The Hotness
Games|People|Company
Dominion: Dark Ages
Fantastiqa
Mage Knight: Board Game
Total War
Descent: Journeys in the Dark (Second Edition)
Eclipse
Mice and Mystics
Dungeon Fighter
Collapsible D: The Final Minutes of the Titanic
Lords of Waterdeep
Agricola: All Creatures Big and Small
Libertalia
Android: Netrunner
Virgin Queen
The Lord of the Rings: Nazgul
A Game of Thrones: The Board Game (Second Edition)
Dominion
Star Wars: X-Wing Miniatures Game
Infiltration
The Lord of the Rings: The Card Game
Among the Stars
Twilight Struggle
The Swarm
Agricola
1989: Dawn of Freedom
Goa
7 Wonders
Glory to Rome
Arkham Horror
Village
Ora et Labora
Battles of Westeros: House Baratheon Army Expansion
Through the Ages: A Story of Civilization
Thunder Road
Trajan
Zombicide
The Castles of Burgundy
7 Wonders: Cities
Ace of Spies
War of the Ring
Skyline
Space Alert
Sherlock Holmes Consulting Detective
City of Horror
Race for the Galaxy
Dungeon Command: Sting of Lolth
Twilight Imperium (third edition)
Kingdom Builder
Le Havre
Battlestar Galactica

BoardGameGeek News

To submit news, a designer diary, outrageous rumors, or other material, please contact BGG News editor W. Eric Martin via email – wericmartin AT gmail.com
Recommend
51 
 Thumb up
6.00
 tip
 Thumb up

Dawn of a Design and Formation of a Philosophy: Creating Symbol and Other Games while Pursuing a Childhood Dream

Ben Stanley
United States
Pleasant Grove
Utah
flag msg tools
designer
Avatar
mbmbmbmbmb
I have told my design story in fragments in various places, but when Eric Martin offered me the opportunity to share it in the official BGG News, I could not resist.

In many ways, I owe a tremendous debt of gratitude to folks like Eric and to BoardGameGeek, a site with a plethora of supportive, intelligent, and interesting people.

I. Introduction

I also owe much of the successes of my experience to the Board Game Designers Guild of Utah. I was passing through Salt Lake City one day and randomly saw a sign for Game Night Games, a fantastic store. I stopped in and met Mike Compton (The Heavens of Olympus) and he invited me to start attending the meetings of the BGDG of Utah held there each month. My brother and I made regular trips to SLC to join the Guild, and met a number of truly gifted designers and artists, including Mike, Alf Seegert (Trollhalla, Bridge Troll), Sean MacDonald (Pastiche), Steve Poelzing, Rick Maxey (God Dice), Scott Nelson, Phil Kilcrease, Ryan Laukat (artist for Dominion, those two awesome troll games mentioned above, and several others), and many more.

As a new member of the Guild, I decided to get serious about getting a game actually published. Crazy, I know. I grew up playing chess and hundreds of other games, still wish I had kept my childhood copy of the hot new game at the time, Fireball Island, and thought I could create something at least as awesome as that. As kids, my older brother and I had designed scores of board, card, and dice games, but we never did anything with those designs.

About a dozen years ago, I had the inspiration for a highly customizable and portable chess-like game that combined elements of Magic: The Gathering and Shogi. I decided it was the most likely to really appeal to gamers, so I had a prototype crafted by the good people at Litko, and took it to a playtesting session at the BGDG. It was a hit, and playtesters kept challenging each other over and over. Phil Kilcrease and Mike Purcell played several games, and suggested I get in touch immediately with Néstor Romeral Andrés of nestorgames.

I did.


II. From Conception to Production

Symbol was entered into an abstract game design contest thread here at Néstor's suggestion, and was declared a winner of the contest in relatively short order. It went on to gather some early fans, and though production presented nestorgames with some significant challenges – and the name was changed and then returned to the original – the game was released in mid-2010. I love the laser cut acrylic and deluxe treatment nestorgames gave the game, and have always been tremendously impressed with Néstor's professionalism, skill, and dedication to his craft and the broader industry.


