Kobold Questions

What is the difference between a “working” and a “display” prototype? What is required of a working prototype, and what might cause one to fail?

A working prototype is intended to do just that, work. It is the version that will be used by playtesters and potential publishers. A display prototype has finished art and components and is intended for distributors and chain buyers. Generally the display prototypes are very beautiful and may posses unfinished rules but have graphics that attract interest.

Ways for your prototype to fail:

  • Not supplying all the pieces so that the game is playable
  • Not testing the game with the amount of players you say your game works for (3-5 is the sweet spot)
  • Not updating the rule book after making changes to the game
  • Adding components you haven’t playtested and then sending to a publisher

A working playtest must be playable, legible, and user friendly

What makes for a good prototype according to Dale Yu?

The first impression your game gives off is very important. Everything should be neatly organized and decently pretty. Having easy to understand, well written rules is also very important for your prototype. Having a full playable copy is

What advice from Richard Levy will help you pitch your game? Where might you pitch your game?

Before pitching a game it’s important to do your homework and research about different companies. Figure out if individuals have had good experiences with some companies. You should know your game history type, market, and the interests of companies you’d like to submit to.

Sell yourself well, and take rejection as “not now”. Some really amazing games have been rejected many times. Do not let rejection shake your confidence; however, you also need to control your ego.

Pitch ideas when companies are ready to listen, and have a pretty solid prototype. Make multiple submissions if you can, and limit the use of agents unless they have some pretty good success.

What do publishers look for in a game?

The fun factor, player interaction, immediacy of play, strategy, an interesting theme, an immersive experience, interrelated theme and rules, solid rules and mechanics, innovative rules, innovative components, easily manufactured components, compatibility with other products, the correct target market, a good title, expansion potential, multi-language capability, easy demoing, and collectability (sometimes).

So just a short list of things…

What makes a good set of Rules?

A good overview to grab buyers interest, a list of components, a well written set up, a definition of what gameplay looks like, different card types, a definition of the endgame and what winning looks like, examples of play/strategies/hints/optional rules/game variants, and last but not least credits.

Describe the best game you’ve made this semester in 250 words? Follow Michelle Nephew’s outline.

“I’m Cookin'” is a collaborative and competitive game where players collect ingredients in order to “cook” recipes. Ingredients are tiles that get pulled out of a “shopping bag” and recipes are cards with required ingredients and the point value indicated. Currently the game supports 3-5 players who each choose a character to play as that have certain attributes (for example “The Chef” gets a bonus point for every recipe with no substitutions). Players may trade ingredients or put their own spin on recipes by subbing in ingredients to complete a recipe. The aim is getting creative in order to cook enough meals to get a total of 15 points first. The ideal age range would be 10+ with the game taking an average of 60 minutes.

Kobold Guide to Game Design: Part 3 Questions

  1. What is the difference between a game designer and game developer?

A game designer comes up with the idea and format for a game while a developer refines and balances the mechanics.

1a. What commonly occurs during the game development process?

Prototyping, testing, balancing, and revision of the rules. This process is generally repeated until the game is at a satisfactory place.

2. What are the challenges of balancing a game?

The main challenge is numbers. When a game has numbers, it is important to balance those numbers so that they are both easy to understand and neither too strong nor not strong enough. Even if the game is supposed to be more challenging, all players should be on a relatively even playing field.

2a. What should every player of your game believe?

Players should feel the game is fair overall. They should come away from the game feeling as though their actions and strategies directly contributed to how the game played overall.

2b. How can you avoid stealing players fun?

If a player can be in a position to lose too early, give them an opportunity to come back.

Avoid situations that reward players who are already ahead. If you give them too much opportunity to snowball their lead, they will take the victory without anyone else having a chance.

When players are about to win, it should be like chasing a rolling ball down a hill. They should have to make a real effort to cross that last bit of terrain and take the victory. This builds tension and makes the other players feel like they have a real chance to catch up.

Find a middle point in player interaction. Players should be able to interact somewhere between not at all and too much.

Sending a player backward too far or without their choice is frustrating and can take a lot of the stakes out of the game. If everyone is constantly sliding back down the hill, they may become tired and give up.

