Top 10 Things Designers Need to STOP Doing

The Dice Tower55 minutes read

Creating shorter games is recommended over lengthy ones to enhance enjoyment and accessibility, avoiding trends, jokes, and unnecessary elements while focusing on cohesive themes and engaging gameplay. Designers should prioritize playtesting with diverse groups, research game design thoroughly, and emphasize simplicity, replayability, and emotional impact to deliver high-quality games without relying on player input or overused mechanics.

Insights

  • Shorter games are more enjoyable and accessible to a wider audience, discouraging the design of long games lasting over 3 hours.
  • Avoid wasting resources on unnecessary copyrighting or patenting of game mechanisms and focus on allowing games to evolve naturally, emphasizing the importance of cohesive gameplay experiences.

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Recent questions

  • How long should game design be?

    Shorter games are more enjoyable and accessible.

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Summary

00:00

Effective Game Design Principles for Success

  • Designing long games (3+ hours) is discouraged as shorter games are more enjoyable and accessible to a wider audience.
  • Avoid designing games based on popular IPs without the rights, as it can be a waste of time and money.
  • Refrain from chasing down fads or jokes, as it can result in outdated or poorly received content.
  • Don't waste resources on copyrighting or patenting game mechanisms, as it's unnecessary and costly.
  • Arbitrary limitations should not restrict game design; allow the game to evolve naturally.
  • Avoid throwing in unnecessary game elements just for the sake of it, as it can lead to convoluted and cumbersome gameplay.
  • Ensure that the theme and game mechanisms form a feedback loop to create a cohesive and engaging experience.
  • Playtesting should involve a diverse group of players, not just your local play group, to ensure the game is accessible and understandable.
  • Don't blindly follow trends or buzz in game design; focus on creating a unique and engaging experience instead.

15:17

Create unique, solid game with strong emotions.

  • Design a game without following current trends, like the success of Pandemic Legacy.
  • Avoid copying ideas from other games after they have been published.
  • Do not substitute humor for good game mechanics; focus on creating a solid game.
  • Refrain from including impractical gimmicks in your game design.
  • Do not claim your game will be the next big hit like Monopoly or Ticket to Ride.
  • Do not believe that more components automatically make a game better.
  • Simplify concepts in your game design and avoid unnecessary additions.
  • Choose a theme for your game that fits well with the gameplay, not just because it's popular.
  • Do not aim to create a game that appeals to everyone; focus on creating strong emotions in players, even if it means not pleasing everyone.

31:05

Game design: research, passion, simplicity, replayability.

  • Vanilla yogurt was purchased instead of flavored, leading to a discussion on flavorless options.
  • Emphasize the importance of game design research and playing various games for inspiration.
  • Highlight the necessity of immersing oneself in the gaming market and understanding popular games.
  • Stress the significance of learning basic game mechanisms and conducting thorough research.
  • Encourage designers to be passionate about artwork in games and not settle for mediocrity.
  • Advise against playtesting solely within a familiar group to avoid overlooking crucial game aspects.
  • Warn against adding unnecessary rules or shout-outs in games, urging for authenticity and immersion.
  • Address the need to cut down on excessive game elements and focus on essential mechanics.
  • Caution against overwhelming games with too many variants, emphasizing clarity and simplicity.
  • Stress the importance of designing games with replayability in mind, offering varied experiences within the same framework.

46:16

"Game Design: Emotions Over Mechanics"

  • Replayability is crucial for a game's shelf life, as nostalgic reasons may not prompt players to revisit a game.
  • Games can be played with two modules, one module, or no modules, but always with at least two modules.
  • Designers should focus on playtesters' emotions rather than just their feedback on game mechanisms.
  • Designers should not hold back core parts of their game for future expansions, as it may hinder the game's quality.
  • Game designers should focus on designing games and not venture into starting board game companies.
  • Players should not be asked to complete a designer's work, and games should be fully designed without relying on player decisions.
  • Rolling for movement or actions in a game can lead to imbalance and frustration among players.
  • Designers should avoid relying on players to determine game outcomes through dice rolls.
  • Rolling for movement or actions is an overused and tiresome game mechanism that should be avoided.
  • Designing a game requires significant effort and dedication, and shortcuts may result in a subpar product.
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