Two mini-expansions (alternate game boards) are available in Symbol² as of June 1, 2011 to coincide with the one year anniversary of Symbol. These boards are entitled Symbol: Hexagonal Warfare and Symbol: Battle Bay. In addition, in mid-March 2011 the game had a new release of its rulebook that incorporates a simplified ruleset, intended to help new players ease into the experience of a customizable "symbolic and abstract wargame".

Finally, a developer friend, the same developer for Alchemy, is planning a conversion of the game to the iOS format, with Game Center integration which should allow networked multiplayer games! That's a big and exciting step, as many excellent board game apps from the largest publishers do not support that feature. That will probably only feature the simplified ruleset at first (without stacking and combining of units), but it should still be a tremendously fun opportunity and a chance to build the fan base and lay the groundwork for the full Symbol experience on the iOS in the future.

III. The Cascade of Opportunities

After having my first design published, the opportunities came quickly to see other creations realized in various ways, and provided the connections to see my current trend toward iOS releases of games.

A. A success that still showed me what not to do, or at least what not to do yet . . .

One of my game designs, Skeleton Crew, was a finalist in the 2010 SaltCon Ion Award competition, and I often describe the game, seen here in prototype form, as the child of Agricola and Jamaica with Small World named as its Godfather. Players command ships of skeleton minions, claim islands, gamble, attack each other, trade, explore, and horde gold. I'm very proud of the thematic and wildly fun design, but publishers were concerned about the number of components involved (200 resource cubes, ship maps, encounter tokens, modular board, skull starting token, dice, port tiles, warehouse boards, Port Skull resource board, mystic fortune cards, and many other parts).


The game will be an ideal project for Fantasy Flight or Days of Wonder some day, but I learned that most publishers were hoping for mass market hits with simple component requirements, so my future designs gravitated that direction. The component-heavy concerns around Skeleton Crew did a lot to shape my future design efforts, and I began to emulate prolific designers who shall remain unnamed but are known for simple, engaging games with light themes and very few pieces – at least until I develop enough of a reputation that publishers entertain my thematic, engrossing designs and are willing to make the investment to produce them in all their epic glory!

So my next string of designs were simple and elegant, with a goal to distill the game play to quick, rich, tense, but mostly abstract or simplified experiences. In some ways, that best fit my own competing time demands and play preferences, anyway. That became my new design philosophy: the "ultra-light" games that still offered fascinating choices.

B. A second project with nestorgames

Working with nestorgames on the release of Symbol was a joy, and nestorgames also published a stock simulation game that I had developed. Nyse was created to offer a ten-minute game that was comprised solely of chips, and would be fast, portable, durable, scalable, thematic, tense, interactive, and tough. I am quite proud of a game that plays one to ten players in a format that is perfect for dinners out: the games are often over when the food arrives, the pieces never suffer from spilled drinks, and everyone seems to really enjoy the challenging game of brinkmanship, which fits in a pocket without any trouble at all.

Nyse was published in late November 2010.


C. Getting to know W. David MacKenzie of Clever Mojo Games

Another excellent game published by nestorgames, Jin Li, was also released in an iOS format. I played the game and got to know the designer while analyzing the artifical intelligence implemented in the iOS version. David is a truly fantastic guy, and he was a huge help on my path, maybe even more than he realizes!

Impressed with my insights into the AI for his game, he connected me with his iOS development team, who licensed the rights to code one of my game designs for the iOS: Tribal Dice. Tribal Dice also captured my new design paradigm of creating simple, addictive games that could appeal to the masses and represent a tremendous gaming value. With solo, multiplayer, music, artifical intelligence, pass and play multiplayer, and clear instructions, and a ridiculously low pricepoint the developer is still honoring, the game proved popular as well, and was released just before Christmas, which really helped sales in the iTunes store.


Here's a humorous side story: I was contacted by a fan in early 2011 who told me that he saw Tribal Dice uploaded to a server as a hacked and pirated copy for those with jailbroken iPhones. As a general rule, Apple seems to do a pretty good job of keeping application piracy in check, but this individual contacted me not to warn me, but to congratulate me!