3. What 10 Maxims should you follow when writing rules?

  1. Call things what they are and use words everyone understands
  2. Don’t make up words for the sake of the game. Keep it simple for newbies.
  3. Don’t make more work than necessary to get started.
  4. Keep flavor to a minimum. Rules should focus on rules and setup, and you can add lore elsewhere.
  5. Keep it Simple, Stupid. Don’t make your rules any smarter than the people you expect to play your game. Complicated rules can make games confusing.
  6. If you can’t figure out how to write a rule, discard it and find a new way to implement it.
  7. Keep things short and sweet.
  8. Go easy on the eyes. Formatting is important for readability.
  9. Test your final version. It might not be as final as you thought.
  10. If you find any errors in the ruleset, you can always release a second edition or address those errors online.

4. How has playtesting changed your game?

Playtesting has resulted in sweeping changes across the history of soul.

  1. The character creation. I learned from just two tests, one in class and one out of class, that my character creation was not easy to understand for the average user. I went back and changed how the sheet was formatted, removed a few mechanics, and changed how the handbook was formatted, and the end result is a much more readable product.
  2. The combat. When Soul started, it was a relatively simple turn based game, similar to D&D, each player attacked once a turn and then passed the turn. Playtests caused me to re write the powers, then restructure the combat system once, then again. Other games inspired me to re-write the combat system again and again, and now it is more similar to Magic: the gathering combined with a fighting game than it is similar to other TTRPGS. I have also found mechanics that were missing, like grappling and stealth, and have changed how charisma works thanks to a player marrying a boss. All in all, without playtests, this game would be much more broken.

4a. I think ronan and max would both be interesting testers for the game. Ronan has experience with tabletop games, and max has very unique perspectives on many situations, so I think those two would bring different valuable ideas to a test.

4b. My game is made for people who like TTRPGs but don’t like D&D, much like myself. That was the driving factor that led me to start designing this game, and I think that the way I’ve implemented many things allows for more freedom in some regards.

5. Who should play test your game outside of class?

My friends Stevie and Thad are my two main playtesters right now. Stevie, like max, approaches things differently than most, and as a result he is usually the one who breaks the game most effectively. This habit is both incredibly annoying and also incredibly useful, as it means that I have to interrupt gameplay to figure out exactly what has gone wrong, but i also gain valuable insight on what needs to be done to fix it. Thad is a player who likes to do the same thing every time, with minor variations. This is a pretty standard scientific approach, and it works well for testing the mechanics that are in place more thoroughly.

Kobold Guide to Game Design: Part 4 (Presentation of the Polishing Game)

Difference between a “working” and a “display” prototype:

Both types of models illustrate the fundamental structure of the gameplay that the target client will expect; the display prototype is the visual variety of the game pieces like the attractiveness and routes of the game setting whereas the working prototype is the playable assets model that contains the interactive features (movable subjects like spins, forwarding and backward) for the game.

Ideal Standard of a working prototype:

Ensuring the prototype is playable game sets free of time-consuming and understandable terms

What Situations will cause problematic prototypes:

Vague definitions of game guidelines and initial impressions of game pieces and their symbols that are misunderstandable.

How to achieve a great prototype (from Dale Yu)?

  • Players need to be impressed by the appearance of the game
  • Simple Game Directions & Instructions that players can easily follow without additional explanations
  • Ensuring the game tools and elements match the game descriptions
  • Ensuring the player can have a great time when accomplishing the game mission

Advice for game pitching (from Richard Levy):

Ensure you have the industry knowledge of what the great game looks like so that you can create both impressions of self-confidence and your game during the pitching explanation.

Where might you pitch your game?

Through local streaming radio websites like Q92.9FM.

Publishers’ Expectations of the Game:

Ensure the game is feasible with fun elements, appealing rewarding, and playable rulesets

Ideal Rulesets:

Hooking an interest by stating the game characteristics, process, and expectations of the outcomes; displaying simple terms for the game tools and brief rules that avoid make-up creative vocabulary as much as possible.

Own Best Game:

I develop a compass-shapes survival game that is all about the uncertainty that deep sea divers will possibly encounter called: Compass 2 Survivalist which one player needs to get five blue squares named destinations to get rescued without losing five red squares.

Part 4 Questions

What is the difference between a “working” and a “display” prototype?

Working prototypes are designed to be tested and evaluated by play testers and publishers while display prototypes are merely designed to catch distributers/buyers eyes – not actually be tested. 

What is required of a working prototype, and what might cause one to fail?

It has to be clear, and playable, and thoroughly tested. If a protype has not been tested enough, this can cause it to fail. 

What makes for a good prototype according to Dale Yu?

  • A good first impression
  • Having clear and well-written rules
  • Having sensible and are well constructed components
  • A good/lasting final impression 

What advice from Richard Levy will help you pitch your game?

