Category Archives: The Boards
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When to Fold ’em – Quitting on your Designs
I am calling it quits for now with the Brooklyn Bridge game design. This is the inspiration for this article.
So this begs the question: When do you quit on a game design?
You might think that would be as easy as asking if the game is any fun. But it’s not that simple. You see, there is this thing called “passion.” A lot of game designers utilize it when create their designs. I know I do. But let’s step back even further and discuss a designer’s philosophy.
Why do I design games?
This is an important question designers should ask themselves. Answers could be all over the map:
- You want to earn bazillions of dollars
- You like games
- You want to win the Spiel des Jahres
- You’re creative
- You want people to like you because of your design
- You’ve got some great game ideas
- It’s what you love to do
Whatever the reason, it’s important that you understand the answer to the question of why you design games.
Once you’ve got that figured out, the answer to the first question, when to quit on a game design, can be more easily answered. Often it is important to remove the emotional side of game design before you can truly quit on a design. People put a lot of effort and time and money into their game designs. So to just quit on a design is like throwing all of that effort, time, and money out of the window. Sure, there are usually some takeaways from that design, but ultimately it’s a big loss.
Here is the reason I design games: it’s a fun hobby.
Therefore, if designing a game stops being fun, I dump it.
Why did I Quit on Brooklyn Bridge?
I was originally inspired to design a Brooklyn Bridge game when I was watching a BBC documentary about its construction. The discussion about the caissons was fascinating and I immediately had thoughts about a risk vs. reward mechanic built around how long workers would stay in the caisson. Sweet!
So I made a time based worker placement game about the Brooklyn Bridge. Workers could get sent to work in several different locations (Caissons, Brickyard, Cableyard, Training Office). Each turn the workers would advance some distance in those locations. The longer they advanced, the better the rewards when they would be removed. This is not dissimilar to riding the gears in Tzolk’in. But there was a big change… other players could help you advance even faster if you placed your workers correctly. That’s awesome!
That sounds great. But it didn’t work. That’s not to say it couldn’t work. I’m definitely keeping the mechanic for another design. It just didn’t all work for this design.
The game took too long. It felt same-y (meaning there wasn’t enough variability/replayability). And ultimately the decisions you made throughout the game didn’t get more tense or more interesting. That’s not good.
I got through about 15 playtests and after the final one I realized I just wasn’t enjoying working on this design. It was at that point that I detached emotionally from the game and felt at peace to let it go. I quit on the design.
I believe it has potential. I believe that are good elements in there. If a publisher wants it and is willing to develop it I would happily work with them. But I quit because I was no longer enjoying it.
Why do You Quit on your Game Designs?
I urge you to go back to my question of “Why Do You Design Games?”. Knowing the answer to that can greatly help you know when to quit on a design.
Most designs won’t succeed. As a designer it’s important to know when to give up on one and start on the next. If you spend too long on a design that doesn’t have a future or that isn’t enjoyable or that is unpublishable then maybe you should consider breaking up with the game. I’ve met a whole bunch of designers with tons of games that never made it. Some have been working on the same games for years. Others have thrown away games that are only a few days old. There is a level of recognition where they realized the game wasn’t worth it.
The sooner you can realize that a game isn’t deserving of your time, the sooner you can design one that is!
Grand Illusion: The Drafting Mechanic
Today I continue with my open design for a game based on Victorian era magicians and illusionists. Two weeks ago I talked about the core mechanics of the game. I also mentioned the “currency” in the game being the different types of magic.
What this will ultimately boil down to is a set collection card game with a drafting mechanic and an inherent build up as players try to complete their secret Grand Illusion.
Note: I have not yet decided if I want each player’s Grand Illusion to be secret or not. If it is public then the drafting mechanic becomes more important as you can see what types of magic your neighbors may be working towards. And if you can see their magic types then you may want to take a sub-optimal card because it would have been a great card for them.
So let’s talk a bit about the drafting mechanic.
The Grand Illusion Drafting Mechanic
If you are unfamiliar with “drafting” here’s how it works:
- You are dealt a bunch of cards.
- You choose one card and keep it.
- You pass the rest of the cards to your neighbor.
- You receive the cards from your other neighbor.
- You choose one of these new cards and keep it.
- You pass the rest of the new cards to your neighbor.
- …
Well, I’m not doing it quite like that. I want there to be a more random feel.
The struggle with making an awesome drafting mechanic is in the consideration of how you want players to feel throughout the process. I want the players to feel like magicians while playing this game. So how could my drafting mechanic incorporate that feeling?
I think there should be an element of sneakiness. Magicians utilize sleight of hand and I want an element similar to that. So I would want players to be able to have moments where choosing the right card was rewarding like a successful sleight of hand.
The question is: How do I accomplish that?
I would feel sneaky (or wise or clever) if:
- I put a bad card in someone else’s hand.
- I put a great card in a hand I knew I would receive.
- I was able to prevent another player from a great hand.
- I was able to craft a great hand for myself.
