71 Ways To Become A Better Game Designer

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7 1 Ways to Become a Better Game Designer

1 2
Know your
Know your why.
customer avatar.
Who is your game for? How old are they? What’s their normal Why do you want to make this game? Why is it important that
day look like? What snacks do they eat before playing games? it get to people’s tables? Knowing your why will keep you
Do they have kids? Do they have 4 hours to play games or 30 motivated to finish a design. Write your “why” down and keep
minutes? Do they like math? What kind of experience are they it somewhere where you can see it.
looking for? The better you know the exact person you’re
trying to reach, the better your game will be. It may sound silly
to come up with all of those details, but the more specific you
are, the more likely you are to make a great game for that
person.

Concern yourself more with


3 Don’t create a game.
Create a fun engine. 4 the player experience than
the mechanics and theme.
Players should put energy in your engine and get fun out. This How the players feel during your game is far more important
is another reason why knowing your customer avatar is so than if the game is about Cthulu or if worker placement is
important. Fun looks differently to different people. Make sure your main mechanic. First, figure out what you want players
the people playing your game are having fun. (That’s what to experience, and then build out your theme and mechanics
board games are truly about after all.) to achieve that experience.

Explain your game to


5 Begin with the end in mind.
6 someone in 2 minutes
or less
You don’t have to know exactly how you’ll get there, but at If you can’t explain it in less than 2 minutes, you need to
least know what you want the players to try to accomplish by simplify your game. This isn’t about explaining the rules. It’s
game’s end. Are they trying to escape the dungeon or defeat about conveying what your game is all about.
the demon king? Are they trying to build the best city or be the
best at managing the city’s resources? When you identify
where you’re going, it’s a lot easier to actually get there.

7 Less is more. 8 Don’t add too many “new”


things to the same design.
Don’t add something to your design just because it’s cool or Players can only learn one or two brand new mechanisms at
clever. Make sure everything in your game is necessary and a time. (That’s why “gateway games” exist—to get people
adds to the experience. familiar with how certain mechanisms work.) If you’ve got a
bunch of ideas that have never been done before, don’t put
them in the same game.

9 10 Reuse what works.


Learn from every
tbad design.
You’re going to make some bad games. You’re probably going Don’t throw a bad design in the trash. Put it in the recycling bin
to make some REALLY bad games. Just make sure you learn and reuse elements that worked well. And in the same way,
from each one. Why was it bad? Why did the playtesters don’t disregard elements from a good design. Find ways to
absolutely hate it? Even the best designers make bad games, reuse and repurpose what worked. Many great designers have
but they dust themselves off and keep going. reused certain mechanics over and over again to great
success. You should too.

Be involved in a
11 Get out of the
echo chamber. 12 community.

I know your best friend loves your game. It’s the best thing he’s Find a group of other designers, and get to know them. It can
played since Stratego. But please don’t take his opinion as fact. be in real life or through the internet, but find people working
Find people who disagree with you and engage in open and through the same challenges you are. You’ll be able to
honest discussion about your game and games in general. accomplish far more with a group than you could ever do on
You’ll be a more well-rounded designer for it. your own.

13 14
Go to design conventions Don’t get mad if you have
and meetups. an ugly baby.
Get out of your house, and take your game with you. Go to I know you’ve put countless hours into making the greatest
game design conventions and become a regular at game game that’s ever been designed. It’s your pride and joy. It’s
design meetups. (Don’t have a meetup near you? Start one.) your baby. I get it. But don’t get mad if people tell you that you
Meet people. Help them with their games. They’ll help you have an ugly baby. Don’t get offended. Don’t get defensive. Try
with yours. to figure out why they don’t like it. Weigh the criticism and
decide what’s useful.

15 Don’t begrudge publishers


that reject your game 16 Seek to understand.

There could be any number of reasons why a publisher says Don’t seek to be understood. Ask questions. Figure out why a
“no.” Don’t take it personally. And if the publisher is gracious person thinks a certain way. Realize that listening is not just
enough to explain why they’re not going to sign your game, waiting for your turn to talk. Take note of what information is
listen intently. Don’t try to convince the publisher that they’re being shared with you.
wrong. Don’t get defensive. Learn from the experience.