Be prepared, information is power, sell yourself first, don’t be deterred by rejection, control your ego, keep your expectations realistic,  don’t hesitate, consider multiple submissions, don’t deal with invention marketing firms, get a good agent, build a good prototype, don’t overlook brand power

Where might you pitch your game?

            To a publisher accepting submissions from the general public, but ideally I’d also find a publisher to pitch to that are has a background in publishing games similar in type to the one that I made. 

What do publishers look for in a game?

Fun , player interaction, the ability to start playing quickly (having fun quickly), use of strategy, an interesting theme, complimentary rules and themes, immersivity, solid rules and strong mechanics, innovative rules, innovative components, easy to manufacture, product compatibility, correct target audiences, a good title, expansion potential, multi language capabilities, easy demoing, collectability

What makes a good set of Rules?

            A compelling but simple overview, list of components, a clear setup, a clear gameplay with defined terms (if needed), card types and how they function, endgame/winning (scoring, how it ends), examples of play, strategy hints, optional rules, game variants, and credits

Pirates vs. Gods Rules v2 (with River)

Set Up

Shuffle each deck separately. Each player will choose either the pirate deck or the god deck.

Card Anatomy

card values 1-6

Play

Each player will reveal the first card on top of their deck. Winner is determined by element.

  • A fire (red flame) card will beat an earth (green diamond) card.
  • An earth (green diamond) card will beat an air (white swirls) card.
  • An air (white swirls) card will beat a water (blue droplet) card.
  • A water (blue droplet) card will be a fire (red flame) card.

If two elements are pulled that are not listed above (fire vs. air, water vs. earth), the winner of the round is determined by the higher point value.

If element and point value are the same, draw and reveal a second card.

If you win the round, your card is shuffled back into your deck. If you lose the round, your card is set to the side and removed from play.

If you had to draw a second card and you win based on that second card, you get to shuffle both back into your deck. If you lose based on the second card, both of your cards are removed from play.

Winning the Game

You win when you have exhausted your opponent’s deck.

Kobold questions & also answers

Kobold Pt 1

  1. In your opinion what should every game have? Why do you like your favorite game?
    • Elements of a game as discussed in the text: fun, players, rules, a board/cards/dice/pieces, finite play time, winner/loser, turns/phases, luck/strategy, replayability
    • Most of my favorite games are those that reward skill. This means that the way the game plays out is contingent on how much you are able to improve at it. There is a high skill ceiling and it may involve practice outside of the game to even approach a high level of play.
  2. List the games you’ve played and currently play.
    • I doubt I would ever be able to compile a complete list of every game I have played. I can, however, outline some of the more prominent and influential ones, as broken down into categories below
    • Video Games (series):
      • Legend of Zelda
      • Counter Strike
      • Rocket League
      • Super Smash Bros
      • Mario Kart
      • Pokemon
      • Super Mario
    • Trading Card Games
      • Magic The Gathering
      • Pokemon
      • Cardfight!! Vanguard
    • Tabletop/Board Games
      • Settlers of Catan
      • Ticket to Ride
      • Kingdom Builders
      • Dungeons and Dragons
      • Betrayal at House on the Hill
    • Sports
      • Ice Hockey
      • Volleyball
      • Ultimate Frisbee
  3. Can you apply the three act structure to your favorite game? What is its pacing and how long do you find yourself in each act?
    • One of my favorite games is anything in the 3D Mario series of games which all follow a similar structure. In the beginning, Mario and in some cases his companions are introduced and Princess Peach is captured by Bowser. The levels in the first world are used to make the player comfortable with the types of control that they have and to introduce mechanics that will recur throughout the game. The middle of the game is all of the platforming levels between the first and the final world. Finally, the end is in sight upon reaching the last world. Elements of earlier levels are remixed in a final challenge that ends with finally beating Bowser and saving the princess which resolves the conflict.
  4. When coming up with ideas where do you find you start, with the metaphor or the mechanic?
    • As the textbook talks about, this is dependent on what the project you are starting actually is. Personally, I feel that I tend to start by finding a mechanic that I enjoy and working to make that fun, and finding the metaphor later on.
  5. Over the course of this semester, who would you like to collaborate with and why?
    • I am open to collaborating with anyone in the class. A fair number of people here I have already worked on projects with in other classes, and I enjoy the collaborative process.