Those are a few things that would allow me to have a rewarding feeling and a feeling of accomplishment. Often, as a game designer, it is a challenge to take a concept of what you want and actually turn it into mechanics that meet that concept.
Concept to Mechanic
One way to accomplish this is to put out the Magic Trick cards on the table face up before the drafting occurs. This shows the players the types of tricks they have available to them that round. Then, once players have been dealt their cards, they will place one face up and one face down in front of them. Then:
- Pass to the left. Choose one card. Place face up on left neighbor’s pile.
- Pass to the left. Choose one card. Place face up on right neighbor’s pile.
- Pass to the left. Choose one card. Place face down on own pile.
What this creates is a magic hand of five cards. Three were chosen by you (one face up). One was chosen by each neighbor (face up). The other players may be able to remember what your final card was, but your first card will be a secret since you chose it before anyone passed their cards.
Now each player will have five cards in their hands. These cards will have the different currencies on them (the types of magic). In the middle of the table are the magic tricks that can be performed this round.
Players will use combinations of the magic types in their hands to fulfill as many magic tricks as they can. This fulfillment will be the topic of the next article on The Grand Illusion.
Hopefully this drafting mechanic will work to create an interesting dynamic between the cards one chooses to keep and the cards they choose to give to their neighbors.
Any thoughts about this? Remember, I would love to be designing this game with your feedback. Anything sound good, bad, or meh? Let me know.
Coarse vs. Fine: Editing your Game

When Michaelangelo started carving David he didn’t grab his tiniest chisel and smallest hammer. He grabbed his big chisel and big hammer (I assume). Why? Because he needed to coarse cut the stone away to roughly the right size. Then once the bulk of the stone was removed he could use his fine tools to chip away slowly.
This Coarse Vs. Fine concept is the core of this quick article on game design.
When designing a game it is often easy to think of a lot of awesome things that could be in the game. I know there are people who put in everything but the kitchen sink into their game designs and then remove things as we go. This coarse/fine idea fits well with that design concept. There are others who start with a simple mechanic or a theme and then add things only when needed. This article doesn’t address that situation. I’ll cover that design realm another time. But for those of you who start big and remove the unnecessary components, keep reading!
The Stone

You must choose wisely… Not really.
When you start a game design you’ll choose a mechanic or a theme or both. This is like going to the quarry and picking out the stone you’ll start with for the sculpture. When picking the stone you want to make sure it is big enough, has the right grain structure, possesses the desirable color and so on. Similarly, when choosing the mechanic and theme you’ll want to make sure you’ve got a lot of different components that fit with the theme and mechanic.
So go ahead and make your choice. Once you’ve got your stone it’s…
Hammer Time!
This is where you design the game, prototype it, and play it.
Once you’ve played it there will likely be parts of the game that don’t work, are broken, don’t make any sense, or aren’t fun. Take the hammer to them!
Like making a sculpture, once the stone is in your workshop you typically sketch a little on the block and then start taking the hammer to it. It is time to take away big chunks of the stone that you know you won’t need. Don’t be afraid to remove those big chunks of stone.
Back in the game design world, this is where you remove those chunks of the game that were broken, didn’t make sense, or weren’t fun. Don’t be afraid to get rid of them.
If you have things that don’t make sense thematically… Hammer Time!
If you have mechanics that don’t work right… Hammer Time!
If mechanic X isn’t any fun… Hammer Time!
If you aren’t happy with something… Hammer Time!
The point here is to narrow the focus of the design. Take away the things that obviously don’t belong. If something is iffy, save it for later. Playtest it over and over until you feel you’ve removed all the big chunks. Then put away the hammer and grab the chisel.
Chisel Time!
I know that “Chisel Time” doesn’t sound as awesome as “Hammer Time” but it’s much more important in terms of game design and development. It’s easy to break away the big chunks of a game. But using your fine tools to craft something with elegance and class is very difficult.
Chisel Time is really where you move from game design into the game development realm.
Once you have finished with the hammer you are left with a block of mechanics, components, and concepts that closely resemble a final product. The nitty gritty down and dirty work happens in the Chisel Time phase. This is where you playtest, tweak, playtest, tweak, playtest, tweak, and on and on. You’re no longer removing large chunks from the design. Rather you are polishing the remaining elements to make them as streamlined and perfect as they can be.
So What?
The whole idea here is to give a perspective about how game design works. Relating game design to sculpting stone allows me to have the right mindset when I’m working on a game design. Early in the process it is important to put the elements together and make a prototype. You can’t take a hammer to it unless you know what you want to remove.
Once you’ve hammered away the big chunks then your mindset changes. You’ve got the mechanics you want. Now it is important to figure out how to balance the mechanics and the currency and the other elements in the game. You go from removing elements to refining elements. That’s a lot of work, but it is also one of the most rewarding parts of the design process. Just a couple weeks ago I had refined an element for Brooklyn Bridge and one of the players mentioned how it took it from “Good” to “Special.” That’s really what you’re looking for during Chisel Time.
How do you design games? Do you start big and remove things as you go? Or are you the opposite where you start with a simple element (mechanic or component) and then add the things that are needed?






