Design Goals

I designed this game because I wasn’t satisfied with the play experience I could get from any of my favorite games. I wanted a fantasy combat game that delivered on the game design principles of modern board games like Settlers of Catan and Dominion. I decided to design a game because I wanted to be a game designer, and I realized that there was nothing stopping me. I decided to design this game because it’s the game I want to play, and there’s no game already out there that provides this play experience. These are some of the design principles that formed the vision for the creation of this game.

Tabletop

Our modern society puts us in front of a computer screen for work and entertainment. Tabletop games give us an opportunity to use our time differently. They allow us to be in our minds and our bodies. We can stand up, stretch, get a glass of water, or go to the bathroom without ruining the experience. They let our eyes focus on something without a frame rate. Above all, they create opportunities for live human interactions.

Play Time

I knew that I wanted to create a game that plays in roughly 45 minutes. I identified playtime as one of the reasons why I like Magic: The Gathering, Dominion, League of Legends, and Starcraft. It’s the perfect amount of time for a game to hold my attention, similar to an episode of a TV show. It’s long enough to be satisfying and short enough to be fun all the way through. I designed the game with this in mind from the very beginning. A lot of the development of this game has been aimed at play time.

Group Play

There are three elements that I kept in mind when designing this game for more than two players. All three of these elements are present in Settlers of Catan, a pioneer in the field. First, there shouldn’t be any player elimination. Second, the game should have good pacing. In other words you shouldn’t have to wait too long for the other players to finish their turns. One great tool for accomplishing this goal is simultaneous play. Third, players should be given the freedom to employ their own individual strategies. Different games accomplish this in a wide variety of ways, but the most important thing to avoid is ganging up. A lot of development was done to make sure that the mechanics that were used to encourage fun group play, actually worked.

Simplicity

One of the mantras in modern board game design is “easy to learn, easy to teach, deep gameplay.” I wanted to design a game that’s simple enough to be easy to learn. I want players to be able to play without referencing the rulebook as soon as possible. Cards are an excellent medium for steering the player away from the rulebook.

Strategy

One of my greatest motivations was to create a game with deep strategies. Building a game for deep strategies means building meaningful player choices into the game. For player choices to be meaningful in a strategic sense, there need to be multiple paths to victory. The choices need to build toward an overall game-long strategy. Strategy is distinct from tactics in this game-wide view. For example: do I build up to a late game advantage, or do I maximize my early turns to rush a victory.

Chance

When done wrong, chance undermines the player’s strategic decisions. When done right, chance creates variance in the play experience; it evens out the learning curve a little, giving beginning players a glimpse of hope against veteran players; it can even be a driver for strategic decisions. One more good thing about chance that I didn’t mention before, and the reason why games of pure chance are fun, is that it creates moments of tension and surprise.

Theme

Most modern board games already do all of these things well. In my experience, fantasy combat games do not do these things well. My long term goal is to create a game that can be used for both player vs player combat and for cooperative combat. I decided to design the game for PvP first. There is an inherent challenge and thrill to attempting to outplay a human opponent. I also thought that it would be easier to translate a PvP game into a cooperative game. Now that I’ve begun the work of creating a cooperative mode for this game, I’ve discovered that it might be better to build a new game with cooperative play in mind from the beginning. I’m still happy to have a game that uses the design principles of modern board games and applies them to fantasy combat.

Onward

I hope that this entry gives you a clear view of my vision for this game. I plan to go into greater detail about these design principles and how they informed my actual game design decisions. I would love to get your feedback on which aspects of game design you find most interesting, and what you want me to write about next.

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7 thoughts on “Design Goals

  1. Thanks. The game is almost finished actually. Maybe for my next entry, I’ll unveil all 70 character abilities. That seems like a lot for one post, but the idea of introducing the near-finished state of the game before diving into its history is worth exploring.

  2. It’s interesting to read about the different aspects that go into game design. Simultaneous play is something I love about playing your game. I rarely feel like it’s taking forever to get to my turn.

  3. It looks like you have laid out a solid set of design goals, which is often an important element that can be overlooked when making a game. Looks good.

  4. I liked reading about your design goals it puts a lot of things in perspective. I especially think the no player elimination and bite-sized play is nice; I’ve been struggling with the way longer games (like Twilight Imperium) fail to gracefully handle player elimination (as it drags on for turns as they have increasingly fewer and fewer available options).

    1. The tension between game length and creating a lead gap is a good thing to keep in mind. On the one hand, you want your early decisions to matter. On the other hand you don’t want the game to be a forgone conclusion. Thanks for the feedback 🙂

  5. I greatly enjoy that you have really looked at what sort of game you want this to be and how you intend to go about creating it. Especially in looking to the other games for inspiration and direction. Will definitely be keeping an eye on this thread!

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