This blog contains comments by Dr. Lewis Pulsipher about games he is designing or has designed in the past, as well as comments on game design in general. Patreon: https://www.patreon.com/LewisPulsipher
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https://www.patreon.com/LewisPulsipher I have finally created a Patreon page to support my YouTube channel and blogging. For those who don't know, Patreon is much like Kickstarter insofar as it enables individuals to support worthwhile projects. But unlike Kickstarter, this is continuing, monthly, support (at a level as low as $1 a month).
What a convention or conference can do for a game designer
Text of the slides is below. Of course, there's much more to the screencast than the slides.
Dr. Lewis Pulsipher Pulsiphergames.com “Game Design” channel on YouTube
Why should game designers go to Cons? I’m mixing video game (conferences) and tabletop game (conventions) in this discussion (Brief difference: conferences focus on how to make better games; conventions focus on playing games) Briefly: Meet publishers and funders Learn new techniques Stimulate ideas Find collaborators Find playtesters
To meet Publishers / Funders While much of the world is online/”virtual”, I’m convinced that face-to-face is a much stronger connection, especially for those designers without a track record (newbies) So go and meet publishers at cons, talk with them, volunteer to work at their booths, and so forth
To Learn New Techniques Conferences are all about talks to help you make games better Examples: East Coast Game Conference 14 Putting stories into games Game pitches At tabletop conventions, seeing all the new games, playing them or watching them being played Big tabletop conventions have many seminars (GenCon) about making and selling games I do them myself at PrezCon, WBC, GenCon, sometimes ECGC
Stimulation of Ideas When I go home from a tabletop convention or ECGC, I’m full of game ideas In the case of ECGC, mostly for videos for my classes, and for things that would go into books I drive (up to 650 miles one way), so I have lots of time to think, recording my thoughts on my easy-to-manipulate PDA-voice recorder Of course, you have to follow-up once you get home
To Find Collaborators I do not look for collaborators, but some people work better with another person If you are looking for a non-local collaborator, where better to look than at a con? If you hear someone speak about things that interest you . . . Talk with them
To Find Playtesters As for playtesters, that’s more problematic, but you might find some willing to blind test Of course, you might persuade people to playtest at the convention, but often people want to play the new published games, not prototypes
Keep an Open Mind. Everything at a con should be stimulating for a designer.
The text of the slides follows. Of course, there's a lot more to the screencast than this text.
11 MORE “need to knows” about Game Design
Dr. Lewis Pulsipher
Pulsiphergames.com
“Game Design” channel on YouTube
Original 10 Wasn’t Enough
I started with 10 “ntk”
But I thought of more than 10, so here some more. Keep in mind, the first 10, taken as a whole, are the most important
But these 11 are also important
The List
Focus on the essence
Professionals design for other people, not for themselves
Professional game design is about discipline, not self-indulgence
Game Design is not Mind Control
There is no perfect game
You probably won’t be good at game design, at first
Games are not just Mechanics
Making a good game takes a LOT of time
Piracy is everywhere (for “digital” goods)
You’re an Entertainer, or a teacher, not a gift to the world
“Fail Faster”
Focus on the Essence
My motto: "A designer knows he has achieved perfection not when there is
nothing left to add, but when there is nothing left to take away."
(Antoine de Saint-Exupery)
Another form, about Japanese gardening, is "Your garden is not complete until there is nothing else that you can remove."
If you’re making a puzzle, complexity might be a goal; If you’re making
“an experience”, simplicity may not be a goal. For most games, the goal
is to keep only what you absolutely need
Professionals design for other people, not for themselves
[As this has been misunderstood by someone who didn't listen to the screencast, I interject the following: Your primary goal (for most games, recognizing there are specialized such as educational) is to entertain other people, not yourself. The goal is to entertain, the design is for other people. As such, any list of features that you think will make your game a surefire hit will likely turn into a soul-less mess. So perhaps I could have worded the slide, "Professionals work to entertain other people, not themselves".]