Kobold Pt 2

  1. What is the difference between a game designer and a game developer?A game designer is a person who decides the mechanics that define a game, while a game developer builds the actual product
    • What commonly occurs during the game development process?
      1. Iteration of the game. Rules can be changed, and mechanics modified to better suit the objective of the game. Entire parts of the game can be added or removed depending on what is needed
  2. What are the challenges of balancing a game?
    • Creating systems that are easy enough to understand, while keeping the game fun and engaging for players. There can often be tradeoffs between the potential changes that need to be made
    • What should every player of your game believe? Why?
      • A player should believe that they have a reasonable chance to win until the moment that the game ends
    • How can you avoid stealing players’ fun?
      • Don’t kick a player out before the game is over
      • Kingmaking sucks
      • Don’t reward the leader
      • Include inherent deceleration
      • A player’s ability to influence other players should fall between “none” and “lots”
      •  Don’t force a reverse
  3. What 10 maxims should you follow when writing rules?
    • Use no intermediary terminology
    • Use real words
    • Make no more work than necessary
    • Add flavor (but not too much flavor)
    • Make your text no smarter than your reader
    • Discard rules that can’t be written
    • Take a breath
    • Go easy on the eyes
    • Get your final version playtested
    • Fix it in the FAQ
  4. How has play testing changed your game?
    • Who from class would you like to playtest your next game or version 2 of your first game?
      • Max will most likely play my game before it even comes to class. Within class, I think Ronan has a solid base of knowledge of both video games and board games, and I think that Luke has a good mindset for developing the theme of the game
    • Who is the audience for your game?
      • The primary audience for my game will always be myself. I want to make things that I enjoy first and foremost, and that often can have an overlap with other people’s tastes
  5. Who should playtest your game outside of class?
    • Anyone who is willing to playtest for it. The more people who are able to give feedback, the more clear what things will need to be changed for it to work best with a large number of people

Kobold Pt 3

  1. What Mechanics would you like to use for a game with a theme that revolves around being the size of a nanometer?
    • Playing with the scale of game elements to allow for interactions between the player and things that you cannot do at full human size. I imagine that this theme would be very fun to design for; it would be like living a day as Stuart Little
    • Who are you making games for?
      • This is a bit of a repeat answer from a previous question but I make games for myself and the people around me. I want to be able to enjoy my own games with friends and family
    • Who will be your play testers outside of class?
      • The most likely candidates for my out of class playtesters are the people who are already in close proximity to me. My roommates and my girlfriend are all usually willing to help me with a project that I happen to be working on
  2. Can you think of a game you were able to play without referring to the rules?
    • When I learned chess, I was able to memorize the movements of the pisces and correlate it with the unique shapes of each piece fairly easily. By the time I played my first game I was able to play without needing to ever reference rules
    • How do you define what a game is?
      • Rob Daviau defines a game as “an interactive mathematical system, made concrete, used to tell a story”. I agree with this statement although I think the heaviest emphasis is on the interactive element
    • What features can make your games more intuitive?
      • Taking into consideration the pieces, colors, and size of elements is important to making a game intuitive. Also simplifying rules so that the amount that needs to be read in the manual prior to starting can make it more fun because it’s easier to pick up
  3. What was your gateway game?
    • I can’t recall one specific game that got me hooked because I was always surrounded by games. As a teen I would go to the Mall on Tuesday and Friday nights to play trading card games in local groups. My parents and family friends often introduced me to new tabletop and board games
    • What do you play to introduce others to gaming?
      • I have had moderate success with introducing my friends to Rummikub. It is a variation on classic rummy but something about gathering and playing with the tiles, as opposed to playing cards, and having autonomy of which tile to draw makes it a bit more engaging
    • What features do gateway games share?
      • A gateway game is easy to learn, has a compelling theme, a lack of complexity, interactivity, luck, an appropriate duration, originality, and replay value
  4. What are the 10 beautiful mechanics and what should you aim for with your own?
    • Kingmaker’s noblesse oblige
    • BattleTech’s heat
    • Set’s set-making
    • Magic’s card tapping 
    • Battle Cattle’s cow tipping rule
    • xXxenophile’s popping
    • Bohnanza’s hand order rule
    • Mississippi Queen’s paddlewheels
    • Time’s Up!’s communication breakdown
    • Dominion’s constant shuffling
  5. How does luck and strategy factor into game play?
    • Luck is beyond the player’s control, strategy is making plans and decisions in game, and skill is outside knowledge that allows you to make the correct decisions in a given situation. Games usually contain all of these elements to varying degrees

