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Games GDD

The first reading gave a quick introduction about the early stages in the design process. I liked that the reading asked questions about the design process, it really got me thinking about my own games elements. I have a bunch of different game elements so far, but I can't just throw them together and call it a game.
I learned that design is an iterative process. This iterative process includes design, playtesting, and evaluation.

The second article I read, gives tips on improving the UI and rules for board games. I found this article useful because these rules can be applied to video games.

Components 
A game with well-designed components adds to the overall enjoyment of a board game. In games that include tiles and spaces, the tiles should be made smaller than the spaces they're placed upon so they can be moved without disturbing nearby tiles. Make sure pieces are distinguishable from one another so people do not get confused. A good way to make pieces distinguishable from each other is to give them different shapes and contrasting colours.
Use different functions for different components, because it makes it easier to instinctively know that each is different. Printing the backs of starting tiles in a different colour, using a legible font and making indices/icons look distinct from each other all greatly add to improving the components of a board game.

The Box 
List the name of the game on the side of the box in a large colourful font, it will help attract the attention of the buyer. Show a legal game position on the back of the box to help give players a clue how to play. Make sure the name of the game is printed on opposite sides of the game box. This will allow the games name to be visible no matter what way its placed on the shelf.

Cards
Index cards on all four corners so players do not have to constantly rotate them. Use large indices so the numbers are clear and easily readable. Add a white border around your cards, this will help hide any imperfections on the cards. 

Rules

  • Blind test the rules 
  • Do not write vague rules 
  • Include a detailed list of all the components in the box
  • Include examples of play 
  • Are a players holdings public/private? 
  • Are a players money/points public/private?
  • Are the number of cards in a player's hand public information?
  • When exactly does the game end?
  • Are fractions rounded up or down?
  • What if the player has no legal move?
  • Who starts subsequent rounds?
  • Are ties broken? How?
  • When do you reshuffle cards?
  • Is the component mix an intentional limit?
  • Is a player allowed to bid more money than she has?
  • What happens if a player runs out of money during the game?

I think we should ask ourselves these rules when designing a game. I will definitely consider these when finalizing the rules for my own video game.

A publisher can help improve a game without spending any money by supporting the game online, making replacement parts available, and by including extra components as replacements.


A Game of Draughts
(Link to Image by Thad Zajdowicz)



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Comments

  1. This comment has been removed by the author.

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  2. Hey Conor!
    I really liked how you listed all the Game Rules! It will be really handy for yourself and me when I bookmark your blog post because it means I can go back to this page for useful tips because I know they'll always be here!
    Do you hope to have your game in a physical copy or do you want it all to be online? If so will you be publishing artwork for your game and possible concepts for what the cover may look like?
    I think it would be really cool and quite simple if you sat down for maybe an hour and looked at concepts based around your game and create some type of artistic backgrounds or possible cover-art pieces for your game. Also try and think about what colours you will use in the cover or "the box". If you're going for a warm and light- Hearted game you should check out some pastel colour pallets.

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