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Links: An Intro to Game Design, Vote for TIA's Game of the Year & College-Level Game Courses

W. Eric Martin
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Once again I'm catching up on links from the past couple of weeks as stuff piled up during BGG.CON and subsequent traveling across the southeast. Here we go:

Magic: The Gathering head designer Mark Rosewater has posted a two-part article series (part one and part two) on the Wizards.com website under the title "Ten Things Every Game Needs". How does he describe the series?

Quote:
What I am presenting in this two-parter is essentially an Intro to Game Design. Are there exceptions to what I am saying? Of course. I don't think one would start an Intro to Art class by jumping into Cubism. Rules can be broken once you understand why they exist in the first place. So yes, there are very good games that might not meet one of the ten criteria I've listed, but if you're making your very first game, I would try hard to hit all the criteria I'm talking about here.

The interesting bit about the series is that it originated from a talk to a fifth-grade class of students, with his daugther Rachel being one of those students. Hardly the audience you might expect for such a course, yet when you look at the boiled-down list of ten things every game needs, it's hard to argue with what's included:

1. A Goal or Goals
2. Rules
3. Interaction
4. A Catch-Up Feature
5. Inertia
6. Surprise
7. Strategy
8. Fun
9. Flavor
10. A Hook

Can't wait to see Stick Needles in Your Face on Kickstarter!

• Designer Michael Schacht has unveiled the sixth new map for China in his "Twelve Months of China" project that moves the game play of China onto new settings. For December 2011, Schacht has taken a hop across the Yellow Sea to move China's action to Japan. You can play this map and many other Schacht designs at Boardgames-online.net.


• Designer Alf Seegert is interviewed in Continuum, the magazine of the University of Utah, where Seegert works as an assistant professor and lecturer of English, with much of the focus being on his The Road to Canterbury.

• TricTrac.net notes that titles from Queen Games will now be distributed in France by Asmodee.

• The Toy Industry Association (TIA) is accepting votes from the public on the game of the year in its 12th annual Toy of the Year (TOTY) awards. Jungle Speed, which has popped up on shelves at Toys R Us, Target and other mainstream outlets, is one of the candidates, along Heroica: Fortaan (LEGO), Angry Birds: Knock on Wood and four other games. (HT: TricTrac.net)

• Game Salute, which serves as an exclusive distribution service to brick-and-mortar stores for some titles from publishers such as Clever Mojo Games, Sirlin Games and Rallyman, has signed a deal with ACD Distribution in which ACD will offer titles handled by Game Salute to U.S. retailers along with the rest of its product line.

The purpose behind Game Salute's Select Store Exclusives is to provide a distribution service for smaller publishers, while also giving brick-and-mortar stores access to titles that won't be sold lower than MSRP by online U.S. retailers. As TMG's Michael Mindes notes on the Kickstarter project for Kings of Air and Steam:

Quote:
Kings of Air and Steam will be available through local retailers and the Tasty Minstrel Games website. It will not be available through any online discount retailers.

This is to support the local retailers that choose to support Kings of Air and Steam. Without this relationship the MSRP would need to be $59.95. This allows us to drop the MSRP to $49.95.


• PC game publisher Matrix Games has solicited beta-testers for a computer version of Conflict of Heroes: Awakening the Bear. No release date has been announced for this adaption yet.

• On Go Forth and Game, Tom Gurganus interviews Geoff and Brian Engelstein, designers of The Ares Project.

• The Massachusetts Institute of Technology has a series of podcasts (link opens iTunes) from Philip Tan and Jason Begy on game design. Here's a short description of the lecture series from the Singapore-MIT GAMBIT Game Lab: "These lectures discuss the history, tools, and current landscape of game design and analysis. A variety of genres are covered, including cards, games of chance, board games, role-playing, sports, and puzzles."

What's more, designer Scott Nicholson is a visiting professor for the GAMBIT Game Lab and his opening colloquium for the Comparative Media Studies department on board game mechanisms, which he delivered in September 2011, is online.

• German online retailer 12Spiel.de has closed shop, with Spiele-Offensive.de picking up the domain name and filling outstanding orders. (HT: Anthony Rubbo)
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Subscribe sub options Thu Dec 1, 2011 7:12 am
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Anthony Boydell
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Can't wait to see Stick Needles in Your Face on Kickstarter!


...too late, I've already patented the mechanics in my up-coming 'Hammering Nails Into Your Eyes'.

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  • Edited Thu Dec 1, 2011 1:01 pm
  • Posted Thu Dec 1, 2011 9:29 am
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Chris Schenck
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tonyboydell wrote:
...too late, I've already patented the mechanics in my up-coming 'Hammering Nails Into Your Eyes'.

