Category Archives: design process

on the role of components

A recent tweet* from my pal Stephen Glenn gave me pause.

Pyramid die roller image by BGG user duchamp.

Sure, it’s a gimmick, but it’s a clever one and I like it.

It works like this; place the five color-coded dice into the Pyramid, shake it, invert it on the game board, press and release the slider, and it deposits a randomized die on the table.

That’s it.

As Stephen said, one could simply pull dice from a bag and roll them. It would be cheaper to manufacture and maybe even easier in play, and that’s the way most publishers would handle it. But the decision to include the Pyramid die roller was a smart one, and might even have been a factor in Camel Up’s Spiel de Jahres win.

Bear with me.

Something I noticed about two of the three SdJ nominees–Camel Up and Splendor–was that both have an unusually tactile component that encourages players to playfully interact with the game in ways that most Euro games don’t.

In Camel Up, when a player wants to advance the camels, she takes a Pyramid tile and then must, “take the Pyramid, shake it thoroughly, and reveal one Die from it.” It sounds silly, but that element of playful physicality bolsters the players’ engagement with the game.

Additionally, that simple act of shaking the Pyramid and plunking it down to reveal a die adds a dose of drama to the proceedings. In my experience, the shake-up and reveal is never quite a smooth operation, and the other players invariably lean in, eager to see the final results. And as we know: drama is anticipation mingled with uncertainty.

 

Splendor jewel chip image by BGG user duchamp.

Splendor, on the other hand, doesn’t have that kind of mechanical gimmick.

What sets Splendor apart is its use of weighted, poker-style chips for the jewel tokens. Here is another game component that could have been made with cheaper materials to save money. It was a deliberate physical design choice by the publisher to use expensive, heavy poker chips rather than the usual punch board tokens.

Why use heavy poker chips?

Because they’re heavy poker chips. Splendor is a game about jewel trading, and these weighty jewel chips lend a sense of premium value with their substantial presence and through their association with gambling games. Here is a game component that, by its sumptuous nature, elevates a rather thin theme.

Poker chips encourage playfulness; they feel good in your hand, they stack nicely, and they make an enticing clink when you riffle and stack them. You feel prosperous as you sit at the table, counting and riffling and stacking your little hoard of clinking jewels. Punch board tokens just don’t inspire the same feelings in players. Without the weighted poker chips, Splendor would simply be a less fun experience.

 

v314-shaman

Bruno Faidutti recently blogged about how different component choices affected the resolution of a rock-paper-scissors mechanism in a game he’s designing with Eric Lang.

First they tried secret dials, but set them aside as too costly to produce. Then they replaced the dials with cards. The results were similar, but players preferred the dials.

When they played the game by physically throwing hand symbols, they were surprised at the results:

fists

Now comes the real experience. Get rid of cards and dial, and play this à la Rock / Paper / Scissors. A closed fist means War / Greed, an open Hand means Peace, a thumb up means 1. Theoretically, this system is equivalent to the two former ones. When playing, however, the feeling is very different, and it seems that the results are slightly more aggressive, with more wars and less peace. May be holding one’s arm makes one aggressive, maybe the requirement to play fast, without hesitation, makes us less careful? Anyway, it’s the same game, but it plays a bit differently.

 

I love Camel Up, but it just wouldn’t be the same drawing a die from a bag. And Splendor with cardboard jewels? Sure, ok.

I can’t say that the Pyramid die roller clinched the SdJ win for Camel Up or that those poker chips alone got Splendor nominated, but I do know that carefully considered components can greatly enhance the experience of games.

* Stephen’s tweet was in jest. I’m using it as a conversation starter.

THE XENO CONTAGION IS SPREADING AND MUST BE CHECKED…

MISSION BRIEFING…

YOUR WARSHIP SQUADRON HAS BEEN DISPATCHED TO LV-608, A PLANETOID IN THE ZETA RETICULI SYSTEM. WE HAVE RECEIVED NO COMMUNICATIONS FROM THE MINING STATION IN OVER 14 MONTHS. WE PRESUME THE COLONY TO HAVE BEEN OVERRUN BY THE XENO CREATURES…

TARGET THE COLONY SITE WITH YOUR TACTICAL NUCLEAR TORPEDOES AND DESTROY THE INFESTATION.

