Category Archives: Game Design
Game Design Process: Applying Feedback
It’s time for another article on the Game Design Process. Today I am providing a guide for interpreting feedback and applying it in beneficial ways to your game design.
This is a critical area of the game design process. It is very important to listen to what your playtesters mention. There’s usually a reason they say the things they do. But understanding what they actually mean can be tricky. Let’s start with some basics.
Common Feedback:
Matt Loomis, fellow game designer and blogger who I had the privilege of meeting at Protospiel-Milwaukee back in March, recently wrote an article all about this topic. You can find it on his blog – TheMetaGame.blogspot.com.
If you are a game designer I recommend reading his article and following his advice. One piece of advice from the article that I have also mentioned is this:
If players start the game taking the same actions every game, start the game from there.
The point of that is that if everyone makes the same decision on the first or second turns, make that decision part of the game setup. Players should start the game making unique decisions. I totally agree with Matt!
Here are a few pieces of common feedback that should be understood and interpreted:
- The game takes too long. (They are bored)
- The game isn’t fun. (They are bored)
- The game felt like work. (The game isn’t fun – see above)
- The game was really slow. (Too much downtime, or not enough to do on their turn)
- I couldn’t do much on my turn. (Not enough unique options or too limited per turn)
- My decisions felt scripted. (Not enough unique options)
- I don’t like the art. (Get over it… it’s a prototype!)
- You should use such-and-such component. (Thanks. Hey, did you realize this is a prototype?)
Obviously some of these are just not helpful. But players are saying them for some reason or another. So let’s try to examine why playtesters say the things they say…
Advice from Chevee Dodd:
I pinged Chevee about advice for interpreting and understanding feedback. For those who don’t know him, please visit his website (cheveedodd.com). He is the designer of Scallywags and a few other upcoming games that are awesome. Here’s what he had to say:
Understanding feedback is a vital part of game design that many people don’t understand. When someone tells you that you should dramatically change your game because they don’t like an aspect of it, that is not bad feedback… they may have just not worded their concern properly. Take this feedback and look at it objectively. If they want you to toss out a portion of your game, or add in a whole new layer, ask yourself “Why?” It is often because they felt that their options were limited or their actions weren’t meaningful enough. So, maybe their suggestion is to add atomic cannons that shoot rainbow fireballs, blinding your opponents and making them discard their hands. It’s very likely that this is completely wrong for your game… but at the core, maybe there IS a need for you to be able to mess with your opponents hands and not having that is making the game frustrating. So, you add a little ability here that lets you discard a card at random from their hand and suddenly you’ve added a bit of control (through chaos) to the hand-management portion of your game.
That is some excellent advice! I think the atomic cannons shooting rainbow fireballs sound particularly awesome!
I think Chevee’s point is that sometimes playtesters will mention something while meaning something else. When players mention things like adding awesome cannons that let you do great things, they are probably suggesting it because they don’t feel like they are able to do great things. And that is an important point of applying feedback. Before we get into interpreting feedback I want to make a more global point about all of this…
Don’t Take It Personally:
You’ve invited people over to try out your latest and greatest game design. This is the one you think will make it big and revolutionize the board game industry. You can’t wait to get it on the table because you just know people are going to laud and magnify you for it.
And then they play it. And then they hate it. Uh Oh.
They slander it. They posterize it. They straight up say it was the worst thing ever. You start to feel angry and think to yourself, “These idiots… they have no idea how awesome this is.” You get upset and ask them to leave. You feel dejected. You feel like you’ve been rocked by a rainbow fireball. You start to wonder where things went wrong and why they don’t like you. Boom… that’s the problem – It’s not about YOU!
Here is my favorite advice for applying feedback:
They are not rejecting or criticizing YOU. They are rejecting or criticizing your GAME!
The same goes for praise. Just because someone might love your game doesn’t necessarily mean they like you. The bottom line here is that we are applying feedback to the game and not to the designer. The game is what matters at this point. Don’t let your emotions cloud your opinion of your playtester’s feedback. And don’t take it personally if they think the design seems broken. Often if players feel a design is broken, it’s because it is broken. Get over it and move on!
Interpreting Feedback:
Okay. So you did not take it personally and you are ready to interpret what your playtesters were really meaning when they said they hate your game.
Often playtesters do not think like a game designer. That’s why I recommend attending things like UnPub or Protospiel where you can get feedback from other game designers. You can often find other designers at your friendly local game store. But how can you interpret feedback from non-designers who may not know the best way to state what they actually mean? Let’s examine a few scenarios of a hypothetical game about boll weevils.
Please not boll weevils again.