FFG just announced that they secured the rights 18 months ago.
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  • Posted Thu Dec 1, 2011 2:23 pm
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Geoff Speare
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tee hee, that tickles!!!
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Ha ha, Mark Rosewater on game design. Hope there's an entry in there for "horribly broken cards".
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  • Posted Thu Dec 1, 2011 4:22 pm
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Gabe Alvaro
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The Rosewater articles are very interesting. Indeed hard to argue that games (at least those that would aim to appeal to many) should not have those qualities. Only minor quibbles with the usage of "inertia" and "fun", but I did get what he was saying about those two and they make sense.
 
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  • Edited Thu Dec 1, 2011 6:08 pm
  • Posted Thu Dec 1, 2011 6:06 pm
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Keith Burgun
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Quote:
it's hard to argue with what's included:


Mmm... not *that* hard. I mean most of his points are correct, but theres a few wacko tobaccos.

A game does NOT need #4, a "catch-up feature".

Games also do not need surprise, necessarily. Depending, of course, on how you define that.

"Fun" and "Hook" are silly. What do those even mean? Completely subjective terms like that are not useful. Might as well make #11 "Coolness" and #12 "Awesomesauce".
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  • Posted Fri Dec 2, 2011 1:45 am
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Jason Begy
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Thanks for the shout out! If anyone has any questions about GAMBIT feel free to shoot me a geek mail
 
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  • Posted Fri Dec 2, 2011 4:02 am
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Alan Kaiser
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cbs42 wrote:
tonyboydell wrote:
...too late, I've already patented the mechanics in my up-coming 'Hammering Nails Into Your Eyes'.

FFG just announced that they secured the rights 18 months ago.


Acquired from Hasbro no doubt. I hear it's a retheming of Candyland! The mechanisms are exactly the same however since if I recall correctly, the several times I have played Candyland one or more adults did in fact hammer nails into their eyes.
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  • Posted Fri Dec 2, 2011 5:31 am
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keithburgun wrote:
Quote:
it's hard to argue with what's included:


Mmm... not *that* hard. I mean most of his points are correct, but theres a few wacko tobaccos.

A game does NOT need #4, a "catch-up feature".

Games also do not need surprise, necessarily. Depending, of course, on how you define that.

"Fun" and "Hook" are silly. What do those even mean? Completely subjective terms like that are not useful. Might as well make #11 "Coolness" and #12 "Awesomesauce".

I suppose you answered without reading the articles at all, just looking at the names? You should read them, they are well explained.

A Catch-Up feature is quite important. If there is no game mechanic like that, you lose the game if you lose your first battle and the rest of the game duration is just a waste of time (*cough* Age of Conan *cough*)

Fun is quite important but quite subjective as well. Just look at Power Grid discussions.

Hook is explained enough in the article
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  • Posted Fri Dec 2, 2011 11:07 am
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Mark Rosewater wrote:
A well-crafted game should end before the player wants to stop playing.

This was my favorite piece from among a lot of excellent advice in the article. I would definitely recommend the reading to my fellow designers, even if you're not a magic fan.
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  • Posted Fri Dec 2, 2011 6:25 pm
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Is anyone willing to do a dissertation with these categories on one of today's biggest selling games: Left Right Center.
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  • Posted Sat Dec 3, 2011 3:31 am
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Casey Vise
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keithburgun wrote:
"Fun" and "Hook" are silly. What do those even mean? Completely subjective terms like that are not useful. Might as well make #11 "Coolness" and #12 "Awesomesauce".


I won't buy any game that doesn't say "Awesomesauce" right on the box.
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  • Posted Sat Dec 3, 2011 3:31 am
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It's nicely explained in 'Art of Game Design' by Jesse Schell

Paraphrasing from what I remember, 'Bad games like Slots or Roulette are only more exciting when there are real money at stake, if you played for chits it would be very boring'

and

'War, a game famous to children, was more of an activity. The interesting thing is how we, as children, were praying, hoping and tried to manipulate our luck. When we found out we couldn't, we moved on to other games'
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  • Posted Sat Dec 3, 2011 9:33 am
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Nate Downs
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If you go to vote for TOTYs, Rory's Story Cubes are in the Specialty category...
 
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  • Posted Sun Dec 4, 2011 2:42 am
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Stephen McNeil
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keithburgun wrote:

"Fun" and "Hook" are silly. What do those even mean? Completely subjective terms like that are not useful. Might as well make #11 "Coolness" and #12 "Awesomesauce".


Just announced, Dominion: Coolness and Awesomesauce.

If you don't know what "fun" means, then maybe you're in the wrong hobby. If you don't think a game needs fun to be successful, then don't quit your day job for a career in board game design. "Subjective" is not a synonym for "unimportant".
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  • Posted Mon Dec 5, 2011 12:18 am
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