How many of you have invented games of your own? If you have, how did it
go? Have you tried them out with other players? Did they work as you
expected? Did you try to promote them beyond your immediate circle of
gamers?
Although I spend a lot of time finding out about games and playing them,
I notice that I don't have a strong urge to invent games of my own. I
don't know why this is. When I was a child I remember making a couple of
attempts - unduly complicated race games as I remember. Since then I
have occasionally tinkered with other people's games to try to help
improve them, and at work I developed a few business simulation games
for use on management courses. But apart from that I mostly just play
games (and document rules of traditional games).
To judge from the correspondence I get there must by thousands of people
who like inventing card games - you can see some of the results on my
web site and this can only be a tiny fraction of what exists. Also I
have met several prolific board game inventors - people who at any time
have several ideas on the boil.
So what about the members of this group. How many of you develop your
own games - either for your own amusement or to play with friends, or
with the aim of distributing them more widely? When introduced to a
game, do you take the existing rules as fixed and given or do you feel
free to adapt and improve them? I have noticed that inventors tend to
regard game rules as fluid, and sometimes when playing they show more
interest in thinking of adjustments to the game and observing how other
people play it than in becoming good players themselves.
I have never been involved to any extent in war gaming, but from what I
know of these games I would have thought they were ideal subjects for
endless development and adjustment to improve the balance, realism,
playability, or whatever you want from them. I know there are several
war gamers in this group and it surprises me how little discussion there
has been of games you have invented or adapted.
For some people the barrier to inventing games might be the scepticism
of one's fellow gamers, who might be unwilling to try out a new and
untested idea. But for those of you who are solo gamers by preference
this barrier does not exist. Maybe it's just that, like me, you tend to
prefer exploring what you can do within a framework of rules that is
given to you, rather than altering the framework itself.
So that's the topic. Do you invent games? If not, why not, and if so,
why have we heard so little about them in this discussion group? Simple
modesty perhaps?
--
John McLeod For information on card games visit
jo...@pagat.com http://www.pagat.com/
> How many of you have invented games of your own? If you have, how did it
> go? Have you tried them out with other players? Did they work as you
> expected? Did you try to promote them beyond your immediate circle of
> gamers?
I invented a few as a child, initially roll and move no-brainers
but increasingly elaborate things with building plans, usually
involving spies and secret agents. I had great fun with them, but
they wouldn't trouble a publisher!
In my teens, discovering more games through RPGs and
fantasy/sf/historical wargames, some pals and I worked on a few.
We had a few interesting concepts but on the whole we just stole
stuff and painted on our own chrome. And being into "realism" at
the time we'd tend to put on too much chrome...
Again, there'd be no danger of publication.
A couple of years ago a friend with little gaming experience
designed a board game for his (media based) degree project. I did
quite a bit of trouble-shooting on it and was in a position to help
him make a lot of improvements (changing roll and move for an
action-point system, for example), but despite knowing far more
about games than him he actually proved vastly better than me at
coming up with raw ideas like what the game would be about and the
broad mechanisms of how it would work. While I can tune a game to
a degree I lack the creative impulses to actually create one of my
own. That carries over into the rest of my life with art: however
competent I am at the craft side of it I can never /create/
something original. I'm a good proof reader, but can't come up
with a subject (even most of my online posting is strictly reactive).
I do note that one of my school friends has gone on to have a
couple of games properly published by JKLM, so well done him!
> with the aim of distributing them more widely? When introduced to a
> game, do you take the existing rules as fixed and given or do you feel
> free to adapt and improve them?
I tend to take things as written unless they're pretty clearly
borken, but I'm getting more risque in fiddling with stuff as I get
older and less impressed by "officialdom".
> I have never been involved to any extent in war gaming, but from what I
> know of these games I would have thought they were ideal subjects for
> endless development and adjustment to improve the balance, realism,
> playability, or whatever you want from them.
Depends a lot on the nature of the game, I'd think. Many designs
are very fine balances based on a lot of play-testing, particularly
grand strategy stuff. Meddle much with the capabilities of units
in the likes of The Russian Campaign and you'll probably break it,
but fiddling with the counter mix to give a "what if" is part of
what wargames can be about.
> So that's the topic. Do you invent games? If not, why not, and if so,
> why have we heard so little about them in this discussion group? Simple
> modesty perhaps?
I dont invent games because I know I'm not any good at it :-( One
of the things about a large collection is you've got lots of
examples from the best folk in the world at designing them, and
comparing yourself to Reiner Knizia you tend to come up a long way
short!
I can certainly see the attraction in fiddling with stuff, but my
main preference in games is the simple to play, hard to play well
type charcaterised by elegant simplicity and I'm reminded of Robert
Fripp's aphorism "the hardest thing to discharge honourably is
simplicity, so keep it complicated!", and fiddling doesn't get me
the beautiful simplicity I want. I've just unwrapped Kris Burm's
"Tzaar", and it's yet another of his designs that is just so
effortlessly elegant that I'm just left wondering where that sort
of inspiration comes from.
Hey ho, at least I get to play them...
Pete.