Your game design has players developing a colony of boll weevils. Players will build a structure for the weevils, feed the weevils, and try to claim the best territory for the boll weevils.
During your playtest someone mentions that colonization seems too valuable. Another player mentions that they think you should have different abilities for the boll weevils. A third player mentions that they got to a point where no matter what they did it didn’t seem to help. Let’s examine these three pieces of feedback and interpret what they may actually mean.
#1: Colonization seems too valuable. (Balance is the issue)
In this case I could imagine the player falling behind another player who had chosen the colonize action. The best way to interpret this feedback is to understand that the player felt like the actions they chose were not as good as those of the colonizing player. In this case, as the designer, you may need to work on balancing the short-term/long-term benefits of taking one action over the other. Balance in a game is often a very difficult thing to get correct. The result is that you will often receive feedback that is directly related to balance without the playtesters mentioning the word balance.
#2: Add Different Abilities. (Lack of interesting choices is the issue)
The playtester that wants different abilities for their boll weevils is likely feeling that they cannot do enough on their turn, or that they cannot do anything interesting on their turn. They recommend adding abilities as a way to specialize their game and give them something more interesting to do. The key to understand here is that the player doesn’t feel like they can do enough interesting things. They want abilities so that they can turn dull decisions into decisions that require more strategy. When playtesters suggest adding things to a game it is often because they feel the game is lacking interesting choices.
#3: Nothing They Do Can Help. (Results of decisions are not apparent)
When players begin to complain that there is nothing they can do that will help them there could be several reasons. The first reason is that the game is about to end and they are so far behind that it does not matter what they do because they just cannot win. The second is that the game limits how much a player can do on a turn that each decision is so insignificant that it won’t matter. And a third reason is that players may not be able to understand how their decisions are effecting the game. Keep an ear open for any time players feel like their decisions don’t matter. This is a big deal. Games are supposed to be fun and if players decisions do not matter, how much fun could they be having? Players may say things like this when they are not having fun, or when they have lost interest. This will require taking a deep look at your game design and perhaps reworking a few things. As a designer it is critical to understand that you want every single decision that a player makes to have a significant effect on their opportunity to win the game.
Those are just a few scenarios out of an infinite playbook of playtester feedback. What I hope you have understood from this is that often playtesters will say one thing and mean something else. They may be very specific about what they think should change in a game while actually meaning something very vague.
So when playtesters offer feedback I recommend asking them why they suggested the change. Asking them why can open the conversation up to the real feedback that they are really trying to tell you. Ask them what is at the heart of their comment. This can be really useful.
Applying Feedback:
We’ve discussed interpreting feedback. Now we dive into applying that feedback. This can be difficult and tedious, but now that you understand what your playtesters were actually saying, you are ready to improve your game.
As shown in the graphic at the top of this article I prefer having ten playtests between changes in my games. Ten seems to be a good enough number where you can likely hear the same feedback from several different players. If, over the course of those ten playtests, you do hear the same feedback, then you likely know this is something that should be changed or adjusted. If you make sweeping changes between each playtest you’ll have no idea what part may or may not have improved the game.
The other thing I like to do with feedback is apply one change at a time. With Scoville, for example, several different people had mentioned that the brown cubes felt a little weird in the game. But it took several playtests to hear it from those several people. Later on other players said they loved that brown cubes introduce a way to mess with your opponents. Here’s the key:
Don’t let one person’s opinion of your game dominate how you change the design.
When multiple people mention the same thing then you know that something’s up. Then you can feel free to address that feedback.
So my two guidelines are these:
- Only apply one major change to the design at a time.
- Try to playtest each change at least 10 times before adding the next change.
Using these two guidelines should help you to understand which parts of your game design are awesome and which need some work.
***
So now you have a way to interpret and apply feedback. Get to the root of what your playtesters are saying. Apply the appropriate changes one at a time. You will be well on your way to creating a well polished gem of a game! Thanks for reading. Feel free to leave your feedback of this article below. I will try to interpret it correctly!
Game Concept: Conclave
So there I was, working on Trading Post, watching the Dan Brown movie Angels & Demons when all of a sudden a new game design hit me. I thought to myself wouldn’t a game about electing a pope be kind of fun? So I changed course and laid the groundwork for a game design I am calling Conclave. (It could also be called Preferiti, Triregnum, Habemus Papem – which is already used for a game, or Fumata Bianca).
That was back in 2011. I had the idea for the game and a sheet of paper with a few details, but, like so many other game concepts, it sat on my shelf for nearly two years.
