Flatiron Tabletop Game Design

  • hostedBy @joshua-robinson (Private) @alyssa-osterback (Private)

  • hadPanelist @zach-saul (Private) @tyler-entingh (Private)

  • resources: https://boardgamegeek.com

  • Where is the overlap between product design and tabletop game design

    • user psychology:
      • what hooks people
      • what's too boring/complex
    • visual design principles
    • "exploration and validation":
    • system mechanics
      • comes down to a knowledge of design patterns
    • user experience
      • information architecture (IA)
        • What is the path from A to B
        • User decision space
        • outcomes and goals
      • users come in with preconceived mental models... cognitive load is less when your game fits into their schemas
  • defining the project

    • design principles, e.g.:
      • depth > complexity
      • simplicity > fidelity
      • avoid rigid narratives
      • best strategist should would
    • constraints
      • mechanics
        • e.g.
          • dice rolling
          • end game bonuses
          • grid coverage
          • hex grid
          • pattern building
          • set collection
          • tile placement
          • turn order: stat-based
          • variable set-up
          • worker placement
        • complexity and player cognitive capacity
        • what mechanics are removed/added/changed for different player counts
        • solo play
      • categories
  • SWOT Analysis

  • Prototyping gives you high-level buy-in

  • mentioned Workshop

  • players get frustrated waiting for other players

    • like axis&allies
    • turn-based is inherently frustrating, so give people something else to do when it's not their turn
  • analysis

    • satisfaction
    • time to goal
    • avg # turns/moves/card to goal
    • qualitative
      • Did you feel like you agaency
  • "build your design process around playtesting. everything else is theorycraft"

  • Visual

    • color can
      • create categories
      • indicate interactivity
      • create separation
  • What is interesting?

    • fun vs challenging
    • sweet spot of interestingness
        • obvious vs absurd
        • relevant vs irrelevant
      • enhances memory
      • enhances motivation
      • emotive response
    • triggers of fascination
      • pleaure
      • mystique: puzzling, being part of a secret
      • alarm
      • prestige
      • power
      • vice
      • trust
    • theory of fun:
      • when we find and master new patterns of thought
      • to master a game, we have to figure out certain patterns
      • once we've done it, the game is not as much fun
      • if we can find any patterns, the game is too difficult and not fun.
      • games tend to be most fun when pushing us to the edge of our capabilities while simultaneously giving us a sense that master is a real possibility
        • if we are fascinated, we will have fun looking for patterns
        • disruption is often resisted because it takes energy