17 18
Realize that perception Don’t talk bad about
is reality. other people
When players open your game and read your rules, you Speaking poorly of publishers, reviewers, designers, or
aren’t going to be there to explain what you were thinking or gamers reveals a great deal about your character and will
what you were trying to do with the design. Their perception cause you great harm in the gaming industry. Board gaming is
of your design will be their reality. Design accordingly. Be a fairly small place, so anytime you make incendiary remarks
clear. Be concise. about others, it’s probably going to get heard by people you
would probably like to work with one day. Don’t burn
bridges you haven’t even come to yet by burning bridges
you just stepped off of.

Communicate regularly
19 Build an email list. 20 with the people interested
in your designs.
The sooner you build a list of people interested in your game Be consistent in you communication. Consistency leads to
the better. Email is the #1 way to market to people and the familiarity and then leads to trust. People are more likely to
most preferred means of communication for the majority of buy and play your games if they trust you. Plus, you’ll be able
people. An email list is the most valuable resource you can to identify raving fans that can be invaluable resources in
have in marketing. getting word out.

21 Get better at
public speaking. 22 Go pro.

You’re probably not going to have to speak in front of If you want to be a serious game designer, if you want it to be
thousands of people or anything, but if you want your game more than just some hobby you do every now and then, you
to get signed by a publisher, you’re going to have to talk to have to go pro. You have to stop dabbling and only being
them. Saying “um” or “like” every other word isn’t going to do interested. You have to commit to it. Take it seriously. Act like
you any favors. And being super awkward and nervous a professional and you’ll become one.
doesn’t help either. Public speaking skills will also help you
greatly when demoing your game. You want players to enjoy
the full experience, and that includes the time you’re
explaining it.

23 Give more to the design


community than you take. 24 Play other people’s games.

The more you give, the more you’ll receive. The more you take, The best way to learn what works well in games is to play
the less you’ll have. As with anything else in life, it’s the people great games. Play as many different great games as you can.
who are quick to help and quick to give who receive the most An author gets better by reading great books. A game
in the end. I know your game is really important to you, but designer gets better by playing great games.
don’t be selfish.

25 Play other people’s


prototypes. 26 Watch other people playing
great games.
You can learn a great deal about what works and what People will tell you everything you need to know about what
doesn’t by helping people with their prototypes. Plus, it’ll they’re thinking and feeling without even saying a word.
give you an opportunity to help someone else. And being Watch their body language. Look at how engaged they are.
part of someone else’s game design process may very well You’ll notice a huge difference when they’re playing a great
spark inspiration for your own design. game compared with an okay game. Now, figure out ways to
recreate the good body language in your own game. What
made them lean forward in their chairs or jump and high five?
How can you install similar elements in your design?

27 Read what designers have


to say. 28 Listen to what designers
have to say.
There are lots of board game blogs out there with lots of There are lots of board game podcasts out there in which
insight and ideas. There are also lots of game design designers go into great detail about various topics. Listen and
journals in which a designer goes step-by-step through how learn.
a game came to life. Read as much as you can to figure out
how great designers think and how they approach different
aspects of gaming.

29 Never let an idea get


forgotten. 30 Keep a design notebook.
Never leave home without a way to record an idea. Whether Get a notebook that’s specifically for game design. Organize it
it’s an app on your phone or a napkin and crayon, make sure so it’s easy to find what you’re looking for. It’s common to
you always have a way to hold onto the ideas that pop into write something down that you don’t return to for six months.
your head.

31 Listen to gamers’ problems


with published games. 32 Watch game reviews.

Monitor forums and Facebook games that discuss published It’s not possible to play all the games that come out, but you
games. It’s common for people to post about why they don’t like can still be familiar with the games you don’t get to play
certain games. Take notes. Learn from what gamers don’t like. through watching reviews. See what types of games are
trending. Learn about new mechanics. Figure out what makes
reviewers happy. This is all invaluable information.

33 Design with budget in mind.


34 Don’t think too much
about the budget.
A game that costs a lot to print isn’t likely to get published. But at the same time, don’t get caught up too much on how
Keep that in mind when designing a game that requires a ton much a game will cost to make. If your game really needs that
of pieces or needs components that have to be custom made. custom component, so be it.

35 Meet people. 36 Go to conventions.

As with any other industry, it’s often about who you know. The best places to meet people are conventions. Don’t be a
(Or more importantly, who knows you.) The more active you bother or anything, but get out there and introduce yourself.
are in the design community, the better chance you have of Don’t pitch your game. Just get to know people. Then, when
people wanting to help you. So, go meet people. Meet other the time to pitch comes along, you’ll already have a foot in
designers. Meet publishers. Meet gamers. It can really help the door.
you down the road.