While again working on Trading Post a few weeks ago, and yes, while watching Angels & Demons (I guess I have a liking for that movie) I again was drawn to the idea of a game about electing a pope. So this time, since Trading Post is my white whale, I diverted my attention to actually conceptualizing Conclave.
Papal Conclave: What is it?
In the Catholic Church the pope is the person elected to succeed the line of Saint Peter, Jesus’ disciple. Since the dawn of Christianity there has been a leader of the Christian Church. And the Catholic Church has referred to that leader as the Supreme Pontiff, or more simply, the Pope.
Conclave is all about electing a new pope. The word Conclave is a conjunction of two Latin words, cum (“with”), and clave (“the key”). The interpretation of the word conclave is “sealed with a key.” In 1274, due to several elections taking years to decide the next pope, it was decreed by Pope Gregory X that the elections should take place inside a sealed room. This way the college of cardinals would have to elect a pope while basically being sequestered and given small rations of food and water.
Since 1846 all conclaves have taken place in the Sistine Chapel, in the Vatican City.
During conclave the cardinals of the Catholic church are locked in the Sistine chapel. They will cast their first vote in the afternoon of the first day. To elect a pope requires a 2/3rds majority for any single candidate not including that candidate’s vote. If the vote does not result in a newly elected pope, the ballots will be burned with chemicals that result in black smoke emanating from the Sistine Chapel smoke stack. Each subsequent day the cardinals will take a vote in the morning and another vote in the afternoon. Black smoke will be displayed each vote until a pope is elected. Once a pope is elected then the smoke will be white, thus informing the world that a new leader of the Catholic church has been elected.

How are you going to earn their votes?
While this Scrutinium method (secret ballot) of electing the pope is a standard method there are three others: Compromissum, Accessus, and Quasi-Inspiratio. This game design is focused on Scrutinium.
How does the Game Work?
During a game of Conclave you represent one of the Preferiti, the preferred cardinals for the papacy. It is your objective throughout the game to manipulate the college of cardinals such that you earn their votes and get elected as the next pope.
This game is all about area influence. The game will be played using cards that represent each of the players. Each player will have their own deck of cards. Half of the cards are your own player color. The other half match the colors of the other players.
The first portion of the game represents the first afternoon vote on the first day of Conclave. During this portion of the game players take turns playing cards onto each cardinal to set their initial vote. Once all the votes are in, assuming no player has a 2/3rds majority (which is physically impossible in the first round with how I’ve designed the game), then the second phase of the game begins.
The second phase is the manipulation portion of the game. One your turn you can perform one of several types of miracles/charities, each basically giving you a specific action. These are listed here:
- Miracle of Feeding: Flip the cards of any one cardinal.
- Miracle of Healing: Swap the top cards of any two cardinals.
- Acts of Service: Lock any one cardinals vote.
- Acts of Mercy: Examine the bottom card of up to three cardinals.
So I’ve mentioned cards and tables. Let’s explain. During the first phase of the game (the first afternoon vote) players will take turns placing cards on each of the cardinals. They will place one card face down, and one card face up. The face up card is the only one that matters when counting the votes. The bottom card represents the bias that the cardinal has toward another Preferiti. So when players choose Miracle of Feeding they will flip any one cardinal’s vote over to the other card.
When players choose the Miracle of Healing they will take the top cards from any two cardinals at any tables and swap them.
Acts of Service allows for any one cardinal’s vote to be locked in for the rest of the game. This cardinal can no longer be swayed. But beware, each player has only so many “locking cubes” that they can use to lock cardinals.
And Acts of Mercy allows a player to look at the bottom cards of up to three different cardinals to see which way they might be leaning. This will help players know when it might be beneficial to choose the Miracle of Feeding (flip cards) action.
How do you win?
The game board basically represents the locked down Sistine Chapel. Your objective is not to earn a straight up 2/3rds vote as that would be boring for a game. Rather, you are trying to win different tables within the Sistine Chapel. It’s an electoral college of sorts. There are tables of 3, 5, and 7 cardinals. If you possess the majority of votes at any table, then you receive a number of votes equal to the number of cardinals at that table.
So if a table of 3 cardinals has two green votes and one blue vote, the green player would currently have 3 votes. It is an all-or-nothing system.
Players play to a certain number of votes depending on how many players are playing. Once a player has successfully manipulated their way to the right number of votes then they are elected as the new pope and the game is over.
Current State of the Game…
Currently the game is in the prototype phase. I basically have it ready for solo playtesting. Right now it is a pretty simple concept and is easy to prototype. But I’m exploring a few things that could make it both more interesting from a gameplay perspective and more difficult to prototype at the same time. So for now I’ll keep it simple. My goal is to solo it this weekend and get a better idea about how to move forward with the concept.
