71 Ways To Become A Better Game Designer
71 Ways To Become A Better Game Designer
71 Ways To Become A Better Game Designer
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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.
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.
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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.
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.
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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.
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.
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.
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.
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.
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.
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.)
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.
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.
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.
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.
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.
71 Playtest.
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