared or tension or I want
49:17
them to be cozy I know that's a big thing
49:19
like games like wingspan things like that's like I feel
49:21
comfortable and kind of cozy Why we just relax play
49:23
this game
49:24
Yeah,
49:25
it's just nice to have a core emotion in mind
49:27
I don't kind of like with mechanics I don't know
49:29
if every game needs so many layers of all these
49:32
different conflicting emotions It might just be
49:34
nice just to have a game that makes you
49:36
feel connected Or
49:38
have a game that makes you feel tense
49:41
or you know kind of just nice to have a
49:43
Just one to go for as game designers
49:45
and writers and anyone dealing with these kinds of mediums
49:48
We're handling magic in a lot of ways,
49:50
right? Stephen King talks about this a good
49:53
bit He has an excellent book about writing but he talks
49:55
about the magic of being able to write
49:57
down a sentence and
49:59
then That sentence goes out
50:02
into the world somewhere else and someone else who
50:04
he's never met before Reads that sentence
50:06
that he wrote
50:08
and then they have a picture in their mind
50:09
of what it is Now is that picture
50:11
in their mind exactly the picture of Stephen King's mind
50:14
probably not picture in his mind probably a lot scarier but
50:17
this idea that we're able to Transport
50:20
an idea transports a moment
50:22
transport the story
50:24
from
50:25
Where I am here in middle of nowhere, Alabama that
50:27
I could do that, you know to someone
50:29
in
50:31
Middle of nowhere Europe or Australia
50:33
or Africa or wherever
50:34
that's magic Like that's a miracle that
50:36
our brains have the ability to do these things right and
50:39
so to kind of lean into that and like How am I
50:41
going to provide these really cool
50:43
experiences these really cool moments in this
50:45
magical kind of way to create memories? That
50:47
people have that I've never met
50:50
right? I'm never gonna see these people I'm
50:52
helping to make memories in their own lives and they're with
50:54
their family and friends and There's nothing
50:56
to think about it's like people talk They
50:59
don't they don't talk mechanically typically, right
51:01
if I'm playing a game and I'm remembering
51:04
what happened I don't say Leo.
51:06
Hey, man Remember remember that time I rolled
51:08
two dice and you rolled four dice and I moved some
51:10
green cubes and you moved some blue cubes Wouldn't that cool
51:13
like no it's hey remember that time where
51:15
my army was outnumbered Two to one
51:17
and then we found a way to overcome and and you were
51:19
trying to take over my country But I didn't do it. I
51:22
pushed you out and I ended up taking over your country Like that's
51:24
how we talk we talk it's like real terms
51:26
All right And to think through how can you
51:28
create those moments for people to have those memories and
51:30
to share those like those stories
51:32
in? Interesting ways. I don't know. It's
51:34
just fun to like think about that and then turn
51:36
it into reality
51:38
That's exactly one of the I think it's the third question
51:40
now It's like what memories will players share about your game
51:42
because I do the same thing It's like oh man, we
51:44
how many almost weird we almost got on this time
51:46
It was a co-op game or how we get
51:48
so close every time and I want to play again
51:51
But we're gonna lose again, or it's kind
51:53
of like I said like saying it out loud That's
51:55
why I kind of type typically write it stream of consciousness
51:58
in this section because people don't talk like I
52:00
felt scared playing that game. Like
52:02
they might say like, oh, I remember that time it was kind
52:04
of creepy. And like we almost, you
52:06
know, like I couldn't know if you were the killer or not.
52:09
I didn't know. And then there's this kind of big moment. So
52:11
once again, a little nebulous. But I find it really
52:14
useful just to try to tag a key moment. And
52:16
I actually even have a printout of like
52:18
a feelings list. You know, there's like that like a motion
52:20
wheel. You can go online and type in emotion
52:22
wheel. Sometimes if you want to get inspired
52:24
to just design a game emotion first, that
52:26
can be fun. Just pick a, let's see.
52:29
Is there a good game that can make someone feel grateful?
52:33
I don't know. It's an interesting prompt.
52:35
So it's kind of fun to start there sometimes. Yeah,
52:37
for sure. Reminded of the original
52:40
Pandemic Legacy. Pandemic Legacy
52:43
season one by Matt Leacock and Rob Gavio. And
52:45
to hear them talk about it, because there's this, I don't remember which month
52:48
of the year. Because the idea is that you play through 12 months,
52:50
January through December. 12 sessions
52:53
of the game is kind of the idea. And
52:55
one of the months, there's a big twist. I can't
52:57
remember which month. I'm just going to say September. But
53:00
there are people that will walk up to Matt or Rob
53:02
and just look at them and go, September.
53:06
Freaking September. And just like in this realization.
