Thursday 30 May 2013

Lenses - ways to evaluate your game

I have a book called The Art of Game Design: a Book of Lenses. The concept behind its lenses are different dimensions by which to measure your game or specific facets to examine independently about your game.

They have a very extensive, but not quite comprehensive list of ways to look at your game. It focuses mainly on video games, so I wanted to add a few that I have thought of that are more applicable to board games:

Lens of Cost - If you are going to produce something worthwhile to a consumer, you need to be able to provide them value for their money. This requires both that you make something worthwhile, and regulate costs.

  • How much does my game cost to manufacture? 
    • Will I be able to produce and sell it at sufficient volume to reduce manufacturing costs?
  • What components add value to my game?
  • Is there anywhere I can reduce costs associated with my game without compromising it?
  • Are there any components I can improve on without increasing costs or that would provide more value than they cost?
Lens of Speed - The pace of the game is very important, especially if there are periods of time when one or more players do not have anything to do.
  • How much down time is there per full round of player turns?
  • Is there something engaging to do or plan while waiting for other players?
  • What are players spending the most time on? 
    • Can that time spent on it be reduced?
  • Are any aspects of the game causing Analysis Paralysis?
  • Are there any aspects of the game I can remove to speed things up?
I like these lenses because they focus on Efficiency. Ultimately, you want to provide maximum enjoyment per dollar, and per minute of gameplay. It often helps to examine your game in a single dimension like this, and then decide which dimensions are the most important for what you are aiming for.

Lens of Intuition - Players new to this game need to be able to quickly grasp the rules, objectives, and strategy of the game in order to appreciate it initially. 
  • How long does it take to explain to a new player before they are comfortable to play it?
  • Is it similar to something they already understand?
  • Is there an easy way to distinguish a good move from a bad one?
  • Can any of the aspects be changed to something the player would understand better?
That last point I am toting from experience. In Shadows of Japan, what is current called Gold was then called Influence Points. It was bad. People kept confusing it with Political Power, and no one could seemingly grasp exactly what it did for them. By simply changing the name, everyone intuitively understood it and no explanation was needed for something that previously caused enormous amounts of confusion.





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