He felt like I should be very pleased that the game had been hacked; to paraphrase his comments, he felt it's a lot of work to hack an app, and many of the apps in the store don't get hacked, so I ought to be thrilled. Apparently the same hacker hacked N.O.V.A. and Assassin's Creed and a few other very popular games, so he "obviously had good taste" when he selected my app as one to hack and upload. At least in this person's opinion: "You know you are a success when you are being stolen from on a global scale!" He felt like I ought to be grateful for the free marketing and hope that the illegal downloads turned into a few legal ones at some point, and that I shouldn't waste a moment thinking about it.

D. More iOS development

Once one game was released on the iOS, other developers were interested in pursuing game designs, as well. I got to know an incredibly talented coder who wrote the iOS implementation for a very simple combinatorial game, Alchemy, that I had designed as a way to use the pieces for the game Symbol, and to pick first player. It has a lot in common with other combinatorial stacking and Nim-family games, but has a nice thematic explanation for its mechanics, and a way to combine or destroy elements, that fits the pieces and mechanisms of Symbol itself.

The speed and quality of that implementation, with Game Center integration for global leaderboards and twenty-five challenging achievements, and the universal nature of the iOS app (dynamically conforming to the iPhone or iPad format) made it another great value for simple and engaging play. The music, art, sound effects, and quick play made for an immersive experience.


The same developer from Alchemy has planned to create the first electronic implementation of Symbol, so you can look forward to announcements on that in the months ahead, and I hope that it finds as much support, both before and after release, as my other designs have so far.

IV. What else does the future hold?

I have a favorite design, Ivory Tower, that I want to see coded on the iOS, I have dozens of other game designs waiting in the wings, and recently announced my first and only print-and-play game: Pandora's Box. Look forward to a few interesting and exciting announcements related to Pandora's Box in the months ahead!

Anyone who wants to lend a hand (artists, programmers, publishers, reviewers, donors, etc.) to see some of these "broad appeal" designs available in the short term, please feel free to contact me!

Like many designers, creating games was a childhood dream that became possible in recent months thanks to industry giants who let me stand on their shoulders, to paraphrase the immortal words of Sir Isaac Newton.

Keep on gaming, and thanks for reading about my experiences so far.

Benjamin D. Stanley
Twitter Facebook
6 Comments
Subscribe sub options Wed Jun 1, 2011 6:30 am
Post Comment
Eric Walkingshaw
United States
Corvallis
Oregon
Avatar
mbmbmbmbmb
Thanks for the story, Ben!

You don't really talk about the development process much, and the way you describe some of the games (Symbol especially) make them sound like successes from the first playtest. Do your games undergo a lot of playtesting and revision, or do you just have a knack for putting together working designs without much iteration? Or, perhaps there is something about the type of games you design that just inherently requires less tweaking?
3 
 Thumb up
 tip
 Thumb up
  • Posted Wed Jun 1, 2011 9:10 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Ben Stanley
United States
Pleasant Grove
Utah
flag msg tools
designer
Avatar
mbmbmbmbmb
Thanks for the questions, Eric. I tried to keep the piece short, but let me see if I can answer you a little more specifically:

My designs never arrive fully formed, and I find that I often have to do extensive revisions in order to make sure certain strategies are not dominant. The version of Symbol that was playtested by the BGDG was fun right from the outset, but there was still plenty of balancing and tweaking that had to happen before it was really ready for publication.

In some ways, my obsession has become eliminating unnecessary components and distilling the games down to their essence. Symbol was envisioned as a customizable chess-like game that would incorporate the Aristotelian elements, have some interesting terrain features, and be highly portable. It was a natural fit for nestorgames in that regard. Each of the pieces had to be specialized and balanced: better for specific tasks and worse for others, because players are allowed to freely choose their forces in the full, advanced version of the game.

It became a lot more exciting, with powerful offensive and defensive options, when I introduced a fifth element (destruction), and offered some novel new mechanics (pushing opponent pieces, detonating those destruction pieces, and adding in a reinforcement rule based on control of territories, inspired from games like Risk). I literally thought about ideas and refinements for Symbol over twelve years. So when I took it to the BGDG a year and a half ago, it had been playtested by family and friends and mulled over extensively in advance.

It is true that many of my designs work almost exactly like I want them to from the outset, but there is still always a need for playtesting, and I owe a tremendous amount of gratitude to friends, testers, publishers, and coders for insights as we work on games together.

