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How-To Publish Games, The Tasty Minstrel Way

Tasty Minstrel Games was started in early 2009 with initial releases (Homesteaders and Terra Prime) coming out in January 2010. Despite many problems to overcome, TMG quickly grew in popularity. This blog is meant to make some of TMG's business practices open source.
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Anatomy of a Hit... Shorter Game Play

Michael Mindes
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Let's face it... There is a fixed amount of time in any given day, regardless of how much we might try to bend that fact to our advantage. Couple that with the fact that every year there are HUNDREDS of new games released.

The result is that people do not have the time to play a large percentage of games released in any given year. There are a number of acclaimed 2010 releases which I have not yet played despite the desire, including Troyes, Vinhos, and Dominant Species.

Thanks to the wonders of the Internet I can both more easily know about new games so that I can be more discerning about what I try and play and the costs/risks of production of games are reduced. These combine to an analysis paralysis when it comes to game choice.

Time, Time, Time, see what's become of me

While I look around for my possibilities. I was so hard to please.

I know that if a game will take me an hour to learn and 2 hours to play the first time, then it better be a fantastic game! If a game is going to take 1 minute to learn and 10 minutes to play, then I will be wary of the enjoyment I am likely to get from it. The sweet spot for me is probably 20 minutes to learn and less than 1 hour to play. That is so I know I will not waste too much time on a bad game or game that I do not like, while if I really enjoy it, then I will be able to come back to it often.

Now, if you can create a game which takes 1 hour to play, but feels like you make the quality decisions and feel of a game that takes 2 hours, then you should do well.

For gamers, it will feel like stepping into a time machine. I spent 1 hour playing the game, but I got 2 hours worth of game play out of it. Who does not want that?

Building The Time Machine

The first step in building the time machine is to have a complete game (preferably enjoyable). The second step is to remove, adjust, and fix any parts of the game which take too long for what they are worth or require too much physical manipulation (like shuffling cards). Yes, I am talking about you Dominion, Ascension: Chronicle of the Godslayer, and Eminent Domain.

A good example of a quality time machine is the Ascension: Chronicle of the Godslayer iPad app. While I enjoy Ascension and think it is a decent game, I do not own it, nor would I likely play the physical version very much. However, when the physical manipulation is removed and instead of taking 45 minutes that game take 5-10 minutes, I feel like I am in a gaming time machine. Since I have bought the app, I have probably averaged 3 plays per day over the course of several weeks.

What To Remove And Streamline?

"The second step is to remove, adjust, and fix any parts of the game which take too long for what they are worth". Wow, that is really general, and is barely helpful. Let's look at some of the items we regularly look at removing/fixing.

1. Rounds of game play. What would happen if the game was just a round shorter? Test it and find out. If the game is just as enjoyable and does not feel like it abruptly ends, then keep the round out. Also pay attention to the late rounds and see if players are generally doing the same thing. If they are, then remove the game play aspect and make it an end of game special resolution (to do what everybody does).

For example, when we started development on Belfort, the game was 9 rounds. The first round was almost always identical, so it was removed and everybody started from the result of the first round. The final round was removed and the game did not feel short. Now Belfort is over 7 rounds and takes 20-30% less time to play for the same amount of game play.

2. Supplementary rules and options. Determine philosophically what a game is about and the game play should be like. Anything in the course of game play which is outside of that core should be removed and tested. Test the resulting game with that piece removed, is it better? If yes, then keep it and you have just shortened the game.

For example, Martian Dice used to have different types of scoring for abducting earthlings and destroying cities (with different military defense types). While that version was good, it just felt like another dice game which is too affected by the randomness of dice. Once we removed the second scoring option and implemented the tank vs. death ray threshold for scoring, then the game got faster (about 15% faster) and more enjoyable. It brought us closer to the core fun of rolling 13 unique dice and having meaningful decisions as a result in a very short period of time.

3. Physical Exchange Methods. If you have a constant exchanging of physical pieces, try to think of a way to make that easier. Common items are centralized tracks or dials.

4. Player Negotiation. We try to avoid having player negotiation in game, because it adds to the time required to play significantly. Especially if I am playing, since I drive a hard bargain! If we wanted to publish a game which featured negotiation, then it would need to be the core of game play like with The Settlers of Catan or Genoa.

5. Available Information. When publishing games into the hobby game market, you must expect to have players utilize and analyze all available information. It will happen. If something does not need to be known to all players, then make it unknown. It will speed up the game play.