I’ll post more about Conclave in the future, but until then check out this awesome infographic from image-illustration.net: (click to embiggen)
The Benefits of Pretty Prototypes
Today I’m presenting you my rebuttal for an article posted on Example of Play on May 30th. Here’s the link:
It’s an interesting article and I am currently at the prototype phase with Trading Post. So now’s as good a time as ever to post my rebuttal. I’m a big fan of the visual aesthetic of quality prototypes versus handwritten game designs on 8.5×11 sheets of paper. It’s worth the effort to me to make a quality prototype. Let’s get started…
The BEST possible prototype is an amazing looking prototype.
Maybe. It’s all about perspective and approach.
When designing a board game you will have to create something physical to test the game. There are many approaches to this but here are the two genres that your prototype will likely fit into:
- Use pencil/pen/colored pencils/markers.
- Use art creation software and a printer.
These aren’t the only options, of course, but they are the basis for today’s rebuttal of that article.
It Can Be Worth the Effort to Make Nice Prototypes.
So there you are, sitting at Protospiel or an UnPub event. You’ve got your prototype on the table. It’s got a few poker chips for money. You’ve got an 8.5×11 piece of paper that has folds and creases. It’s covered with a few chicken scratches of notes, but still it serves as the game board. And you’ve got sleeved cards covered in Sharpie. Your table is empty. You glance at the exceedingly full table next to you to see what’s going on. On that table is a glowing, beautifully rendered, full art prototype on thick matte board with quality printed cards and an aesthetic that draws you in.
Uh oh.
Think of it like this. If you were an attender of Protospiel or UnPub and were looking for games to play, would you be more drawn to the nice fancy artwork where you can tell the designer put a lot of effort into his or her product? Or would you be more drawn to the 8.5×11 with Sharpie notes and no art?
One of the reasons I think Scoville had some of the buzz that it did after Protospiel-Milwaukee was due to the quality of the prototype. Several people commented on the thick, quality feel of the Orders and Recipes in the game. Others asked how I made the components. The point is that I put in a little extra effort to make things seem more like a real game rather than a prototype.
What Should Be the Focus of Your Playtester?
Let’s examine the same scenario as above. So someone sits down at your table, with your 8.5×11 covered in Sharpie. You think you’ve got a decent game here. So you teach them how to play and after a few rounds, when you believe things should really be taking off, you notice a look of confusion on their face.
Let’s get into their head a little bit. As that player you are trying to enter into whichever world the designer has built for you. Part of playing games is about stepping into a different world for a while. In this case you don’t know what world you’re entering because there is no theme and no artwork. This 8.5×11 with Sharpie thing has you in a mental police chase to try and figure out how things work in this game.
Your mind has lost it’s focus. You are staring at a white sheet of paper while trying to put yourself in some other world. Where will your focus be? I imagine it would be difficult to make the game your focus.
Let’s think of another example. It’s 1910 in Manhattan and you need a cab. You’re waiting in the rain watching for a cab to roll by. Whoops, one just drove by, but it looked just like a normal car. Aye. Wait, what’s this? A Yellow Cab? That sure was easy to spot. So you hop aboard the yellow cab and they take you on your way. And not surprisingly, you leave a nice little tip for the driver because he was so easy to spot.
Board game prototypes are the same. As I saw at Protospiel-Milwaukee and as evidenced by the plethora of games on Kickstarter alone, there are a lot of people designing games. Your game should have appropriate enough artwork to be able to draw in players, build buzz, get your name out there, and perhaps earn a publisher’s eye. I wouldn’t expect to get anywhere with my designs if they looked very poorly made.
Are You Willing To Change Things?
One of the problems with building a high quality prototype is that it can be difficult or cumbersome to make changes. With Scoville I just about wore out my rotary cutter. Every time I made some changes I’d have to print out new components and cut them and mount them to matte board.
One way around this issue is that when you make your original prototype, go ahead and make some blank components. That way you’ve got pieces that you can write on as placeholders until you’re ready to make a complete new version.
The article that I linked above discussed a card that the designers were unwilling to change for a long time. The point they made was that if you are unwilling to change it, it’s not a prototype. In their case they had an elegant card with full artwork.
I totally agree with their sentiment. And in the situation where you are unwilling to change a component then you might as well put full art on it.
Don’t Get Too Attached!
Another point of the article was that the designer expended a lot of effort to make a nice quad-fold board and then began to consider player tableaus rather than the nicely crafted board.