53:08
And they know what happened in this experience
53:11
and this memory that was created around the table. And they only
53:13
have to use one word to do it. And
53:15
that's such a cool thing. And you can design for
53:17
that. Even if you're designing mechanical
53:20
abstract games, you have those moments where
53:22
people look at you and go, huh,
53:25
that thing that you did, hmm, caused
53:28
some dissent in my house between
53:30
me and my spouse. You know, like whatever it is. That's
53:32
what I love about the risk strike
53:35
game is like, man, we still, this game makes
53:37
us fight just as much as the other risk does. I'm like,
53:39
cool. That's what we're going for. Yeah,
53:42
exactly. That same experience, but in a
53:44
streamlined. I like the way you said it, an espresso shot
53:46
of risk. I think that's a good way to say it. All
53:49
right. Moving to the next one. We got player types. And
53:51
now this seems to be the player type
53:53
from Magic the Gathering. Is that right? Yep. And so this is
53:55
a perfect example of how I will, as I
53:58
learn things, I'll just like, hey, that's useful.
53:59
let me keep that in mind and I'll copy
54:02
and paste it. So this is from Mark Groswater. It's just
54:04
a like Timmy Jimmy Spike framework,
54:07
which is like, think of these archetype players
54:09
and how they'll deal with your game. And
54:12
so we don't have to go deep on that, but it's a really cool
54:14
resource. And I found it useful. So I just put it
54:16
in my pillars of design, just
54:18
to see just like, oh, yeah, in my brain,
54:21
keep in mind, people want to be, you know,
54:23
they want to experience or maybe they want to express themselves
54:25
or maybe they want to compete. How
54:28
does your game work in that framework? And so it's
54:30
just kind of a quick pulse check of
54:33
keep these three player types in mind and think how
54:35
that changes your design
54:38
decisions. Right. Also, how
54:40
can you make sure you're playtesting with these people in
54:42
mind? Because if you don't have one of these types
54:45
in your group, then you got to do it superficially
54:47
because they're these people exist, right? And so there's
54:49
gonna be a certain percentage of people that play your game
54:52
that don't care about winning, that only want to do stuff
54:54
that's cool. Okay, well, how do you design with that in mind? There's
54:56
some people that don't care about anything cool.
54:59
They're just trying to min max everything to get the most
55:01
victory points to win the game. Okay, let's think about the
55:03
game from their perspective. Rob D'Avio recently
55:05
in a podcast I did with him, he talked about how he
55:07
assigns color, like,
55:09
you know, get the red player and the blue player, player, the purple,
55:12
whatever, he will assign a player type to
55:14
that color as he's playtesting, especially
55:17
by himself, you know, so he's going to be the red player for
55:19
this round. Okay, well, the red player wants
55:21
to do cool combos and wants to like, really push
55:23
the game limits, right? See what happens,
55:26
not so much worried about winning. Okay, blue over here,
55:28
min max and everything going to try to win purple
55:31
over here doesn't want to win. She
55:33
just wants you to lose. So she's going to do everything
55:35
to kind of troll you and mess with you like put you know, push
55:37
you in different directions. But assigning color,
55:40
that makes it easier to kind of keep in your head
55:42
as a designer, like what you're doing, and
55:44
just remember, right? But even, even
55:46
if you go to a playtest night, you can say, hey,
55:49
okay, can you help me out by playing the
55:51
game this way, right? Especially if
55:53
you don't have those certain types that you're really trying to stress
55:56
test the game for. I think that's a cool way,
55:58
cool way to do it. Just again, keeping these of people in mind.
56:01
I will give a quick shout out to a thanks of the
56:03
Austin Board Game Design Group. They have
56:06
lots of different variety of people so I'm
56:08
lucky enough to have an outlet that we have a
56:10
couple of min maxes, we have a couple people
56:13
who want to like I'm personally the kind of person who just I
56:15
just want to play and experience it. Of course if you can't
56:17
tell by this talk I just want to feel
56:19
the game and try to experiment and
56:21
then of course we have our you know min maxes
56:23
and so it's really nice to have those
56:26
in mind. But once again maybe
56:28
your game you intentionally don't mind
56:31
if it's not that you know if you can't express
56:33
your sights maybe it doesn't need that many layers. But
56:37
yeah there's a fun little pit stop on the way
56:39
on this list of like just keep those guys in mind
56:41
see how it looks through those lenses. Well also
56:44
from a bigger perspective as far as this document
56:46
is concerned and anyone wanting to make a document like
56:48
this to realize it's a living document.
56:51
You're going to change it, it's going to ebb and flow, you're going to add to it, you're
56:53
going to take away depending on where you're at and your design
56:55
level and skills and things that you're learning and things like that. You
56:57
know books that you read podcasts you listen to you're like oh that's
56:59
cool let me add this question in there. That's the point
57:01
that's right to continue this document
57:03
to help you become a better designer making
57:06
better games. Definitely has gotten a little
57:08
bloated over the years but I mean it's useful information
57:10
I don't want to delete but ultimately it started
57:12
off I think with like three sections and now
57:15
it's like 12. So yeah
57:17
but also not feeling like you have to answer
57:20
every single question like it's just it's
57:22
something to
57:23
help you it's a tool in your toolbox
57:25
right not something that you have to have as a crutch but
57:27
something that you can you know help you along
57:30
in your your process. All right the next one story
57:32
details right so some of the things
57:34
we've talked about a little bit before so tell me
57:37
tell me why these things are here and how they're maybe
57:39
a little bit different from some of the other sections.