Kobold Pt 4

  1. What is the difference between a “working” and a “display” prototype?
    • A working prototype is a functional attempt to make the mechanic work in a way that can then be tested. A display prototype focuses on the visual and aesthetic qualities that are being aimed for
    • What is required of a working prototype, and what might cause one to fail?
      • A working prototype should include everything that it takes to play the game, it should be thoroughly tested, focus on function and not let visuals dictate gameplay, and it should be user friendly
  2. What makes for a good prototype according to Dale Yu?
    • Cards, card sleeves, stickers, paper, bits, bags and baggies, boxes, a color printer, computer, and laminator are all helpful to have available to make a prototype
  3. What advice from Richard Levy will help you pitch your game?
    • Be prepared, information is power, sell yourself first, don’t be deterred by rejection, control your ego, consider the timing, consider multiple submissions, don’t deal with invention marketing firms, get a good agent, build a good prototype, respect brand power
    • Where might you pitch your game?
      • Pick a game publisher that is currently accepting submissions from the general public and make sure that the game aligns with the identity and goals of that specific publisher
  4. What do publishers look for in a game?
    • Something that is well tested and easy for others to test to get a sense of the game
    • What makes a good set of Rules?
      • Sections outlining: Overview, Components, Setup, Gameplay, Card types, Endgame and winning, Example of play, and Credits
    • Describe the best game you’ve made this semester in 250 words? Follow Michelle Nephew’s outline.
      • The best game that I made this semester in terms of enjoyment that people have seemingly gotten from it was also my simplest. It involves two minor dexterous tasks that people are not always great at; picking up cards that are flat on a table and spinning a coin or token. I chose to call this game Countermand which is a word meaning to revoke an order because often a card that was just flipped is then overturned back to its previous state the following turn. The best aspect of this game is its simplicity; it can be played with a standard deck of cards, is easy to learn quickly, and the rounds are short but also able to be replayed several times in a session. Every turn is a gamble of how much progress you are able to make in your own favor, and a single bad spin can completely change the momentum of a game. It generally takes several net positive turns in a row to win so the victory feels very earned as well. One of the aspects that I tested was different amounts of cards that should be on the board for a given game. A small number of cards can make it too easy for one player to dominate without an opportunity for the opposing player to recover, however too many cards can make it difficult for either player to gain an upper hand and end the game which borders monotony. The balance that I found is right around 30 cards total, with the option to add or remove a few to tailor it to a specific pairing of players.

A whole bunch-a game ideas I have

Week 1

5 game ideas that can take place on campus

  • Giant Operation on the front lawn with comically large tweezers. Parts are placed in roped off sections that cannot be touched. Would be cool to record a birds eye of the game with a drone
  • Push your luck mechanic scoring lawn darts. In the late game, you have to be precise with what you hit because getting too many points can have adverse consequences
  • Team route building with people as the play pieces in the Rec Center gymnasium
  • Whack-a-mole with the campus groundhogs: self explanatory
  • Tucci simulator: Orienteering race but the control points are the black metal trash cans across campus and you must stop and say hello to every person that you see as well as say one nice thing about them or the day etc

Week 2

5 game ideas that can be played using cards

  • Raid Boss: 50/25/25 (1v2) with a wager mechanic
  • Deduction (one secret card, taking turns playing one card and if any attribute overlaps with your card you must state what it is. Maybe played with a deck of card numbers ,1-5? Hand size of 3?)
  • You don’t know your 3 cards but your opponent does. If you play a card that is within 1 on either side your opponent can call it out and blow up that card. First person to lose all three of their cards loses
  • Divided: Collect more pairs than your opponent as fast as you can over the course of 5 rounds. A pair consists of two cards that are cleanly divisible (eg. 3/9, 10/10, A/7). Aces are worth 1 and any card is divisible by it (Wild card)
  • 2 players divide the deck and have some number cards randomly placed in front of them. They take turns drawing off of their own deck to place cards on neighboring cards. If they can’t play a card, it is reshuffled into their deck, and the first player to empty their entire deck wins

Week 3

5 game ideas that involve collaboration use the following format : [Game name] is a [category of] game in which [the players or their avatars] [do or compete or collaborate for some goal] by [using tools the game provides them].