While I enjoy the quality feel of the components in my prototypes, I don’t let myself get attached to them. So what if I spent three hours designing a deck of cards and paid $10 to have the deck made at The Game Crafter. If the game is terrible with those cards then I have to be willing to get rid of them.
So that brings us to our balancing act of the show. There is a balance between the effort you put into making a quality prototype and the usefulness of that prototype. If you are solo testing there is absolutely nothing wrong with the 8.5×11 with Sharpie approach. If you are having friends over to try out a new game design there is nothing wrong with that approach either. If you are attending a convention and you are seeking valuable feedback, then please don’t go with the 8.5×11 approach. Put in some effort and make it look nice. Then after the convention when you apply that feedback, be willing to throw away your original quality prototype.
Why Awesome Prototypes are Better
If you’ve put in some effort and realize that you’ve made a quality prototype that you aren’t ashamed to show off then here are a few points to consider:
- You can believe that players will feel immersed in your game, and feedback will represent that.
- You will have built a prototype that you would be happy to send off if a publisher requests it.
- People are conventions will be more willing to playtest your game than the ugly 8.5×11 game at the next table.
- You will be honored as a great human being and a plaque with your image will be mounted at the Board Game Prototypers Hall of Fame!
Okay, maybe not that last one.
The bottom line is that, depending where you are in the design process, it may be time to make a nice, high quality prototype.
To Sum:
Spend a little effort and make things look nice so that you are the one that draws a crowd!
Bonus Trading Post Post
Over the past four weeks I’ve been writing about a new game redesign of mine by the name of Trading Post. Since there has been a decent level of interest in the game concept I thought I’d write one more article about the game. So far I’ve covered the following:
- 5-16-13: Origins of Trading Post
- 5-23-13: Early Prototying
- 5-30-13: Hiatus and Re-design
- 6-6-13: Path to GenCon
- BONUS Today 6-13-13: More on Trading Post
Today I’m giving you some bonus material on where the game is at, how to make it better, and some other tasty morsels. But let’s start with how good I am at focusing on things other than actually designing this game!
I’m Good at Wasting Time (and Effort!)
One of my downfalls in life is my desire for perfection. Perhaps perfection is the wrong word. That paints me as someone with OCD, not that there’s anything wrong with that. Perhaps a better word would be aesthetics. I desire for things to look good.
At the end of May an article was posted on Example of Play called, “The Benefits of Crappy prototypes.” I will provide a rebuttal for that article next week, but I wanted to mention it today because I am not a believer in crappy prototypes. And this may be my downfall.
I love a good looking prototype. I love good game art. If you’ve read my board game reviews you’ll see that artwork is consistently mentioned as either a like or a dislike. I approach game design as though I’m reading a story. I like to be enveloped in a different world and escape this one for an hour or so. Artwork is a key way to get that experience across to the players.
What this means is that I spend way, WAY too much time in Inkscape making prototype artwork. The upside is this:
The downside is that I have four logos (as seen above) for a game that no one has yet even played! I just can’t help myself.
So I had a think about what this all really means. I was a little disappointed in myself for the artwork side of things when the game design part of it seemed lagging. But then I remembered the whole purpose:
Games, and game design, are supposed to be fun! Why else design games or play them?
So I’ve realized that though the artwork doesn’t specifically help a game design move forward, I’m having a lot of fun working on the artwork. Thus, I shall continue.
Solo “Playtest” #1
Last week I showed the picture of the game setup. I’m repeating the image here for easy reference:
Since this is an insight into the inner workings of my mind I am sharing the thoughts I wrote down while attempting to play the game for the first time.
First, some rules. On your turn you can take up to 3 actions. These can all be the same, or they can all be different. That’s up to you. The actions you can take are determined by the number of action points you have for each action. For example, if you had three points in the EXPLORE action track, then you could use all three actions on your turn to EXPLORE. After you have taken your 1, 2, or 3 actions, you must then move other action’s track cubes up in value. This is what I am calling a “Zero-Sum Action Point Allowance System.” (I would go with the acronym ZSAPAS, but I’m not going to use the term again in today’s article). Basically, for every action you take there is an equal an opposite reaction.
Here is a little game design nugget that you might enjoy:
During testing, if it seems like the first turn for all players is dictated, SKIP that first turn and make the result the new starting condition in the game.
What that means is that if all players have no choice (or only one beneficial choice) for what their first turn should be, fix it! Ever wonder why players start with 4 train cards in Ticket to Ride???