57:41
Sure so before it was all about like what's the
57:43
moments you want to create the you know who you're going
57:45
for this is now actually getting to the nitty-gritty of like
57:47
what is the narrative arc of your game play
57:50
like what are the characters in your game who are
57:53
the players playing as or who
57:55
what why kind of thing so it's like using
57:58
the let's say the roller coaster
57:59
game, for example.
58:01
Just defining, like you as a player
58:03
will be taking control of a company,
58:07
person building roller coasters, who are you, you
58:09
know, and then how is your narrative art going
58:12
to change of the game. And so it's kind of
58:14
just thinking very much like a movie script, the
58:16
whole like, either hero's journey or just like,
58:19
how does it end narratively, does it end
58:21
with the park is built and you're satisfied
58:23
because the park is finished and you as the designer
58:26
have the most points. So it's
58:28
just kind of now getting into like,
58:30
going from high concept to like, okay, the game actually
58:32
has the I like to think in
58:34
act three acts, like act one,
58:36
set up,
58:37
figuring out your game, making a strategy act
58:40
two, you know, we're in the middle of the game, how is it tense
58:42
and what is it? Why you kind of have that momentum?
58:44
And then act three is like, it's close, but
58:47
how did I win? How does the story
58:49
resolve itself? And not
58:51
every game has to be this narrative epic,
58:54
even like simple games, I feel like have
58:56
a pretty, like nice narrative,
58:59
like the whole risk strike example, you
59:01
start building your continents, you decide the sets you
59:04
want to collect, you have a couple of battles, it
59:06
escalates by one player becoming kind of more
59:08
in control, everyone kind of tries to team up, take them down,
59:11
there's this like last minute, like, do they rush to take
59:13
it and win? Or is it like, power is
59:15
quickly swapped and distributed? Now, I
59:18
wouldn't say a great movie, but has the beats,
59:21
I think of progression. Yeah, it can also
59:23
help from a design standpoint of thinking, okay,
59:26
in act two, I want these kinds
59:28
of things to happen. Right? So does that mean
59:30
new things become available, maybe new, you
59:33
know, piles of tokens or piles
59:35
of cars, whatever, now those are open, and players
59:37
can start leaning into that. If you think about games that kind
59:40
of you set up a deck, where you have level
59:42
one, level two, level three, enemies
59:44
or something like that, you're, again, you're thinking through
59:46
the the act structure, how the game is going
59:48
to play out over a certain amount of time. One
59:51
could be mechanical, because you don't want a level one player
59:53
fighting a level 10 monster that's just going to destroy
59:56
them, right? That's not fun. So you want the players
59:58
to level up as the monsters level up. So anyway,
1:00:00
there's lots of reasons you can think about that,
1:00:02
both mechanically and just narratively, but yeah,
1:00:04
it makes a lot of sense to be thinking about those things
1:00:06
because the players are gonna experience it in
1:00:09
those ways. The two quick takeaways, just I
1:00:11
find the most too useful questions in the section is
1:00:13
who are you? That's a nice one. And then also
1:00:15
how do you change? Because every good story has
1:00:17
character development or change, you know, like, oh,
1:00:19
I start off as the grumpy old man, by the end of the movie,
1:00:23
I'm in love with this dog I found. So
1:00:25
I think of that, like it doesn't have to be exactly always that,
1:00:28
but like how will the players have their story
1:00:30
and how will they change? So
1:00:32
some might keep in mind. All right, the next one, a little
1:00:34
more self-explanatory, mechanical details. Okay,
1:00:37
we're talking player count, we're talking
1:00:39
difficulty, the game length, the
1:00:41
specific mechanisms in there. So
1:00:43
I mean, that's kind of stuff people would expect from
1:00:46
a document like this, but anything you wanna add
1:00:48
or really highlight as far as the mechanics.
1:00:51
Oh, no, kinda like many of these
1:00:53
other podcasts, there's lots of great advice on like, you
1:00:55
know, how many players you want, it's really useful to have
1:00:57
upfront, kind of your nuts and bolts. And
1:00:59
one I do like on here is difficulty to
1:01:01
learn the rules. I think of BGG a lot,
1:01:04
as like the weight, like, oh, how,
1:01:06
what is the like weight of this game? And
1:01:09
mostly not from the whole game, because I find
1:01:11
that a little hard to visualize how the whole game
1:01:13
is gonna be complex or not, but just like learning
1:01:15
the rules, how's that on-ramping gonna be? Is
1:01:17
it, do you want it fast? Do you want it like, do
1:01:19
you don't mind it being a little longer because the game is
1:01:22
worth that? I find that probably
1:01:24
one of the most slightly different questions
1:01:26
in here, but everything else is
1:01:28
pretty standard, core mechanics that you want, you
1:01:31
know, difficulty, you learn the rules, gameplay length,
1:01:33
that kind of thing. Yeah, definitely.