  • “Deduction” is a card game in which players must figure out the card that they have in front of them using clues provided by cards played by other players
  • “Agnej” is a dexterity game in which players must stack Jenga pieces in various orientations to score points using only one hand each
  • “Lockout” is a point to point movement game in which players navigate turning layers of an onion gameboard by rolling different dice and rotating the layers to benefit themselves or their teammate, while potentially sabotaging opposing team players
  • “Trains, Planes, and Funiculars” is an engine building game in which players maneuver a landscape while building out various modes of transit
  • “Ambitions as a Writer” is a storytelling game in which players improvise the details of a story based on a random prompt. Cards are drawn that give additional elements that players must respond to

Week 4

5 game ideas that revolve around a theme of of your choice (timed turn)

  • Countermand: Spin poker chip, flip cards, first player to have control of the whole board wins
  • Runaway: speed based hand management where players must make snap decisions of what to add or discard. Themed based on a runaway train that has limited time before it reaches a catastrophic end. The player that collects all of their necessary set stops their train
  • Custom speed chess timer which has 30 seconds counting down in the actuated direction and up from 30 in the opposing direction (the time on both sides will always add up to 1 minute, however after some turns it may be at a 15/45 second split, etc). When the clock is clicked, that player draws a card that says something that they must draw to add to their composition. As such, there is a compounding effect of completing a turn quickly vs taking longer. If either player’s clock gets to zero the game ends and the players evaluate their compositions
  • Players compete to stack various shaped wooden blocks as high as possible within a short amount of time. Each round is worth a set amount of points and the rounds get shorter as the game progresses
  • Players progress around a circular game board in the shape of a clock with individual LEDs that highlight the sections. Different actions can be taken if a player is in a zone that is currently active but they must stop when the lights change color. Different colors also impact the actions that a player may chose to do

Week 5

 5 game ideas that revolve around the theme of collecting

  • Inflation: you have buying power but every turn the cost of actions increases
  • Battalion: progress the board to collect units that will do battle later in the game
  • Dice building game: progressively gain more dice in your arsenal and roll all of them to determine your capabilities on a given turn. Rolling 1’s on any of the dice has a special effect
  • Robot building: assembling pieces of a giant robot mech (like Voltron)
  • Fish collecting game with the objective of assembling the coolest aquarium – basically the best part of Animal Crossing but as a standalone 30 minute board game

Lockout Rules

2-4 players

  • Objective: Traverse the trails to get to the center of the board
  • Required materials:
    • Gameboard
    • 1x D4 (Green)
    • 1x D6 (Blue)
    • 1x D8 (Red)
    • 1x D10 (Yellow)
    • 1x D12 (Purple)
  • Setup:
    • Randomize the alignment of the layers
    • All players roll the D12; the highest roll picks their starting place first, the second highest roll picks second, etc.
      • This also determines the turn order
  • On a player’s turn:
    • Roll a die that corresponds to the color of the layer that you are on
    • Progress that many spaces
      • Players may pick which direction to go each turn
      • When a player crosses onto a higher layer, they must stop on the first space of that new layer regardless of how much of their roll is left
    • At the end of your turn rotate one layer 2 clicks or two separate layers one click each
      • If the die roll is even, rotate to the right (counterclockwise)
      • If the die roll is odd, rotate to the left (clockwise)
  • Super Special Rule
    • If a 1 is rolled, that player must pick another player to swap places with
  • Winning:
    • The game ends when the first player reaches the center of the board

Kobold’s Guide to Game Design: Part 4 Questions

  1. A “working” prototype is one that works as expected and is intended for play testers and potential publishers. A “display” prototype is one with finished art work and components, intended for distributors or chain buyers.

1a. A working prototype needs to be understandable and playable by play testers, this can require a good ruleset and gameplay. Having things be too confusing or something incomplete may cause the prototype to fail as play testers may not be able to accurately play the game.

2. Dale Yu comments on what can done to make a good prototype, these are a few of the things he suggested:

  • The First Impression: First impressions are very important as this will create the mindset that your play testers have going into your game, so it’s important to give them something they like right off the bat.
  • Rules and Manifest: Having well written rules is also very important, this allows your play testers to understand and accurately play your game.
  • Components: How your prototype is constructed is also important, this is how your players will interact with the game so it is important to have it look and feel good to use.
  • Hardware: Having good hardware, such as computers, laser printers and a laminator can help to increase the visual appeal of your game and give your players a good impression.
  • Final Impressions: When your players are done with the game and think back on it, you want them to think of it fondly so that they would be willing to play it again and with other people as well.