TAKE NO CHANCES…

STANDARD BOUNTY APPLIES.  IMMEDIATE PROMOTION OFFERED TO THE TOP COMMANDER…

 

 

I just sent letter of inquiry to an IP holder about licensing a property for a future game design. I have some intriguing ideas for the way I’d take a game with this property, but I haven’t done anything concrete on it yet aside from jotting down some notes in my idea file. I don’t want to put a bunch of work into something that may never see the light of day if the license isn’t available, but I’d love, love, love to do something with this.

I’ve got a short list of publishers I’ll approach if the license pans out. The few I have in mind are all experienced with license properties and have proven track records. Good folks to work with, too.

I’m a little nervous and a lot excited, and there’s a spider on you right now.

picturing a round house

I always mean to take more photos at Roundhouse, but I’m always too engrossed with whatever it is we’re doing. Here are a few moments I did manage to capture.

I drove to Roundhouse Wednesday night, with my good friend Jeph Stahl. We stopped on the way at Dark Horse Brewing Co for a late meal and a beer. The Dark Horse brew pub has a well-worn, comfortable atmosphere and the biggest collection of mug-club mugs in the country. Andrea the waitress thought Jeph might be a werewolf.

 

inappropriate ice cream cone
The local ice cream parlor is run by our generous host’s family. The flavor of the week when we’re in town is usually lemon: my favorite! James’ brother was working the counter when we arrived, and made me an extra-extra large lemon cone. It was way more than I could finish!

 

Sure, there’s plenty of nutritious food and drink, but Roundhouse Retreat is also for play testing! Here, Chris Young contemplates his next action in my game, LXIX: YEAR OF FOUR EMPERORS, while James Kyle looks on.

 

Sometimes, players in LXIX can surge ahead with big scoring leaps while others struggle to catch them, as this final scoring shows: red is 37 points ahead of black! The discussion after this game led to a really great suggestion from Greg Daigle that will help to even out these kinds of point spreads. A couple more play tests and I think this game will be ready to send off to a publisher.

 

I never pass up a chance to play test the latest game in the Birth of America series. Here, Greg Daigle and designer Beau Beckett face off as the French against the British, represented by James Kyle and me. They got an early flush of Native reinforcements, so James and I enacted a risky third-round double-Truce play to force an early end, and took three flags to make it 4 to 2. Due to my own tactical blunder in not leaving a unit to cover the back door, Greg and Beau were able sweep a massive army in and re-take a critical location, and won another location on the final roll of the die to win the game. Agony! Such a good game! Jeph and Beau had this one in heavy play test rotation all weekend, hammering out some exciting new rules not seen in the first two games.

 

You never know what kind of wild life will show up at the Roundhouse. This year, we had a juvenile hawk we nicknamed ‘Crazy Hawk’ stalking and attacking his reflection in the house windows every morning, while a momma deer and her tiny fawn browsed in the back yard. Previous years featured an angry gopher and more spiders than I care to consider.

 

We got the word that absent Roundhouse alumn Dave Chalker’s fun game HEAT had finally funded on Kickstarter and took a quick break from the dice game design challenge to send him a virtual congrats!

There’s still time to back Dave’s game HEAT on Kickstarter!

Update: Dave’s game HEAT was successfully funded!

in a round house in the woods

I’m excited and distracted today, because tomorrow I’m driving to Michigan with my buddy Jeph for the annual Roundhouse Retreat.

Roundhouse is four days of intense play testing and development, game design discussion, debate, camaraderie and a little goofing off, with a group of game designers I deeply respect and admire. It’s my favorite game event of the year.

Internet access can be spotty out in the middle of nowhere, but I hope to be able to update periodically throughout the long weekend. On Thursday, we’ll try to record an episode of Design Time with James and Kory with absent Roundhouser, Kory Heath.