1:01:34
The next one though, is something I think more
1:01:37
designers need to be aware of as far as gameplay details.
1:01:40
And a couple that really stand out are, how
1:01:42
much luck versus skill is
1:01:44
in the game? Because that is a lever you really have
1:01:46
to pay attention to as a designer. How
1:01:48
long is this game? If it's a two hour game, you
1:01:50
gotta limit how much luck is in the game, right? Because
1:01:52
if I have a bunch of bad die rolls that destroy me
1:01:55
early, and there's no way for me to catch up because
1:01:57
of the dice, right, not because of any decisions I
1:01:59
made, it's now, I've... We just got to sit there for the last 45 minutes
1:02:01
and kind of play out this thing and I already know what I was gonna
1:02:03
End that's not super fun. Right? So thinking through that
1:02:06
Also, what we're what are players gonna do on
1:02:08
excuse me? Why will other players care
1:02:11
when it's not their turn? I think that's another thing to
1:02:13
think about what's the downtime like cuz
1:02:15
a lot of times we were so excited and you give players these Cool
1:02:17
combos they can do all these things on their turn Yeah, and
1:02:19
then their turn takes 15 minutes and
1:02:22
so everybody else at the table is like gotten
1:02:24
up They're making a sandwich. They're checking the the weather
1:02:26
like okay, that doesn't create a good experience
1:02:28
So some things to think about
1:02:29
what else really stands out to you in
1:02:32
in this section Of course is the classic
1:02:34
what choices will the players make but
1:02:36
I agree I think the luck and skill winner funds
1:02:39
because you know We typically
1:02:41
work with mass market and mass market likes a little more
1:02:43
luck as we found Of course gamer
1:02:45
hobbyists like a little more, you know, they control the game
1:02:48
So I'm just thinking of that lever and how that works
1:02:51
What interactions will the players have is probably
1:02:53
one of my favorites? Because once
1:02:56
again one of my missions is like if I'm designing
1:02:58
a board game I want people to be there face to face. I
1:03:00
think interactions a must for me I think it's
1:03:02
like that's the reason I like playing board games is I
1:03:05
get to look at my friend and be like either Hey,
1:03:07
we did it. Good job. High five or I'm
1:03:09
totally winning. You're not gonna catch up
1:03:11
either way. There's that moment of connection
1:03:13
So interactions through the gameplay is
1:03:16
important to think of
1:03:18
Just like will the players have light
1:03:20
interaction? Well, they may be even this
1:03:22
is not a mechanic But will they even just like cozy
1:03:24
talk to each other why their turns are not going
1:03:27
like, you know It's okay for games not
1:03:29
always to have this take that or as long as
1:03:31
you just keep that in mind It's a nice, you
1:03:33
know, once again just something nice to jog
1:03:35
your memory of like interactions important Can
1:03:38
you design for it or is it just a thing
1:03:40
that's gonna happen that you can't control? Definitely
1:03:42
and also just to help you be intentional, right if this is
1:03:44
the game you're trying to design Well, let's
1:03:47
write that down and then be intentional about how we're going
1:03:49
to make that happen makes a lot of sense All
1:03:51
right. Next couple ones really get more into the business
1:03:53
side the things we got visual details
1:03:56
and then we'll get into marketing details.
1:03:58
So Tell me your thoughts Your thought
1:04:00
process as a designer you're not a publisher, right?
1:04:02
You're reaching out to other companies You know you have you
1:04:05
and your design studio two of your friends
1:04:07
that you're kind of making games and then pitching To
1:04:10
some pretty good companies, right? Uh, but you're not
1:04:12
doing it yourself So tell me about why
1:04:15
why do you have these more business side of things
1:04:17
in this document? Versus just letting
1:04:19
you know
1:04:20
letting those companies figure it out themselves. So,
1:04:23
um I mean, yeah, we like to pitch to publishers
1:04:25
because we like to you know, we started off We're like, oh we just
1:04:27
want to be game designers and so we're gonna pitch
1:04:30
let the publisher do most of business But I
1:04:32
mean we've we've found that you know If you can
1:04:34
speak the language of a publisher and you already thought
1:04:37
through a couple things goes a long way As
1:04:39
far as I think them just being responsive to
1:04:41
you is like oh, they know what they're talking about They've they've
1:04:44
thought of us for example with like You
1:04:46
know the clue series we did we did a lot of research on clue
1:04:49
We thought as well as they did as far as like
1:04:52
how would it market will escape rooms
1:04:54
be palatable to your average, you know Bob
1:04:57
Did well bob want to play our escape room. What does he think
1:04:59
an escape room is? That kind
1:05:02
of stuff is just useful for us to Not
1:05:04
only help connect with the publisher and do a little
1:05:06
bit of legwork, but also design
1:05:09
with intention once again
1:05:11
Help filter your decisions So
1:05:14
good example is we we thought early the escape
1:05:17
room game is it is
1:05:19
it going to be a card-based system
1:05:21
like kind of like exits or something like that where you
1:05:23
just have to You know, there's these games
1:05:25
that like come and there's like everything is available
1:05:27
to you open the packet as these documents And
1:05:30
you have to solve it, but that has a pretty high
1:05:32
like You have to take everything read
1:05:34
it all so Can
1:05:36
you market it to like, you know average
1:05:39
bob? We need to make it like uh, you know
1:05:41
Like a board game because he knows what a board game is like
1:05:43
a move to this spot that would connect
1:05:46
more and so Anyway, just thinking
1:05:48
with the publisher kind of alongside them
1:05:51
has been really useful for us Right as
1:05:53
far as visual details. What kind of artwork
1:05:55
is necessary? How many assets are you gonna
1:05:57
need? You know how many miniatures if you need miniatures?