3. Richard Levy gets some advice on how you could go about pitching your game:

  • Be Prepared: Being prepared can make a huge difference. You need to know the market you are entering, who your are pitching to and you need to be able to explain anything about your game in a way that appeals to the person listening.
  • Information is Power: Talk to people that have created games before or people that are in the industry, they can most likely give your great information on what you should prepare for and the best way to handle certain situations.
  • Sell Yourself First: You are not just selling your game, you are selling yourself. First impressions are very important so you need to present yourself in a way that makes the person your pitching to want to work with you.
  • On Taking Rejection: It is important to be able to handle rejection well. Take a “no” as a “not now” instead. Figure out what went wrong with the pitch and take time to revise and fix any issues you or your game had, this can help you be ready and keep your head up for your next pitch.
  • Ego Control: People often hate being rejected or criticized. You need to be able to handle these well and not let these moments get the better of you. Keep your emotions in check and instead use rejections and criticism as a way to improve yourself or your game.
  • Beating the Odds: The odds of your pitch succeeding can be very low depending on the company you are pitching you, so it is important to keep your expectations in check.
  • The Selling Season: Figure our the best time to make your pitch, find out when companies are looking for new ideas and are willing to listen to you.
  • Multiple Submissions: Having multiple ideas to submit can not only help increase your chances of one of them working, but it will also help you deal with rejection if any of your ideas are rejected as you still have more ideas to fall back on and improve.
  • Invention Marketing Companies: Richard advises to never deal with invention making firms you see through TV, radio or newspapers. He gives the advice, “Ads are bad.”
  • Legitimate Agents: If you do decide using an agent to help you pitch your idea, take a look at their track record and make sure they are reputable.
  • Prototypes: Make sure your prototype is how the game is going to look and play in the end.
  • Brand Power: Having a well known trademark on your game can greatly increase the value of your game.

3a. You can pitch your game to many different companies through the correct methods are the right times.

4. Publishers look for a variety of things when considering what games to publish:

  • The Fun Factor: The game should be fun for players.
  • Player Interaction: The game should be interactive for players to engage with.
  • Immediacy of Play: How fast players can set up the game and get right to it.
  • Strategy: If there is strategy for good players to learn and get better at.
  • An Interesting Theme: A good theme that will draw in players and keep them interested.
  • An Immersive Experience: Players should feel immersed into the game and feel like they are a part of it.
  • Interrelated Theme and Rules: The rules and theme of the game should work well with one another and feel fitting in relation to each other.
  • Solid Rules and Mechanics: The game should have rules and mechanics that are both fun and fair.
  • Innovative Components: Aspects of your game that sets it apart from other games.
  • Easily Manufactured Components: Your game should be easy to mass produce so the company can sell as many as possible as easily as possible.
  • The Correct Target Market: Your game should match the target market of your publisher, you shouldn’t try to sell a game with violence in it to a publisher that focuses on kid games.
  • A Good Title: A good and catchy title that draws in potential players and makes them interested in what your game would be like to play.
  • Expansion Potential: If your game is successful, the publisher is going to want you to expand on it by making new updated versions of the game or different versions of it.
  • Multi-Language Capability: Your game should be able to transcend the language barrier and be appreciated by anyone in the world.
  • Easy Demoning: Make sure your game can easily be demonstrated in a small space.
  • Collectibility Only if Really Necessary: Making a collectible game costs a lot more than a noncollectible one and can hurt the appeal of your game to the publishers.

4a. There are many aspects that can make a good ruleset:

  • Overview: Start with a good first line to draw in potential players.
  • Components: Give a list of all the components of your game.
  • Setup: Describe how to set up all the aspects of your game and keep it easy to understand.
  • Gameplay: Define how each turn or round is taken and what players should do during these periods.
  • Card Types: If your game uses cards, identify and explain what each type of card does.
  • Endgame and Winning: Explain how the players get to the end of the game and how they can win the game as well.
  • Example of Playing: Have a section that gives an example of your game should be played, this can give players an easy idea of what to do.
  • Credits: Give credit to yourself and anyone else that helped in the creation of your game.

4b. Captain’s Lost Treasure is a competitive and strategic card games. Players assemble a Pirate Crew, including a Pirate Ship and a collection of colorful possible Crew Members. Once your crew is assemble, set to the sea and attack other Pirate Crews and plunder Gold in order to prove yourself as the greatest Pirate Crew on the open seas.

Kobold Guide to Game Design: Part 3 Questions

  1. The difference between a game designer and a game developer is that the game designer creates the idea of a the game and comes up with the initial ideas, then the game developer refines these ideas and creates the finished product of the game.

1a. A big thing that commonly occurs during the game development process is play testing. With the knowledge that game developers gains from play testing, they can then go back and refine any mechanics or aspects of the game that might need changing.

2. The main challenges of balancing a game are numbers and components. When numbers are involved in a game, it is vital to balance those numbers so that all aspects of the game seem fun and fair. This can be said for components as well, any aspect or component of a game must be balanced around each other so nothing feels unfair or unfun.