During the first solo playtest I made it 6 turns before I realized I wasn’t happy with the design. Here is the list of my chosen actions on this six turns:
- Explore/Harvest/Explore – Increased Fulfill/Trade/Trade
- Harvest – Increased Explore/Explore/Trade (I suppose you can always move up three action cubes – so much for “equal and opposite”)
- Explore/Explore/Trade – Increased Harvest/Harvest/Harvest
- Harvest/Harvest/Build (Stable) – Increased Explore/Explore/Explore
- Explore/Explore – Increased Harvest/Harvest/Harvest
- Harvest/Explore Quit.
After 6 turns I had been unable to fulfill any orders and I was only able to purchase one building. In Scoville players only have a total of about 7-10 turns. So after these 6 turns I realized that I have basically done nothing. At least nothing very fun. I need to adjust it so players feel a sense of accomplishment on each turn, or at least feel like they are setting themselves up for accomplishment soon.
Here are the notes I took at this point:
- Should the “Orders” be stacked? (What I meant here is that should the low level orders come out first, then the better ones, then the best, a la Power Grid Power Plants?)
- Should the highest valued Order card be replaced each turn that an order is not fulfilled?
- Should players always get to move their pawn 1 spot per turn without taking an action to do so? (Using the Explore action seemed critical and it was thus used very often. Then it had to be refreshed, so there were turns where I couldn’t move anywhere.)
- It takes too long to build even the basic buildings, which means it takes too long to get the man-made resources. How can this be sped up?
- Should players be able to complete a trade even if their pawn is not on a spot with another player or in the Trading Post (a la Settlers of Catan)?
- How do I make TRADING the focus?
That last point is a big one. Let’s talk about that…
Put the “Trading” in Trading Post!
Thus far in the design the trading aspect of the game has, for some lame reason or another, been the lesser focus of the design. I have always been more interested in the land exploration and development side of things. Why?
I don’t know. So I am going to switch over the focus of the game to actually put TRADING at the forefront. Sometimes I wonder how I get this far without realizing something so critical to the design. Which leads me to another game design nugget:
Designers should step back from their design every once in a while and pick apart every aspect. Ask yourself specific questions about each design decision and try to think if there is a better way!
One big example is when a level 1 friend pointed out that the black and white peppers in Scoville should cross-breed to silver/platinum/other grey color rather than gold. Color-wise it made sense. But since my original design was that they made gold I had simply stayed with it because I had never gone back and questioned why I did it that way. And I never asked myself if there was something better.
So the new thrust of the design for Trading Post is to bring trading to the forefront. Now I think that on every turn you will complete a trade at the start of your turn. This could then aid you when you choose your three actions for your turn. I’m imagining a “Trade Route” of trading cards on the table, which would still represent things the Trading Post needs. They could be set up like the races in Small World or the foraging trail in Morels or the buildings track in The Manhattan Project. In each of those games players can choose the first option(s) for free or pay to take one further done the path. This mechanic would work very well for the “Trade Route.” Or I could use a rondel for increased Euro-y awesomeness!
Another way that trading would become more integral, and increase player interaction at the same time, is to allow trading with other players no matter where you are located. Sometimes it’s easy to let thematic correctness run the show. But this is game design and we can fudge things now and then. Settlers of Catan is a very popular game that allows player to trade resources with other players no matter what. Now, explain thematically how that makes sense. What if your settlements and their settlements aren’t anywhere near each other on Catan? Well, if it’s good enough for Catan, then it’s good enough for this game!
The bottom line is that trading needs to be what makes this game special. If you want a game where exploration is the focus, then find some 18XX game.
How to Reboot…
So I am going to jump back a little and try to re-figure out how to play this game. Admittedly it wasn’t ever really set to begin with. But to make trading the focus will take some effort. I really think this can be a fun theme/game and so I will continue to work on it.
So it’s time to take some of the blank cards I ordered and put them to use. I’m excited to work on the Trade Route/Rondel idea and see how it changes the focus on the game.
Another thing I’ll probably change is that players should draw all their land from their set of ten land tiles as part of their setup. What this would do is drastically lower the exploration aspect of the game. Players would also be able to plan their moves more deeply and more intentionally. I like the sound of that.
Once I nail down how I want the trade route to work then I can put the pieces back together for how the rest of your turn would work. This should be pretty interesting and I’m going to take an open-source approach to this design. That means I’ll be posting about it for all of you to read. I hope to provide you with a designer’s perspective on making appropriate choices within the design process, and how to keep things simple. Trading Post posts likely won’t be weekly from here on out, but they will definitely pop up now and then as I work through stuff.
Thanks for reading and joining me on this ride!