1:06:00
You use wooden, you know pawns
1:06:02
instead. Do you really need a plastic mini?
1:06:04
Like is that really vital to the game experience?
1:06:07
Does it make it more of a toy all those
1:06:09
different things to think about because that's exactly what the publisher
1:06:11
is going to be Thinking about maybe
1:06:13
Like right after thinking about the idea they're like wait
1:06:15
how much is gonna cost of manufacturing? Right so
1:06:18
like if you're gonna sell it that you have to think
1:06:20
ahead with them because otherwise you've you've
1:06:22
done all this work And then you realize oh, yeah, I
1:06:24
sent that thing off It cost me a lot of money to send to the
1:06:26
publisher in time And I only got really
1:06:29
one shot to show them and I forgot that
1:06:31
all these pieces cost so much money Like and
1:06:34
they kind of are turned off to that. So the list of
1:06:36
the more The
1:06:38
basically less load you can take off the publisher
1:06:40
that more likely Hopefully they'll hear you out and
1:06:42
maybe move on with your product or your concept
1:06:45
Yeah, that makes sense and then going into the marketing side,
1:06:47
you
1:06:48
know again to design
1:06:50
with intention to design Thinking
1:06:52
about how we're gonna market it. What's the hook gonna
1:06:54
be? What's gonna draw players in what's gonna look
1:06:57
good on Instagram all those things that just makes everything
1:07:00
Makes everything easier to design because then you can get
1:07:02
focused right but also
1:07:05
Trying to think through
1:07:08
Why right especially if you're gonna pitch this Either
1:07:11
way right either you're pitching to publishers and then they're
1:07:13
gonna pitch it to Consumers or you're
1:07:15
a publisher gonna pitch it to consumers either way you're pitching to
1:07:17
consumers It's just a matter of hike how far
1:07:20
removed are you right and sing thinking through
1:07:22
why should they care right? This is an investment
1:07:26
It's investment of time and money and
1:07:28
what's the return on that investment going to
1:07:31
be right? That's really what marketing is It's
1:07:33
it's letting people know that
1:07:35
however much money and time they put into this
1:07:37
product that they're gonna get a return
1:07:40
out of it That's gonna be worth it. It's gonna be more
1:07:42
valuable than whatever you put in right?
1:07:44
It's simple ROI in a lot of ways That's what marketing that's
1:07:46
what you're trying to do. That's what a Kickstarter campaign page
1:07:49
is, right? The people that go there They go back your
1:07:51
game ninety nine point nine nine nine nine percent of those
1:07:53
people have never played it unless they were in your little
1:07:55
Group of play testers, but you should be given those people free
1:07:57
games Anyway, so they shouldn't be back in your campaign lists for a dollar
1:08:00
Right, but you know for the most
1:08:02
part people are seeing a thing that you're trying
1:08:04
to convince them is going to be worth Whatever
1:08:07
the cost is same thing pitching to a publisher
1:08:09
right you're saying here's our idea. Here's the game
1:08:11
Here's how it plays it is a worthy investment
1:08:14
that you were going to get a return on and
1:08:16
then we want x percent of that return
1:08:19
so thinking that And
1:08:21
it's a bare bones, right? So when you have those things
1:08:23
written down right with the price point the
1:08:26
hook the the demographic
1:08:28
of people That would be interested
1:08:30
in this game how much money that
1:08:32
demographic of people have right? So
1:08:34
if you're this is why designing kids
1:08:36
games It can be smart because you're designing games
1:08:39
not for kids but for parents to buy right
1:08:41
and uncles and grandparents, right? Thinking through that
1:08:43
right. It's not the kid that's gonna see it on the shelf
1:08:46
necessarily It's grandmom who's
1:08:48
walking through the store looking for a birthday gift and she's like, oh
1:08:50
that looks interesting Yeah, I think little
1:08:52
Susie would love this so thinking do that
1:08:54
So anyway, that's that's gonna remind my mind goes with
1:08:57
the marketing things What are some of the other things you're
1:08:59
thinking about? You got a lot of this is one of the bigger sections You
1:09:01
got a lot of stuff going on. Yeah, so tell me some of the highlights
1:09:04
So I think just a real quick overview
1:09:06
I think marketing also if you can fill this out it
1:09:08
also helps you with your pitch to the publisher So
1:09:10
you basically have a blueprint for how you want to pitch
1:09:12
it? It's a it's a this game, but
1:09:14
there's a hook but also it's it's going
1:09:16
to be this much You know to cost and I
1:09:18
imagine it's for this target audience and I think they
1:09:21
really like that I mean just make it easier
1:09:23
to pitch helps you out kind
1:09:25
of keep focused Um, so executives
1:09:27
aren't necessarily creatives. Right, right?