2a. Players should believe that there is balance and strategy within games. Even when things may be stronger or weaker than other aspects of a game, if there is an idea of balance and strategy to go along with those, players will often times find it fair and entertraining.

2b. There are a few ways to avoid stealing a players fun while playing games:

  • Don’t have ways for players to be kicked out before the game is even over, let them have a chance to come back
  • Avoid ‘Kingmaking.’ This is when a player is in a position to win, but cannot choose themselves.
  • Don’t reward the person in first. If you do this that player can ‘snowball’ their lead and make it impossible for the other players to catch up.
  • Include inherent deceleration. When a player is close to the end or close to winning, they should have a uphill battle in achieving that victory.
  • A players ability to influence other players should be somewhere between ‘none’ or ‘lots.’ If you have no player interaction then it may feel like a singleplayer game, but too much player interaction between one another can lead to frustrating moments. Finding that middle poin is important to allow players to have fun.
  • Don’t force a reverse. Forcing a player to lose something or go backwards on a board can be very frustrating and creates an unfun scenario.

3. When writing rules for your game, you should follow these guidelines:

  • Use Intermediary Terminology: Call things what they are and use words that anyone could easily understand when describing things.
  • Use Real Words: Don’t make up words that players won’t immediately understand, make it simple for a new player learning your game.
  • Make no More Work than Necessary: Make things simple for the player, don’t add in more steps or requirements than necessary to play your game.
  • Add Flavor (But not too much Flavor): You can add a bit of flavor text that relates to your game, but overall you should keep that to other aspects of your game.
  • Make your Text no Smarter than your Reader: You should keep your rules easy to understand so that any player can easily understand how your game works and should be played.
  • Discard Rules that can’t be Written: If a rule is too complex or hard to write out, then discard it and either find another way to implement that feature or remove it completely.
  • Take a Breath: Keep things short and simple when writing rules, or at least pace things out so players don’t have to take in so much at a single moment.
  • Go Easy on the Eyes: When formatting your rules, keep things simple so that players have an easy time reading and going through the rules.
  • Get your Final Version Playtested: When your game is finished, play test it as a way to ensure it works as intended and gather any last minute changes that need to be made to the game or the rules.
  • Fix it in the FAQ: If you find any errors in your ruleset after already releasing it, you can always fix it and release another version online or answer any questions that players have.

4. Play testing has changed a lot with my game, Captain’s Lost Treasure. After my first play test I realized that the numbers I was using were horribly unbalanced and the game ended in a few rounds when I expected it to be a decently long game. My second play test when a lot more smoothly, but it still showed that I needed to refine how Crew Members worked as I only allowed one Crew Member to attack an enemy per turn at the time. This then lead to me allowing all Crew Members to attack in a turn, but I created Frontline and Backline Crew Members that way tankier Crew Members could take the brunt of the attacks and protect their own Crew’s damage dealers. I also only had a few Ships for people to use at the start, but after seeing that players wanted more from the Ships, I created a lot more and added Tiers to the Ships that allowed players to upgrade to bigger and stronger Ships as the game progressed. Overall, play testing has helped and changed a great deal about my game so far.

5. One I have a polished version of my game, I want to have friends and family play test my game outside of class. Getting the opinions of people that have little knowledge on game design and just play games for fun will be very important as I can see how the average person would react to playing my game.

Family Playtest Feedback

Not many individuals can say their family are great playtest critics, but I’m lucky enough to have critical and opinionated parents who never let me down in that regard. The game was well received and below are the edited responses to playtest questions (I edited out all the competition and yelling).

What was the most frustrating moment or aspect of what you just played?

Dad: Deciding which recipe to choose

Laura: I liked the whole game, except when mom decided she needed to “fix” it

Mom: The playing board, I wanted an area to actually work on recipes instead of only having a pantry/fridge

What was your favorite moment or aspect of what you just played?

Dad: yelling “I’M COOKIN'” when I got to cook

Laura: It was like a card game version of Cookin’ Mama which is one of my favorite games

Mom: Cooking and trading ingredients

Was there anything you wanted to do that you couldn’t?

Dad: Keep extra ingredients

Laura: No

Mom: Work my recipe on a space designated to do so

If you had a magic want to wave, and you could change, add, or remove anything from that experience, what would it be?

Dad: Trade ingredients without the other person having to agree. (I’m imagining some sort of force feeding? He just really needed cake batter and didn’t have it)

Laura: Idk, probably nothing. I like this game because I feel like it also teaches basics of ingredients for the actual recipes

Mom: My husband is too competitive

*collective yes on playing again*