Trading Post: Path to GenCon
I have a new game design I’m working on and today I am posting the last of 4 articles about it. Here are the four articles in this series:
- 5-16-13: Origins of Trading Post
- 5-23-13: Early Prototying
- 5-30-13: Hiatus and Re-design
- Today 6-6-13: Path to GenCon
Today we’re looking at my path forward with Trading Post as we near GenCon. I am hoping to have a game that has been playtested, is fun, and is able to be played near the Blue Noodle (UnPub area). So I’ll cover some development and what I’m hoping will happen with the game.
The Development Phase
Currently the game has not been played. What? You mean you’ve been reading a month’s worth of posts about some guy’s game that hasn’t even been played? Yes. And thanks for reading! I have nearly all the components together for the game. All that is missing is a scoring track and coins. Here is a picture of the game in its current prototype state:
So let’s talk about the different components that we see in that picture and discuss their purpose in the game.
Let’s start in the middle and work our way out. In the center is the land portion or map portion of the game. Each player has their own region, which is shown on the right. It is a player’s objective to explore their territory throughout the game. As they explore their territory they will draw a tile from their land tiles. These tiles are shown in the image above as the stack of hexes next to the player mats. The tiles will be either Meadow, Hill, Forest, or Mountain.
On the right of the map portion is the tree of buildings. Besides exploring your territory during the game you will also want to build buildings. The downside of building is that you lose a resource region of your territory. The upside is that you have a new trading opportunity in your own territory. Other players may visit it to complete the trade shown on the building hex, but they will have to pay you to do so. Buildings also count towards some of the scoring cards, which I will explain below.
To the left of the map portion are the resources. There are four natural resources in the game and four man made resources. The four natural resources are gained by harvesting them within your territory. The man made resources can be earned through the trade opportunities in certain buildings.
Below the map portion in the image are the Orders cards. Thematically here the Trading Post is requesting certain orders to be fulfilled. On your turn you have the opportunity to fulfill any number of these if you have the action points available. Along with building buildings it is also critical to fulfill orders during the game. This is a significant way to earn points. It is also a way to earn endgame points if you have a scoring card that requires certain colored orders be fulfilled. Once orders have been fulfilled, at the end of the current turn they are restocked to the number of players.
In the image the game is set up for six players. Each player has a player mat, their ten territory tiles, a pawn for the scoring track that is not in the image, and two scoring cards. Each player will also have some coins to begin the game, but I have not yet totally figured out the role I want coins to play in the game. They may ultimately be excluded.
Scoring cards represent hidden endgame scoring conditions. These are similar to the route/destination tickets in Ticket to Ride. Some of these are requirements for building certain combinations of buildings. Others are for fulfilling certain combinations of orders. But they are all ways to score points at the end of the game. I chose this because I like all players to be able to hold on to hope. And endgame scoring is a mechanic for hope.
The player mat is where I think a lot of the interesting strategy comes into play. The mats in the picture do not have numbers on them, but you can imagine each row having 0 1 2 3 4 5 on them. Each row is a different action. The number on which your cube sits tells you how many of that action you have available on your turn. At the start of the game all players have two of each action available. On your turn you can do three different actions, each as many times as your cubes indicate. The cool part is that as those actions decrease, other actions have to increase equally. What we have here is a zero-sum action point allowance system. Here is an example of a first turn where the player has chosen to EXPLORE twice and HARVEST twice. This allows them to discover new parts of their territory, set themselves up to have more resources available on subsequent turns, and have some resources to use on their next turn. So they spent a total of four action points. Then they have to move non-used actions up by four points. In this case they chose to increase FULFILL by 1 and TRADE by 3.

Player performs EXPLORE and HARVEST twice each. Then chooses to increase FULFILL one spot and TRADE three spots.
On their next turn they will be unable to explore and harvest. So likely their only option is to move their pawn to the Trading Post and hope they can fulfill an order or perform a trade based on the resources they harvest on their first turn. I think having this zero-sum action point allowance system in place will lead to some tense decisions in the game. Players will have to make sure they’re leaving themselves with the action points they want for the next turn.
Obviously, since this hasn’t yet been tested, this zero-sum action point allowance system will have to be extensively played. That leads me to the next thing I wanted to mention…
Playtesting
The first time I tried to play Scoville it played through to the end in a surprisingly well manner. I am a little worried about that with Trading Post. I feel like this will require much more testing than Scoville to get it to a point where I am comfortable showing it to a publisher. But GenCon is two months away, so the testing shall commence soon.
My main objective with any playtesting is to continually make sure the game is any fun.
It’s all about fun, right? Who wants to play a boring, crappy game with some weird, offbeat theme that doesn’t relate to anyone?