1:09:30
Like they're not they're not a game designer They're just
1:09:32
like I mean a lot of publishers
1:09:34
are but As you said, it's like
1:09:36
you're you need to speak the language of marketing
1:09:39
so that the marketing team can get on board. Otherwise
1:09:43
I mean i've been guilty of this where i've started a
1:09:45
game pitch and i'm like, oh, but the mechanics are so
1:09:47
cool It's just like, you know kind
1:09:49
of goes over their heads and you're like, oh It
1:09:52
just helps kind of speak the lingo and put
1:09:54
on different glasses to look at the game from different perspectives
1:09:57
Um, I would say there's a lot here, but I think the two I really
1:09:59
like is pre-hook, which we've probably
1:10:01
talked a lot, but it's always good to reiterate like, what's
1:10:03
the wow factor? When you pitch your game,
1:10:06
what is the like, oh, I'm interested. And
1:10:08
usually it's, I found the formula is mostly something
1:10:11
familiar and something unfamiliar. It's
1:10:13
like, oh, you like, you like Clue. Have
1:10:16
you ever thought of a Clue escape room? And
1:10:18
so it's like, you know, I know what this is.
1:10:20
And what's that? So that's the
1:10:23
pre-hook. My favorite that I've recently learned,
1:10:25
I actually have to admit is the post-hook. What
1:10:28
is after playing the game, people
1:10:31
are going to be like, wow, I want to play that again. Or,
1:10:33
oh, hey, Gabe, you got to play this
1:10:35
game because there's either
1:10:38
a mechanic or like, man, it had like, you,
1:10:40
it felt like so crazy to play and they had
1:10:42
this fun progression. And so just
1:10:44
those two are nice to try to think
1:10:46
of. Yeah, that makes a lot of sense. I like that post-hook idea
1:10:49
though.
1:10:49
Right? What are the story, and we talked about story already, but like,
1:10:51
what are the stories people are going to tell? And
1:10:54
then how are you going to get people to tell
1:10:56
their friends about it? Right? Because once it's
1:10:58
one thing to see a Facebook ad from a
1:11:00
company that says, hey, buy this game. That's
1:11:02
one thing. It's a whole other thing to see
1:11:05
your friend who you trust post about a
1:11:07
game and say, this is a great experience. Check
1:11:09
out the pictures, check out the TikTok, whatever. Like
1:11:11
which one of those do you trust more? You know what I mean? And
1:11:13
so how can you get people talking about your game
1:11:16
in a way that's positive and gets other people to go, Oh,
1:11:18
that sounds interesting. Let me get a
1:11:20
copy of that too. Or Hey, make sure you bring that game to
1:11:22
game night and let's check it out. I want to see it myself.
1:11:25
How can you design with that in mind? And how can
1:11:27
you pitch with that in mind, either pitching
1:11:30
to publishers or pitching to, you know,
1:11:32
consumers on Kickstarter, wherever, just
1:11:35
thinking through, right? All this plays into it. And a lot
1:11:37
of times, honestly, when you see those games online
1:11:39
that have a million dollars, right? They've made a million
1:11:41
bucks on crowdfunding and
1:11:42
you're like, how in the world
1:11:44
it's because they've gotten this right.
1:11:47
They figured it out. It's not because the game
1:11:49
is amazing. Nobody's played it. It's
1:11:51
on crowdfunding. It doesn't technically really exist
1:11:54
yet. Right? So what it means is they've
1:11:56
done an excellent job at the marketing
1:11:58
side of things. As far as like getting to look
1:12:00
at the value, look at the cost, look at the investment,
1:12:02
all these things, and for them to look at that entire
1:12:04
equation and go, this is something I
1:12:07
need to have. Okay, how do they
1:12:09
do that?
