[#013] Changes to a classic, the spectrum of pitching, and more

Chris Backe talks board game design

Welcome to your weekly dose of board game design!

This will be a busy week personally - how about you?

Something I learned about game design this week

We're all familiar with iterating on your game to make it the best possible version... and if you're uncomfortable with this, understand you'll be doing this (and it will also be done to your game) until it goes to print.

OK, weird setup, sorry. The thing I learned this week was that iterating happens in sports as well - Major League Baseball, of all things, is changing a number of rules to engineer a faster-paced, more active sort of game:

  • A pitch clock gives pitchers 15-20 seconds to pitch, or give the batter a ball. The clock gives 30 seconds between batters and a little over 2 minutes between innings (just enough for commercials, naturally).

  • A pitcher is limited to two disengagements per plate appearance (think pickoffs or step-offs). A third will result in a balk, giving runners a free base. I can see this meaning pitchers have to be a lot more strategic and base runners taking bigger leads to tempt the pitcher into throwing to first.

  • No defensive shifts (having more than two infielders on either side of second base). Personally, I kind of dislike this because it removes some of the strategy and adjustment players / managers can make, but by definition a stronger defense usually makes a weaker offense.

  • The bases are now three inches larger, making collisions slightly less likely and reducing the amount of time to go from one base to the next. It's also supposed to increase infield hits and potential for stolen bases. I can see this messing up base runners as well, since it might mess up their stride / running technique from one base to the next... but that's what spring training is for, right? =)

Whether you watch the sport or not, it's fascinating to see how the rulemakers are attempting to engineer the game by tweaking some rules. They have plenty of 'playtesters' in the form of the minor leagues as well...

This week's tip

Let's call this the 'spectrum of pitching'.

I love using spectrums as mental maps - just a straight line from left to right measuring two dimensions. Wavelength does a great job of gamifying this thought process, but for now, just picture the straight line going from left to right.

On the left extreme of this spectrum, we have a brand new game. It hasn't been playtested yet, it's more a concept or idea than a game, etc. It is completely NOT ready to pitch.

On the right extreme, we have a well-playtested game. It has an up-to-date rulebook, a video showing gameplay, an up-to-date prototype, an up-to-date online playtesting mod, and so on. It is completely ready to pitch.

What I’ve been working on last week

  • Client work to iterate on their design

  • Client work to create a game for their audience

  • Playtesting Smite, Shell Company, and Dice Cream

What's coming up this week

  • Airecon! It's the second-biggest convention in the UK, and is much more focused on playing games than buying them.

  • Thing 2

  • Thing 3

Random picture of the week

Saw these at the local Poundland (UK dollar-store sort of chain) - they're a reminder that you never know where you might find some fun new ideas - or components.

Thanks for reading!

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Thanks for reading, and see you next week!