A few weeks ago I took sketchnotes at a few of the talks at Wellycon, a boardgaming convention.
Summary of bits that apply to design more broadly
- Have clear design goals, stick to them, test feedback against them
- Remember to make a good first-time and early user experience
- Keep good documentation, updated as you go along
- Design so that failure is not game over
- Give chances to correct mistakes
- Take people down a different path
- Allow achievement of partial outcomes
- In particular, watch for Doom Spirals: where failure only leads to more failure and punishments
- Don’t punish wanted behaviours, reward them!
My sketchnotes
Text version of Wellycon sketchnotes, page 1
Designing Games You Love – Jarrat Gray
- Endeavor Deep Sea
- Uncommon theme
- hopeful
- the game, the players
- competitive, but sharing
- For every published one, dozens of discarded prototypes
- There’s not a lot of money in boardgames → Design games you love → You’ll play them a lot
- Pitch it!
- to many people, friends, family
- Design Goals
- Decide them, stick to them
- Does feedback align?
- Decide them, stick to them
- Good early user experience
- Design Philosophy
- Theme
- Mechanics
- Story
- Connectivity
- Write the rules down, update constantly
- Test the physical feeling, not the look, at the table
Text version of Wellycon sketchnotes, page 2
Designing Games You Love - Jarrat Gray (continued)
- Playtesting
- Sharks circling!
- Balanced?
- Hard choices
- Imbalance can create story
- Mechanics work? Together?
- Blind playtesting, early
- Fun?
Fail Forward Design: The Art of Rewarding Risk-taking (and Failure) – Chris Jacobs
- Failure as an Opportunity to improve
- Continuous Iteration, Experimentation
- “Not playing the game is not fun!”
- Lifeship (From Ikarangi Labs)
- Fail states for missions
- Multiple degrees of success/failure
- Player Encouragement
- Reward Mechanics
- Punishment Mechanics
- Often goes past the point of necessity
- Failure mechanics
- Lack of agency often intensifies the feeling
- Players memorise dominant winning strategies
- Alpha players
Text version of Wellycon sketchnotes, page 3
Fail Forward Design: The Art of Rewarding Risk-taking (and Failure) – Chris Jacobs (continued)
- Watch for Doom Spirals
- Failure only leads to more failure and punishments
- What do we want players to do?
- Competitive or Cooperative
- Stakes! But allow for failure
- Chances to correct mistakes
- Narrative consequences
- Unlocks
- New role
- Rewards for failure
- Partial outcomes
- Don’t punish wanted behaviours, reward them!
- Failure without a Game Over