1:12:09
What does that look like? And then start breaking that down. Super
1:12:12
helpful. So there's a lot going on, but I think
1:12:14
the other one that's useful is with the two-sentence
1:12:16
pitch. You don't always have
1:12:18
to fill that out, but if you filled out a lot of these other ones, you could
1:12:20
probably, you know, come up with one. Or,
1:12:23
oppositely, if you're just starting on a game
1:12:25
and you're like, you know what, I'm gonna start with the two-sentence pitch first.
1:12:27
Like you said, Eric Lang did the, it's Cthulhu,
1:12:29
but you can shoot him in the face. That might be his pitch
1:12:31
and that also might be the inverted,
1:12:34
start with marketing, then design backwards. But
1:12:37
yeah, it's just fun to think
1:12:39
about all these. And once again, I usually don't
1:12:41
fill them all out, but it's nice
1:12:43
to think of. No, I think that's one,
1:12:46
especially, maybe not right off the
1:12:48
bat, but definitely like midway through the design
1:12:50
process. You need to be able to fill that one out. I
1:12:53
think it's Einstein who said, if you can't
1:12:55
explain something simply, then you don't
1:12:57
understand it. Right? So if you can't boil
1:12:59
your game down into two sentences
1:13:02
and it really explained what the game is, then
1:13:05
you maybe don't quite understand
1:13:07
the game you're making yet. Not that you won't eventually,
1:13:10
but you need to be able to, it's that elevator
1:13:12
pitch thing, right? Where you can kind
1:13:14
of
1:13:15
concisely put the game into a handful of words
1:13:18
and get people to go, oh, that sounds
1:13:20
interesting. Tell me more, or I want to play that.
1:13:22
Right? And so I think that's super important. Right.
1:13:24
Also too, something I've learned from the prototype
1:13:27
group here is actually testing
1:13:29
your pitch out. Like you test your game, you
1:13:31
test your game all the time. So why not go around
1:13:34
and tell your friends your two sentence pitch, just see their
1:13:36
face. Do they go, oh, that's kind
1:13:38
of cool. Or did they go,
1:13:40
sweet.
1:13:40
You know, it's kind of a, it's
1:13:43
a subtle thing, but it's easy to say two sentences to
1:13:45
somebody, just see if they resonate with it.
1:13:47
It's like you can play test your pitch. It
1:13:49
also kind of, you know, play test
1:13:51
is your game hook and you can always kind of change that
1:13:54
as you go.
1:13:54
Yeah, absolutely. All right. Coming into
1:13:57
the last one here, design
1:13:59
outlets. So what do you mean? So
1:14:01
this is,
1:14:02
we were talking about this earlier before, but it was just
1:14:04
like the outlets I found really dictate
1:14:07
what I design. So for example, we have
1:14:09
our foot in the door with Hasbro and that's great and
1:14:11
I love that relationship and so I want to keep pitching
1:14:13
to them. But they're definitely an outlet that I have
1:14:15
in mind when I design, like it's mass market, they're
1:14:18
looking for certain types of games for a certain type of audience.
1:14:21
And so it's nice to just think of what
1:14:23
is your design outlets? Like I have a play test
1:14:26
group that we can play usually for about an hour.
1:14:29
So is that dictating my kind of like this
1:14:31
game needs to be about an hour? Where
1:14:34
can you get feedback? I think it's for
1:14:36
myself, it's really crucial to have
1:14:38
the energy kind of like here's a game, I share it,
1:14:41
I get feedback. As you
1:14:43
always say, like keep play testing is very
1:14:45
crucial. So it's more just taking stock
1:14:47
of where are you, where are you play
1:14:49
testing? Who are you playing with? How is that
1:14:51
going to kind of, how can you set
1:14:53
that up for this project? So
1:14:56
I'm making an alien game. It's a space epic. Do
1:14:58
I have friends that like aliens and want
1:15:01
to play for two hours? If not, could
1:15:03
I set this up? What kind
1:15:05
of feedback can I get from them? What do I need? It's
1:15:08
kind of just a checklist of what
1:15:10
you need to do next steps to have
1:15:12
an outlet for your game or your project. And also
1:15:15
hopefully helps you start thinking outside the box of,
1:15:17
you
1:15:17
know, I've got my normal play test group that come, you know, we come
1:15:19
together on Tuesday nights at 7pm. Okay,
1:15:21
but this game, man, this game is kind
1:15:24
of like magic. It's got some interesting magic elements
1:15:27
to it. What, what nights
1:15:29
does my friendly local game store run their
1:15:31
magic tournaments? Okay, maybe I could go there like
1:15:34
an hour early, hang out with some of the people there like
1:15:36
the OGs that love magic and like maybe get their thoughts
1:15:38
on this. Oh, that's interesting. Or what are some of the Facebook
1:15:40
communities that, you know, play
1:15:42
these kinds of games? Maybe I could get in with
1:15:44
some of those and see if some of those folks would
1:15:46
want to hop on tabletop simulator and play this again.