Tribal Dice, for example, was an effort to create a game that would play like a deeper Yahtzee, Farkel, or Pass the Pigs, but not need any scoring paper or a pencil (again, an example of my quest for simple, fascinating games that can be played anywhere at all). Random factors are an influence in the game, as is usually the case with dice games, but it is strategic and tactical with some really interesting options and some tough statistical analysis that can arise from time to time. You can easily play with a single set of dice and let the person who gets the lower score pay for dinner, or use two or more sets for a great, interactive game. The solo game and multiplayer game (both of which can be found in the iOS implementation, with both pass and play or artificial intelligence opponents) play very differently.

But the game also changed as it was coded for the iOS: the Native American theming was chosen by the developer’s artist, my composer friend did an amazing job of matching that theme in the music he wrote for the game, and we even changed the gameplay mechanics in various ways (for example, the orange die originally allowed a player to lower the value of another die by any amount, at the player’s discretion, but it was simplified to a specific amount to simplify the iOS game interface: a little less strategy in that aspect of the game, but a reasonable compromise for the benefits of ease of learning and playing the game).

As another example, Pandora’s Box is perhaps the simplest card game I know of that still has really intense and interesting decisions throughout its quick playtime (well, I actually usually play it with Go stones, but many people around here like playing with cards, and we are anticipating having some professional quality cards and art to reveal in the near future for people who want to print them out). It may be the design of mine that has seen the least revision from its conception to its full and final ruleset. But even in the case of Pandora’s Box, as I have presented the design to publishers, it has received a lot of feedback, and there are actually three games you will probably hear more about in the future that have derived from the basic mechanics and concepts of Pandora’s Box, but add layers of theme, intrigue, and complexity that should really appeal to hardcore games. I call those three games the “Pandora Progeny Trilogy” and they are each so different as to be considered completely separate games, but share enough of the same elements of bluffing, quick play, matching starting hands, and other concepts as to see a strong family resemblance despite dramatically different flavors. And in those design efforts, there has been a tremendous amount of insight and creative contribution from a publisher, in particular.

Publishers often admire extremely elegant games, but also need to be concerned about the marketabillity of the game and theme, and that it not be so simple that it can be reproduced by anyone anywhere who has seen the rules.

So I guess each game is different and has its own story. I’m grateful for all of the interest and support, and certainly appreciate the questions and welcome any additional ones from any readers.
7 
 Thumb up
1.00
 tip
 Thumb up
  • Edited Wed Jun 1, 2011 10:15 am
  • Posted Wed Jun 1, 2011 10:06 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Néstor Romeral Andrés
Spain

designer
publisher
Avatar
mbmbmbmbmb
Thank you for your words, Ben

Symbol² has just been published:



9 
 Thumb up
 tip
 Thumb up
  • Posted Wed Jun 1, 2011 10:20 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Ben Stanley
United States
Pleasant Grove
Utah
flag msg tools
designer
Avatar
mbmbmbmbmb
And both expansions look awesome, Nestor! Thanks.

I love how you used the water symbol in Hexagonal Warfare (which features a lot of naval strategies), and the earth symbol for Battle Bay (where land assaults are key)!
6 
 Thumb up
 tip
 Thumb up
  • Posted Wed Jun 1, 2011 10:23 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Jason Sly
United States

Utah
mb
I'm living in Utah and just came to BoardGameGeek.com a couple months ago and started learning about this new world of designer games, and it's been fun discovering that so many designers and personalities are from Utah! I got way too excited when I found out that the Board Game Family is just one town over.

Thanks for all your insight, it was very interesting!
1 
 Thumb up
 tip
 Thumb up
  • Posted Wed Jun 1, 2011 9:54 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Mr. Brettie


msg tools
mb
Thank you for Pandora's box. I will give a hint to a hidden property of Pandora's box. We played in a group of 5 - 6 persons. Some where blind, some visually handicapped and some sighted. We used simply two tactile different sorts of pieces. The blind players said that it was the first game they ever played that was fair for blind gamer, i. e. without any disadventage for them. This is because there is no visible information in the game at all and also no gameboard to handle.

Again, great thanks for the game.

Brettie

 
 Thumb up
 tip
 Thumb up
  • Edited Tue Feb 21, 2012 8:03 am
  • Posted Tue Feb 21, 2012 8:03 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.