37 Learn how to demo


a game. 38 Volunteer in publishers’
booths.
Watch how the pros demo a game. Take notes. How do they One of the best ways to get to know people is by
explain the rules? What methods do they use to keep players volunteering at publishers’ booths at conventions. It’s mostly
engaged? Apply what you learn to your own demoing grunt work, but it might get you a discounted ticket to the
opportunities. con, and you’ll get a chance to have conversations with
people in the industry.

39 Take one bite at a time. 40 Borrow from other games.

When you start designing a game, especially a meaty game, it Board games are where they are now because of the board
can be daunting to think about everything that goes into it. It can games that came before them. There are very, very few new
feel like trying to eat an elephant. But as the old saying goes, concepts or ideas in gaming. Most great games just take
just take one bite at a time. Don’t get overwhelmed by trying to ideas from the past and change them in interesting ways.
do too much. Take it slow. Solve one problem at a time. Don’t steal someone else’s design or anything, but always feel
free to borrow ideas from what has worked in other games.

41 F.O.C.U.S. – Follow One


Course Until Successful. 42 Or don’t…
Most game designers have “shiny object syndrome.” Whenever There’s also value in working on more than one game at a time
they get a new idea, they jump headfirst into it and leave the (just maybe not 10 at a time). Sometimes you get stuck on one
game they were working on behind. But if you really want to design and working on something else can help you get
become a better game designer, you have to finish what you unstuck. You’ll have to figure out what works best for you. Just
start. Write down the new idea, so you can come back to it don’t keep bouncing to new projects and never finish anything.
later, but stay focused on the task at hand.

43 Know when to walk away. 44 Kill your darlings.

Sometimes, you get to a point in a design and things are just Never fall in love with an idea or mechanic to the point that
not working out. Maybe it’s gotten too convoluted or maybe you refuse to kill it. If something isn’t working, get rid of it.
playtesters just don’t think it’s any fun. Whatever the case Maybe it’ll work in a different design.
may be, it’s important to know when to walk away from a
design. Sometimes you have to pull the plug and go try
something else.

45 Just ship the thing. 46 Niche down.

There’s no such thing as a perfect game. If you keep tinkering A game for everyone is really a game for no one. This is
with it and keep trying to make it perfect, it’ll never get another reason why it’s important to know who your
finished. You have to know when to stop and be proud of customer avatar is. If you cast too broad of a net, you won’t
what you’ve created. Then, send it out the door, and start catch anything. You’ll end up with a mediocre game that’s
working on what’s next. (And get ready to work on the FAQ for “everyone” as opposed to having a great game that’s for
for all the issues gamers are going to find that you would someone specific.
have never seen anyway.)

47 Don’t worry about the art. 48 Quit trying to figure out


the perfect title.
Art is for the end. It’s for when the game is done. For now, just Let it flow naturally. You might get 6 months into a design
go to Google images and take what you need to get your point before you find the right title. Don’t force it. And don’t waste
across. And stop wasting time trying to find that perfect image. time on it. Put your time and energy into making a great
Just get something that does the job for now. It doesn’t make game. The name will come.
nearly as big a difference as you think.

49 Quit asking for


price quotes. 50 Schedule your design time.
If you’re design isn’t 90% done, you don’t have any business on The difference between professionals and amateurs is that the
manufactures’ websites. Asking for price quotes is just an easy pros don’t wait for inspiration to strike. They schedule when
way to feel like you’re accomplishing something while you’re they’re going to design. What gets scheduled gets done. It’s just
actually just procrastinating. Go work on your design. a fact of life. So, start scheduling your designing at specific
times, and stick to it. Eventually it’ll become a habit, and your
productivity will skyrocket.

Work on your game


51 every day. 52 Fix one thing at a time.

Even if it’s just one tiny thing, do something toward your All new designs have problems. Lots of problems. But don’t
design every single day. try to fix everything at once. There’s a good chance your
“fixes” will actually create more problems. Be methodical in
your approach.

53 Learn how to make an


awesome sell sheet. 54 Sell yourself.

