[#011] The vocabulary of wordless games, make your own Ticket to Ride board, and more

Chris Backe talks board game design

Welcome to your weekly dose of board game design!

England has been wonderfully warm the past week, and I've enjoyed switching to the 'spring' jacket (a black leather jacket) versus always going out in the 'winter' jacket (a yellow Lands End jacket great in blizzards). It probably won't last, but I'll enjoy it for as long as I can get it =)

Something I learned about game design this week

Tell playtesters your target market and desired age range as you teach the game. This helps to set expectations for what you want the game to be, and gives you a direct sort of question: do you think the game is appropriately easy for [insert your target market]?

Also for games where the playtesters have tested previous versions of a game, emphasize the changes you've made during the teach. The last thing you want them to do is to play with the outdated rules / mindsets of the previous version.

This week's tip

I've been thinking about the vocabulary of wordless games, and how the 'language' of them is evolving. If your game can match the vocabulary used in other games, those parts may feel more intuitive as a result. Anytime you can take advantage of knowledge a player already has makes learning the game and makes the game feel more intuitive.

Use a slash ('/') to show the options you have to choose from.

In quite a few games, a colon (':') is used to separate what you pay and what you get.

Arrows are great for showing directions.

Hearts are near universally recognized as health.

A sword can usually be used as attack, regardless of the theme or era.

A number followed by a resource (or inside the resource's icon) is easily used to describe a cost or benefit.

Stars are frequently used to show points scored for accomplishing something.

If a certain space on the board can only hold a specific type of piece (like a meeple), make that space a visually distinctive outline of that piece.

These might sound pretty basic, but they're still very useful to ensure players understand the info presented. The faster they can do that, the faster they can get to the the strategic parts — and the less likely they are to have to stop The icons can be changed when the game's ready for developing (if crowdfunding) or signed by a publisher (if pitching).

Whatever symbols you use, it's important to use each symbol in the same, consistent manner.

What I’ve been working on last week

  • Playtested Smite a few times (deck-building, blind-bidding, dudes-on-a-map game where you're all Greek gods - control regions, move mountains or rivers, and help your Mortals be fruitful and multiply).

  • Playtested Shell Company (memory-confounding game with set collection - you're all on the beach searching for shells. Once you've found them, that Sally by the seashore will buy them from you… if you can bring her what she wants.)

  • Talked with a startup in the game industry about a collaboration

  • Saw some art for an upcoming game

  • Received an advance from a signed game

  • Sent a pitch for a puzzle game to a publisher

  • Updated my notes from Nuremberg contacts

What's coming up this week

  • More playtesting of those two games

  • Begin a full update of Tabletop Publishers (fully expect this to take most of the rest of the month)

  • Make some arrangements to attend AireCon in northern England (the 2nd biggest convention in the country) next month

ICYMI

Jay Cormier's Fail Faster game design program ($99) is in full swing. I reviewed it back in November, and wanted to note the ongoing weekly calls that are available. It's like open hours with a professor - chat, shoot the breeze, ask questions, etc. Read my review here, or go check out the course.

Ever want to customize your very own Ticket to Ride board? This programmer has made a very cool interface to help you do just that. Check it out here.

Angus Walker of Hasbro gives an interview about working at Hasbro and pitching. Go read it here.

GPI, the manufacturer, has a straightforward article about plastics, especially as they relate to toys and games. Go read it here.

Thanks for reading!

Got a question about game design you'd like answered? Find an amazing new resource that would help fellow game designers? Reply to this email and share =)

Thanks for reading, and see you next week!