For example, Homesteaders suffered significantly from analysis paralysis from having too much information available. Early versions made ALL buildings (and there were more than there are now, and they were all unique) available at ALL times. I think there were over 60 buildings! In addition, all of the resources a player had on hand were public information. This led to insane calculation and optimization of the auctions every round, and recalculation. I don't know how long it used to take to play a game, but now it only takes about 1 hour! I would guess it was at least a 50% decrease in time required.

Conclusion

Even after a game is finished, works well, and is fun, there is still a significant amount of work which needs to be done to make it the best game that it can be. So work hard, because it is hard work. A complete design is really only the end of the beginning.

I don't know about other publishers, but if you as a game designer place a game with Tasty Minstrel Games, then expect that we will spend a lot of time working to improve the game and that designer feedback and communication is necessary. We don't want to spend time exploring an option that you already know does not work!
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19 Comments
Subscribe sub options Thu Sep 1, 2011 1:00 pm
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Oh BGG, you so silly
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Thumbed for the Bangles reference.

The article itself was icing on the cake. Quite informative!
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  • Posted Thu Sep 1, 2011 1:45 pm
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Randall Rasmussen
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I'm not going there to die. I'm going to find out if I'm really alive. I have to do it, Faye.
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Those of us who have been around the block a few more times know that it is actually as Simon and Garfunkel reference.

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  • Posted Thu Sep 1, 2011 2:20 pm
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Justin
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Paul McCartney was in a band before Wings?!
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  • Posted Thu Sep 1, 2011 3:06 pm
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Chris
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Glory to Rome!
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DrMayhem wrote:
Now, if you can create a game which takes 1 hour to play, but feels like you make the quality decisions and feel of a game that takes 2 hours, then you should do well.


Sounds like you described Glory to Rome just about perfectly.
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  • Posted Thu Sep 1, 2011 3:14 pm
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Tim Seitz
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Like water spilled on the ground, which cannot be recovered, so we must die. But God does not take away life; instead, he devises ways so that a banished person may not remain estranged from him. 2 Sam 14:14
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Great design post!

Keep 'em coming...
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  • Posted Thu Sep 1, 2011 3:22 pm
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Michael Mindes
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astroglide wrote:
Paul McCartney was in a band before Wings?!


I actually had a girl ask me that with all seriousness.
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  • Posted Thu Sep 1, 2011 4:12 pm
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Michael Mindes
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darthnice wrote:
DrMayhem]Now, if you can create a game which takes 1 hour to play, but feels like you make the quality decisions and feel of a game that takes 2 hours, then you should do well.


Sounds like you described [thing=19857][/thing wrote:
just about perfectly.


In my biased opinion, Eminenet Domain puts 2-2.5 hours of decisions into a game that can be as quick as 30-45 minutes.

Agreed about Glory to Rome.

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  • Edited Thu Sep 1, 2011 4:49 pm
  • Posted Thu Sep 1, 2011 4:14 pm
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Everyone wants to be Chad Thriftington III
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Some very very good ideas here regarding playtesting. I like the idea of reducing the number of rounds, not only on the back end of a game but at the front end.

I have always wondered about initial set-up, as to why some games allow you to start with some THING on the board and others start with nothing. Your insight now tells me that the games that start with something do that in order to shorten play time. It makes great sense once you realize that a first round would be the same move for everyone on every game.

It's important to keep whittling away until you realize you've taken just a pinch too much out and then put that pinch back in.

 
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  • Posted Thu Sep 1, 2011 6:46 pm
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Peer Sylvester
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I wholehearty agree about the time. I always try to keep my designes under 90 minutes and if I can do them in 60 I settle for that.
There are too many great games in my collection that I never play because of the long playing time. I think the only game that needs the additional hours is Civilization. All other games would improve if they were shorter (with the same amount of decisions etc. of course).
 
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  • Posted Thu Sep 1, 2011 6:51 pm
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Seth Jaffee
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okiedokie wrote:
Some very very good ideas here regarding playtesting. I like the idea of reducing the number of rounds, not only on the back end of a game but at the front end.

I have always wondered about initial set-up, as to why some games allow you to start with some THING on the board and others start with nothing. Your insight now tells me that the games that start with something do that in order to shorten play time. It makes great sense once you realize that a first round would be the same move for everyone on every game.

It's important to keep whittling away until you realize you've taken just a pinch too much out and then put that pinch back in.


It's tricky - if a game's running too long, you want to say "let's just cut out round 9 and a round and it'll be 1/9 shorter!" - but that's not ever true.