Your job is to entertain or enlighten other people
You are not typical, or you wouldn’t be designing games!
So what you like, may not be typical of what large groups like
Don’t rely solely on your own opinions about the worth of a game
I recently had a game published that I didn’t think was a Big Deal, just a nice little game – but others had different opinions
And I have had games I thought were outstanding, but have not been published
Professional game design is about discipline, not self-indulgence
Many designers are self-indulgent, often thinking of themselves as
“artists” who are blessing the world with their brilliance – so they do
whatever they want
POPPYCOCK! (Though you can do this if you’re not interested in selling any games . . .)
Do player-centric, not designer-centric (or art-centric) design
Game design is compromise. It’s never “perfect”
Game Design is not Mind Control
Some designers want to, in effect, control all that the player is doing and thinking
And if you think about it, a novel can be approached in this way
Though most novelists want to influence, not control
Linear video games can approach this ideal
But most game players want to have the ability to control the outcome of the game (and want “agency” as well)
Better to think of game design as offering players opportunities, not forcing anything on the players
There is no perfect game
There are dozens of genres for a reason
Tastes of game players vary as much as tastes of music-lovers. (I
dislike rap. I like classical. Some people love rap. Some hate
classical. And so on.)
And there’s no room for perfectionism in professional design
You need to get games DONE. Especially in video games
The Law of Diminishing Marginal Returns sets in quickly for professionals, less so for hobbyist designers
So at some point, you have to finish even though the game isn’t perfect
You probably won’t be good at it, at first
How often do you start to do something complex, requiring a lot of
critical thinking, and yet you’re immediately good at it? Never!
Most complex things worth doing, take a long time to do well
Even playing a game well can take a long time to master
Some theorize that you need a great many opportunities to fail/succeed before you can become good at something
And there’s the “10,000 hours” notion, too, though I don’t take the quantification seriously
Games are not just Mechanics
What matters is the impression you make on the player(s)
MDA: Mechanics, Dynamics, “Aesthetics” (I prefer “Impressions” for the last)
Collections of mechanics can feel soul-less
If you choose mechanics based on a model, they tend to fit together; if they’re just collections, they’ll often not fit together
Making a good game takes a LOT of time
Most of what happens in game design takes place in the mind – of the designer, and of the players
Outsiders/non-practitioners tend to minimize the difficulty because they don’t see it happening
Moreover, it’s easy to get a game to 80%, it’s the last 20% that takes most of the game design time and effort
And then, if it’s a tabletop game, scheduling and manufacturing can take many months
Mayfair recently published a game they’d had for 8 years
I have a game that may be published in 2015, publisher accepted it in 2005 [sic]
Piracy
Piracy of “digitally”-produced games is rampant
And there’s practically nothing you can do about it
Free-to-play helps (in video games), but even the in-app purchases in F2P are pirated regularly
Fortunately, not much piracy in tabletop games (unless it’s primarily a rulebook, such as RPGs)
You’re an Entertainer or a Teacher, not a "gift to the world”
That is, if you want to be a commercial game designer
Publishers are in business to make money (mostly, but especially in video games)
Yes, you can self-publish
But a lot more people want games to entertain or enlighten them, than want games to be “art”
“We want to entertain people by surprising them, so I really don’t think
we are psychologists – we are nothing but entertainers.” -Shigeru
Miyamoto (Zelda, Donkey Kong, Wii Fit, etc. )
Reiner Knizia (over 500 [sic] published games) also says his purpose is entertainment
“Fail Faster”
You want to find all the ways your game can fail, and eliminate or fix them
So the faster you fail, the quicker you can eliminate or fix the failures
Or start over!
Get a playable prototype done as soon as possible – there is NO Substitute
If you’re doing a video game, try to make a paper prototype first, to try things out
Until I think of more ntk, enjoy your designing