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Board Game Design Ethos

The Seahorse & The Hummingbird — Blog Post: Board Game Design Ethos

TL;DR

Make fun games that are fun.

Ready + AIM = Fire 🔥

For me build a business that is sustainable and achievable in the long run, I believe that I need to develop products that fulfill three principles:

  • They need to be games I enjoy.
  • They definitely need to be games other people enjoy.
  • They need to fit the TSH&THB philosophy of games that:
    • Challenge the mind
    • Lighten the heart

In order to take aim at this target, I’m going to try to outline a generalized game design roadmap with waypoints I want to hit in future games that I design, and in any future games I might publish from other designers.

1. Clear, Achievable Goals and Feedback Loops

  • Many short-term milestones
  • Every turn or action should feel like progress
  • Collecting a resource, placing a tile, scoring points, et al serve in building toward an ultimate goal

2. Meaningful Choices with Tension and Release

  • Every action should either build or relieve tension
  • Players should face interesting choices and dilemmas
  • Allow for gambles that leads to either a satisfying payout or a delightful failure

3. Lucky (But Fair) Randomness

  • Just enough luck; dice rolls, card draws, bag pulls and all that
  • Mechanisms that allow for luck mitigation and create more interesting choices
  • Allow for a certain amount of control within the chaos

4. Social Interaction and Shared Moments

Me, personally? I love multiplayer solitaire games. There's nothing wrong with a satisfying multiplayer solitaire game. But I do believe that games serve humanity better when they create a shared space of fun, laughter, memories, and stories. Forcing people to socialize in ways they do not prefer is not the way; but creating a space that allows for the exact level of social interaction that the table prefers—whatever that might be—is ideal.
  • Collaboration or light conflict
  • Cooperative challenges within competitive games
  • Shared victory, shared defeat and light-hearted betrayals
  • Mechanisms that encourage table talk, alliances, bluffing and negotiation

5. Sensory and Thematic Immersion

I'm terrible at this part
  • Strong, coherent theme without ludonarrative dissonance
  • Satisfying components and art

6. Replayability and a sense of discovery

  • Synergies between mechanisms, rules and components that allow for emergent strategies and struggles
  • A-ha! moments
  • Easy to learn, difficult to master
  • Inherent Turbulence: Elements of setup that shake up the status quo and keep the game from feeling samey between plays

7. Challenge the Mind & Lighten the Heart

  • Fun, approachable, comforting themes
  • Relatively easy to learn; relatively quick to setup
    • I don’t want to push this ideal so far that the only thing I make is 18-card games, but we don’t need any fetishistically abstruse games up in here. Keep ’em moderately accessible.
  • Burn that brain! 🔥🧠
    • Even within simpler ruleset and cozier themes, I definitely want to see some crunch and agonizing decisions. I often push this too far, but I still want to keep ’em thinky.

Yeah, Good Luck with That

Admittedly, this is quite the list. A tall order, and it’s not how I’ve approached game design in the past. I think, though, that by having guiding lights along the trail, I can aim to achieve greater things.

Things that I love, things that others could love.