Publishers are incredibly busy. They don’t have time to listen A publisher isn’t just signing your game. They’re also signing
to your 20 minute explanation about how your game is the you. Be aware of that in all of your interactions. They don’t
next Ticket to Ride. Your only interaction with them could be have to sign your game. Remember that you need them
a sell sheet. It’s your game’s first impression. It’s your more than they need you. There are a lot of great games out
opportunity to show a publisher why your game is great and there after all. But the more a publisher likes you, the better
why they should offer you a contract. You can have an chance you stand.
amazing game, but if your sell sheet doesn’t convey that,
you’ll likely miss out.

55 Don’t expect anyone to care


about your game. 56 Don’t spam forums.

Thousands upon thousands of games come out each year, all Please don’t show up to a game design forum or Facebook
vying for attention. So, don’t be disappointed when people don’t group just to tell everyone about your game or Kickstarter
care about your game. It’s not their job to get excited. It’s your project and then expect them to care. They won’t. They might
job to excite them. The burden is on you to design a great game even be a little hostile towards you. They aren’t bad people or
and make people aware of it. No one is going to have as much anything. They’re just tired of people doing this. Please join
passion for your design as you. You have to figure out how to forums. Please contribute to discussions and engage in the
transfer that passion into sales. community. But please don’t show up out of the blue, spam
everyone, and then expect good things to happen.

Don’t consider Kickstarter Don’t do a Kickstarter


57 unless you want to start
a business.
58 unless you’re fairly certain
it’ll fund.
I realize that Kickstarter is really appealing. Simply post your Kickstarter requires an incredible amount of time, effort, and
game and then all sorts of strangers will open their wallets money to do it right. If you haven’t built up a following, built up
and give you all the money you need to fund your dream. But an email list, and been an active engager in the gaming
please understand that running a Kickstarter campaign means community, you’re probably not going to be successful. There’s
you’re starting a business and you get to deal with everything always outliers, of course, but don’t go in planning to be the
that goes along with that. Accounting. Project management. exception to the rule. If all you’re doing is “hope marketing”
Customer service. Logistics. Etc. If you’re not ready to handle
all of that, you’re not ready to run a campaign.

Don’t ask for free


59 services. 60 Don’t be a cheapskate.
The whole “it’ll be great for your portfolio” thing is a bunch Pay people what they’re worth. Don’t expect people to
of garbage. If you aren’t prepared to pay people for their respect your craft if you don’t respect theirs.
services (art, graphic design, etc), you aren’t actually
committed to the project. Don’t waste people’s time with a
game you’re only just interested in. Come back when you’re
committed to what you’re working on.

61 Fail fast. 62 Playtest.

The more you work on a design, the faster you’ll find out The best thing you can do to become a better designer is to
what works and what doesn’t and the faster you can get it in playtest your game over and over again. (And over and
front of playtesters to find out what really doesn’t work. Fail over…)
early and often. The more you fail, the more you learn. And
the more you learn, the better your designs get.

63 Playtest without saying


a word. 64 Playtest early and often.

Hand players the box and step back. Watch as they go through Get your idea in front of people as quickly as possible.
the rules and figure the game out. Don’t say anything when they Change some things, and playtest again. Repeat.
play a rule wrong. See what happens. Watch their body
language. Take copious notes as you observe.

65 Listen to playtesters. 66 Don’t listen to


playtesters.
Let their voices be heard. They were gracious enough to play It’s your game, so never feel like you have to change it just to
your unfinished game; listen to their thoughts. DO NOT DEFEND make someone else happy. Weigh all criticism and only change
YOUR GAME. Ask questions. Seek to understand. the things you truly think need to be changed. Listen more to
why a playtester feels a certain way and less to their ideas on
overhauling your design.

Playtest with different


67 groups. 68 Playtest with people who
don’t know you.
Find different types of gamers to play your game. Get I know your mom and second cousin think you’ve created the
differing opinions and viewpoints. Constantly put new eyes best game in the world, but their opinions are a tad bit
on your design. biased. Find people who won’t feel bad about tearing your
game apart. These are the most valuable people in your
game design process. They separate the mediocre from the
outstanding.

69 Use a great play tester


feedback form. 70 Video the playtest
sessions.
Playtesting is useless if you don’t capture and record it. Use a To really go pro, record your playtest sessions and go back an
feedback form that’s concise and not overwhelming. watch them. This allows you to focus on different things at
different times. You can watch one player’s reaction to a game
event, rewind, and watch a different player’s reaction. Video is
the best way to analyze your game’s player experience and
allows you to hone in on making a great game.

71 Playtest.

Over and over and over again.

www.boardgamedesignlab.com

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