1:15:49
Like you start thinking outside your normal,
1:15:52
you know, trying to think the stuff you normally
1:15:54
do, right? And opening up to new
1:15:57
ideas. And then all of a sudden the game gets
1:15:59
better because you're pushing the limits of your
1:16:01
playtesting in your design space. Yeah,
1:16:03
so you get to meet new people and get new perspectives.
1:16:05
It's always refreshing and inspiring
1:16:07
when you get new playtesters. But
1:16:10
also, yeah, I guess what I was trying to say is both either
1:16:12
go find new playtesters or recognize
1:16:15
that you, like you said, you
1:16:17
had only kind of like yourself, so you
1:16:19
made a solo game and just recognizing that
1:16:21
that's your kind of outlet is
1:16:24
really useful because it helps you once again, just make a
1:16:26
choice. Should I make a five-hour epic?
1:16:28
I don't really have the group for it. Maybe
1:16:30
not. Or I need to go find the
1:16:32
group for it. So that's
1:16:35
just kind of what this is about. And there's a
1:16:37
lot of random questions in here, but it's like,
1:16:39
mostly that's what it's about in the whole
1:16:41
thing. Yeah, leaning into your
1:16:44
situation to set yourself up for success. As
1:16:46
you just alluded to, I got to a place in my designing
1:16:49
where I didn't really have access to
1:16:51
people in the pandemic was going
1:16:53
on, like all these different things that just kind of pushed me more
1:16:55
and more into solo design games,
1:16:58
you know, designing solo games. And
1:17:00
I just went with it. You know, I didn't like, like,
1:17:02
no, I'm going to design three-hour euros, dad,
1:17:05
gummett, like my situation, they
1:17:07
would have been setting myself up for failure. Now,
1:17:09
could I have found a way to do some different?
1:17:11
Yeah, maybe probably if it had been that important, but I
1:17:14
just found that I really enjoyed solo games. And
1:17:16
so it's like, let's just do this and let's see what happens. So
1:17:18
I think that's another thing is just
1:17:20
not trying,
1:17:22
not trying to go against the grain too much.
1:17:25
As a creative person, like see what gets you into flow, see
1:17:27
what gets you into that design space in an exciting
1:17:29
place, and then just lean, lean into it
1:17:31
and go with it. If you don't have a group that can play
1:17:33
three-hour games, don't design three-hour games. It's
1:17:36
just kind of that simple. Basically, I think I
1:17:39
very much believe we're a product of our environment. So
1:17:41
what environment are you in? Can you get
1:17:43
to the table, that kind of thing? Yeah, definitely.
1:17:46
I mean, this has been excellent. Any kind of like closing
1:17:48
thoughts you want to leave people with, like I said, I'll put
1:17:50
the link to this document in
1:17:52
the show notes of the episode. And so if you want to take
1:17:54
it out for themselves and pull
1:17:57
ideas from it, do it. Again, we're not saying.
1:17:59
Hey, here's your thing. It's gonna fix everything.
1:18:02
No, this is just an idea something that has worked That
1:18:04
might work for you, you know, make it your own figure
1:18:07
it out. But what would be your closing thoughts? Sure
1:18:10
I think the only closing thought I had is just that game
1:18:13
designs and multi-class skill so I
1:18:15
know we talked about like kind of emotions
1:18:18
and trying to figure out target audiences and things like that,
1:18:20
but just Something I keep in mind for
1:18:22
myself is just to try to experience
1:18:24
new things and try to go out and gather new
1:18:27
kind of Information even if it is not
1:18:29
always from the game design Sphere
1:18:32
or the playing game sphere. Maybe go just
1:18:35
try something random kind of introduce some random
1:18:37
Notes and you never know what might happen. Yeah,
1:18:39
absolutely. So I know rush, excuse
1:18:41
me risk strike just came out And
1:18:44
so tell me where people can find it where they can find
1:18:47
some of the other games I guess most your stuff sold in like
1:18:49
target and whatnot So that's kind of
1:18:51
nice but anything else you want to tell people of
1:18:53
course So we have a couple clue
1:18:55
escape room games at Target Risk
1:18:57
strikes on Amazon target what I would
1:18:59
like to shout out to is there's a game called D&D Dungeon
1:19:02
dragons Bedlam in Neverwinter
1:19:04
that is a escape room Dungeons
1:19:06
and Dragons game Where you get to play
1:19:08
as characters who are solving puzzles But also
1:19:11
combat and also it's light enough
1:19:13
to where you could play with your friends who are not say
1:19:16
D&D experts It's very much an on-ramping
1:19:19
kind of like my first D&D experience, but you get
1:19:21
to solve puzzles
1:19:22
Really proud of that one. But
1:19:24
yeah, thanks Gabe I mean you guys can check out
1:19:26
the games anywhere, but I appreciate you
1:19:28
having me on and just letting me share my kind of Huge
1:19:31
document of nebulous ideas, but
1:19:33
hopefully they're they're helpful to someone. Yeah, absolutely
1:19:35
Thank you so much for being here really appreciate all this excellent
1:19:38
information
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