Now, perhaps there are a bunch of you who think the western trading post scene is for old guys who grew up watching John Wayne. I can assure you that in Trading Post out here a man settles his own problems. Trading Post is designed with a Euro identity in mind, but without anyone from the 13th-18th centuries looking boring on the cover of the box. I am very excited about this game and its potential.
I am fortunate to have a great group of friends who are willing to playtest my games here in town. So I am guessing they’ll try out this one as well. Since playtesting will be my focus for Trading Post over the next two months I figured I would list the things that I view as important during the playtesting phase of game design.
- Keep your design objectives in mind – do not get carried away on wild tangents just because one player mentioned something unusual. Keep asking yourself why you are designing this particular game and why you think it is unique and interesting.
- Offer bribes of beverages, snacks, and an awesome atmosphere to lure playtesters. And telling them their name would be in the rulebook if it were to get published doesn’t hurt either!
- Try to make sure the game is playable before subjecting anyone to it. This means solo playtesting.
- Don’t change major things on the fly during a playtest.
- Don’t implement more than one major change at a time between playtests – if you add two things and the game gets way better or way worse you may not know which change should be attributed to the difference in play.
- I recommend playtesting at least ten times before integrating major changes. This gives you a solid pool of plays from which to draw an understanding of an “average” game and also gives you enough opportunity to perhaps see any unusual play.
- One of the keys to playtesting is watching for patterns. If several different people all mention the same thing (not in the same playtest) then you’d better start paying attention to it.
- And I’d like to recommend shooting for a playtest goal of 100 playtests, but I’ve not done that with my games, so how could I hold you accountable. Do it! I don’t. You should. So 100 it is!
Those are just some guidelines. I also like to get into some nitty gritty stats when playtesting. For Trading Post I’ll be keeping stats on how often each color of orders get fulfilled, how often each type of orders get fulfilled, how often players will get to the green buildings, and so much more. There is a lot I could analyze with Trading Post so I have another recommendation for playtesting:
If your design is complex, playtest the game ten times and only focus on one element. Make no changes to anything else. Once that element seems “good,” move on to another.
I think I will have to proceed this way with Trading Post. I may start by watching how the buildings get purchased and built for a set of ten playtests. Then for the next ten I may focus on how the scoring conditions seem to play out. (Note: the data from the first ten playtests where scoring conditions were not the focus can still be used in this portion of the playtesting).
My goal over the next two months is to get 15 playtests completed. That’s one every four days, which might be a bit much, but you gotta have ambition if you wanna get anything done! Entering Protospiel-Milwaukee I had had 18 playtests in on Scoville. By then, even with only 18 under my belt, I felt I was able to teach it quickly and explain the thrust of the game. That way I was not wasting other playtesters time. I hope to meet this goal so that I don’t waste anyone’s time at GenCon where there is so much awesomeness to be had!
Pitching at GenCon
Well I’d be a knucklehead if I assumed that a game that hasn’t even yet been played could be pitchable by GenCon. That will depend on how playtesting goes. So I am not going set of goal of pitching this game while there. My goal for moving forward with this game as GenCon approaches is to have something where the wrinkles have been ironed out and it seems fun.
But for those of you who may be pitching your own games I recommend reading the following two articles:
- Networking Earns Pitching – http://www.cheveedodd.com
- Pitch Like a Pro – http://www.hyperbolegames.com
The first is something you should probably be working on right now if you haven’t already done it. The second is an awesome guide to how it all works and how to do it right. I’m guessing my 2014 GenCon will be more about pitching than my 2013 GenCon.
While I won’t be pitching the game at GenCon I will definitely have at least one copy with me. If you want to give it a shot just let me know and we can schedule something! Head for the Blue Noodle! (www.UnPub.net)
Path Forward for Trading Post
Now I just gotta sucker my friends into playing an unpublished game that likely has no balance, and no reason to be good. Of course I’ll have to figure out those insignificant things like what you actually do on a turn. But I’m getting very close to solo testing. If this game seems to work after a decent amount of playtests then I’ll likely send a copy into the Prototype Penpal Program run by Grant Rodiek. It’s a great way to get designer level feedback and to see if your game is broken. Plus, it’s always fun to know that somewhere out there other people are playing your game!
Well I hope you’ve enjoyed my articles over the past few Thursdays about Trading Post. I’ve received some interesting feedback already and I appreciate all the kind things you’ve all said. I hope that this game seems fun to you. I’ll keep moving forward with it and will definitely keep blogging about it. Someone also suggested making Thursday the default Trading Post day. We’ll see. Thanks for reading! And don’t be shy with any comments about any of this.










