-
Michael Mindes
United States Tucson Arizona
-
I should have a better understanding of the sheer number of games that are published in any given year. They are staggering and I have heard reports of as many as 500+ in 2010 and 2009 alone. As a publisher or game designer, how could you reasonably expect your game to be a top game release for the year.
Even more difficult is being a top release for the year to compete with the established top releases from prior years? That is why I strive to reduce risk and maximize hit potential.
One way to do this right is to get the initial game play to be fun and easy to learn. We at Tasty Minstrel Games learned a lot from Terra Prime about this. While I believe personally that it is a great game, it failed miserably in one majorly important aspect.
The initial game play ranged from great to horrible. That is to say the players would have a horrible time if they ventured out further than they should without being properly prepared.
While this is fine for the design of the game, it makes becoming a commercial success very difficult.
Why Give Terra Prime Another Chance?
This is exactly what many people would be thinking. The fact is that a first time player would quite possibly venture out early, get destroyed, and then proceed to suffer through the remaining 1-1.5 hours of game play.
Not exactly what you would expect to drive sales!
Should Designs Be Dumbed Down?
Absolutely not. It is hard to get a design to have simple rules, a wealth of strategic depth, and provide exciting/addicting initial game play. You also need to avoid trying to design a game to meet everybody's gaming needs.
Think of who or what type of gamer is going to not only like, but LOVE the game you are designing. Then proceed to design the game for them. Without a sizable group of people LOVING your game, then you will not proceed to hit status.
For example, when we went through the process for creating Martian Dice, we were specifically trying to appeal to the following types of people (in no particular order):
* Gamers with children that they want to bring in the world of being a gamer. * Casual gamers that play various other dice games. * Retailers that want a fun game they can recommend and sell at their checkout counters. One of the keys here is to be easily teachable and fun to teach. * Serious gamers that want a time filling game that packs a number of meaningful decisions is a short time period, combined with the fun of rolling dice. I personally miss the sheer tactile fun of throwing a fistful of dice. I miss it, because I usually do not like games that result from the randomness thereof.
Those are the kinds of people we made the game for. The core here I believe is to think of gamers that you know and design the game specifically for them to LOVE. That will make the process easier and less abstract.
Back On Track - How To Improve Initial Game play
Sorry for the tangential "design for a target gamer" bit. Initial game play is essential in a world of hundred of new games released every year! Since if you want a hit, then you will need people to play the games that you produce. If they play it once and then shelf it, you are unlikely to build the user base required for a hit.
Through the process of publishing board games, I have found that there are some factors that can help initial game play to go more smoothly and be more fun.
* Provide clear, concise, and well organized rulebooks. Reading through a rulebook is bothersome enough. Having 30% extra that is unneeded, confusing language, or poor organization makes this even more difficult. We have all played a game where it took an hour longer than it should have and were not even sure if we played correctly... This is not good for initial game play!
* If there is something that a player can do early which will prevent them from winning, then that should be removed from the game. The idea here is that every choice in a game should be from a pool of good choices. If the game allows me to do something stupid and I lose as of a result, then I will blame the game...
* Make the total length of game play time shorter, but don't truncate the game so much that you don't get the full feeling. When Tasty Minstrel Games started development on Belfort, the game lasted 9 rounds. As a result of dropping that to 7 rounds, the game became more interesting and shorter (which is a great combination).
* Give players something beautiful to look at. I know the rare arguments about how artwork shouldn't matter so much, that it is the game system which matters. Not so. If players can visually bring themselves into the world surrounding your game system, then they will more greatly enjoy the game. I personally think of Puerto Rico, which is a fantastic and innovative game for its time. I also think it has been somewhat lacking in the visual awesomeness possible.
* Make it fun! Laughing will make your game much more likable.
* Provide a learning game variant. After receiving feedback about the first plays of Eminent Domain taking a very long time due to the tech decks, we introduced the learning game which ignored technology completely.
Conclusion
Board game publishing is a creative endeavor. Playing board games is an inherently viral activity.
When you combine there to, it is imperative to get the game into as many people's hands as possible early, have them want to play the game, and create a game which will provide fun initial plays.
Cheers!
|
|