In most games (games with depth, or games where you build up your position over time) the later turns take far longer than the early turns. When you cut out a round, you don't cut out the 30 minute round at the end of the game... you effectively remove the 10 minute round at the beginning of the game. So just cutting out a round may not help as much as you might like to think!
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  • Posted Thu Sep 1, 2011 7:22 pm
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sedjtroll wrote:


In most games (games with depth, or games where you build up your position over time) the later turns take far longer than the early turns. When you cut out a round, you don't cut out the 30 minute round at the end of the game... you effectively remove the 10 minute round at the beginning of the game. So just cutting out a round may not help as much as you might like to think!


Thats true, but still you should cut the first round if there are no real decisions - if it would be the same move everytime, you can just preset it. Not because of playing time, but so that every decision matters.
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  • Posted Thu Sep 1, 2011 7:34 pm
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Seth Jaffee
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Peerchen wrote:
sedjtroll wrote:


In most games (games with depth, or games where you build up your position over time) the later turns take far longer than the early turns. When you cut out a round, you don't cut out the 30 minute round at the end of the game... you effectively remove the 10 minute round at the beginning of the game. So just cutting out a round may not help as much as you might like to think!


Thats true, but still you should cut the first round if there are no real decisions - if it would be the same move everytime, you can just preset it. Not because of playing time, but so that every decision matters.

Yes, I agree- that's a different issue. Usually if you're cutting the early rounds on purpose, it's because they're not interesting and you want to zoom players up to where they're doing something important. In Belfort we started the game with 3 of each worker and 1 of each resource (and 5 gold) rather than what was originally 2 of each worker and no resources (though I think still 5 gold). Jumpstarting the game like this is good.

But when cutting for time, my point was that shortening the game by a round does not save as much time as you think. If the early rounds are 10 minutes long and the later rounds are 30 minutes long, cutting a round will more likely save 10 minutes than 30.
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  • Posted Thu Sep 1, 2011 7:42 pm
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Jacob Lee
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I tell newbies that Dominion has a lot of shuffling in it, but only to warn them. I truly don't think it does. The shuffling that is in it doesn't bother me at all. There isn't that much of it and the frequency of it drops as the game goes on. I find there's more shuffling in A Few Acres of Snow, but the board does help to distract from that.
 
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  • Posted Fri Sep 2, 2011 5:04 am
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Kaiwen Zhang
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that's the problem with Vinhos... reading the manual and teaching it to others can take 3-4 hours, but the game itself is like 1.5 hour...
 
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  • Edited Sun Sep 4, 2011 12:48 am
  • Posted Sun Sep 4, 2011 12:48 am
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Geoff Speare
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tee hee, that tickles!!!
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astroglide wrote:
Paul McCartney was in a band before Wings?!


Paul McCartney was in a band?
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  • Posted Mon Sep 5, 2011 4:32 pm
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rob van zyl
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Spot on!

It is amazing how the length of a game directly affects the overall "fun" factor. That's not to say that long games are not fun, but they tend to be fun in that "what an epic struggle" kind of fun, rather than the "that was fun! let's play again!" kind of fun.

I am leaning towards the magic number 7, for optimum no. of game rounds, with 2 added for good measure:
4 players x 90 second turn x 7 rounds = 54 minutes.

By drastically shortening game length, the game tension is immediately ratcheted... every turn becomes much more critical, players are watching their opponents actions (very important), which all adds up to "excitement" and that most cherished of results, the x-factor.

Add to that, the design ability to conduct 3 back to back play tests of a model, in the same time as 1 meandering un-tested epic, and it becomes a no-brainer.

A final thought with regards to long games - they tend to (but not always) involve a BIG rulebook. This is fine if you plan to make that specific game a regular thing (ie. the players will remember the rules next time you play), but if not, the effort to re-learn that rulebook, 12 months later, is just not going to happen.




 
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  • Posted Wed Sep 7, 2011 6:45 am
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Phil Campbell
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galfridus wrote:
astroglide wrote:
Paul McCartney was in a band before Wings?!


Paul McCartney was in a band?


Paul who?
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  • Posted Wed Sep 7, 2011 8:19 am
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Steve Duff
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Phil68 wrote:
galfridus wrote:
astroglide wrote:
Paul McCartney was in a band before Wings?!


Paul McCartney was in a band?


Paul who?


Mr. Heather Mills.
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  • Posted Wed Sep 7, 2011 6:13 pm
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Dan C
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Are you sure you guys aren't talking about Jesse McCartney?
 
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  • Posted Mon Sep 12, 2011 7:55 pm
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