--
Peter Clinch Medical Physics IT Officer
Tel 44 1382 660111 ext. 33637 Univ. of Dundee, Ninewells Hospital
Fax 44 1382 640177 Dundee DD1 9SY Scotland UK
net p.j.c...@dundee.ac.uk http://www.dundee.ac.uk/~pjclinch/
The University of Dundee is a Scottish Registered Charity, No. SC015096.
Let me say first that I enjoy reading everyone's thoughts about games
and am saving them all for general reference and mulling over, as I do a
lot of games-navel-gazing myself, even though I don't contribute much. I
look forward to reading more.
>
>> How many of you have invented games of your own? If you have, how did it
>> go? Have you tried them out with other players? Did they work as you
>> expected? Did you try to promote them beyond your immediate circle of
>> gamers?
I always try my inventions out with other players - that's the only way
to spot flaws. However, I (and I dare say everyone else) usually start
by playing the parts of several different players myself before
inflicting them on real people.
>> So what about the members of this group. How many of you develop your
>> own games - either for your own amusement or to play with friends, or
>> with the aim of distributing them more widely? When introduced to a
>> game, do you take the existing rules as fixed and given or do you feel
>> free to adapt and improve them? I have noticed that inventors tend to
>> regard game rules as fluid, and sometimes when playing they show more
>> interest in thinking of adjustments to the game and observing how other
>> people play it than in becoming good players themselves.
That's me! I'm not really a good player of anything. I'm more interested
in the mechanics of a game than in the person-to-person competitive
element. This probably explains why I prefer abstract to thematic or
representational games.
>
>I have mixed feelings about game rules. On one hand, I don't think of
>them as fluid at all; I consider them gospel and don't dare mess with
>them.
I don't consider any games rules as gospel, and to me the phrase
"official rules" is like a red rag to a bull. For more on this topic,
see
http://www.davpar.com/gamester/rulesOK.html
> But OTOH, if I perceive a flaw or shortcoming in a game, it can
>annoy me to the point where it's intolerable. If I can see a way to
>correct the flaw or improve the game, I'll rewrite the rules. I've
>tinkered with many games, and sometimes I've even liked my results.
That's one good reason for changing the rules, but another one is simply
that you suddenly see how the thing could be played another way and you
want to experiment with it to see if it works.
Years ago, in my Oxford History of Card Games, I devised what I regard
as the only two universal rules of games-playing:
1. Everyone around the same table should be playing to the same rules,
and
2. They should all agree on what those rules are.
Obviously, this only works for domestic play and not tournaments, which
explains why I'm not much of a tournament player.
In my teens, every time I discovered a new game or family of games I
would immediately start to devise my own version or member of it. When
my father acquired a billiards table I soon invented a (not very clever)
variety of billiards. When we got a dartboard I started inventing darts
games. Like most game inventors, as soon as I discovered Monopoly I made
my own local version of it. It may be relevant to note that as soon as I
started learning Latin at school, and discovered the novelty of an
inflected as opposed to an analytic language, I invented an inflected
language. So did my brother at a similar age, so there must be something
in the genes. The fact that our father was a motor mechanic may account
for our interest in mechanisms. (My brother is a musicologist and
composer - in other words, a sound mechanic.)
I suggest that a common motivator of inventing a game, or producing a
new artwork or piece of music, is that you become aware of a gap in the
repertoire, and seek to fill it.
--
David Parlett
Very much like others already said, as soon as I was old enough to
play games I started trying to invent my own. I vaguely remember some
roll-and-move Star Wars themed destroy-the-deathstar-game, some
Risk-variants, a big bunch of RPGs... I don't remember actually
playing any of those games, or that they even reached a playable
state. I also started trying to make my own computer games, mostly
simple text adventures as soon as I had learned a bit of BASIC. Later
I found wargames but never really considered making my own, possibly
because I had no idea it could be possible to construct the components
required. But I did immediately start trying to design my own
scenarios for wargames. Mostly though I have spent time trying to
make my own computer games, with limited success.
Finally a few years ago I started thinking of making my own board
wargame, but I needed a few years of buying games, studying rules,
playing, buying old game magazines (and subscribing to magweb.com)...
It all resulted in the very small and simple Trenches of Valor
(Victory Point Games). Guess with all that research I could have aimed
for something more complex but thought it was a good idea to really
keep it simple, considering it was my first serious attempt at
inventing a game. Still there was complex details in the rules that
had to be removed during playtesting.
--
/Pelle
> The trick with game design, is to not look like you stole the
> idea, and to actually do something genuinely new. Easier said
> than done.
In Bruno Faidutti's "Citadels" he freely acknowledges he stole the
game's main mechanism from another game (Verrata IIRC). But most
acknowledge that Citadels does it much better: development of
existing ideas is very useful too, and some truly great games bring
together existing elements but do it in better and/or novel ways.
>everything around us is
>more or less like something else.
That's a wonderful line! I think I'll print it out decoratively and
stick it on my wall. It makes a nice companion piece for one I already
have, attributed (dubiously) to Goethe, namely:
"Everything has been thought of before. The trick is to think of it
again."
--
David Parlett
How about these:
http://www.pagat.com/invented/broadway.html
http://rinkworks.com/pips/rules/skyscraper.shtml