Oh so now you like dice... Lol, I remember the videos where you discourage their use... XD
@AdaminWales18 сағат бұрын
I’ve never discouraged their use! I’ve always felt they’re a difficult thing to get right, and shouldn’t be the first thing that new designers reach for (based on a decade of running regular playtesting meet-ups). I see new designers struggling to manage randomness in their games all the time. It is not easy designing games with dice. Experience helps. I made a video many years ago called “Dice are not the answer”. That’s exactly the point it was trying to make: dice should be used deliberately and cautiously. They shouldn’t be used to decide outcomes in your game just because you can’t think of a better way. I love dice games and always have. Some of my earliest reviews were raving about Piraten Kapern, Wurfel Bohnanza & Strike! And one of my own designs, Thrown, is a dice game too.
@OnthewayoverКүн бұрын
That was painful and necessary. Thank you for setting up the worst pitch with the most patient publisher in the business 😂
@mjolasgard2533Күн бұрын
I'm a Frustration Fantaic... and I would complain... but I haven't rolled a 6 yet.
@krotenschemel8558Күн бұрын
Actually, this is not a good list. I agree with some of the points, but a lot of points are "popular old mechanics, which have prominent examples of bad employment", some are "popular old mechanics, which were the only feature of a game or dominated the game too much" and some points really are "intrinsically bad mechanics". But being careful to avoid a certain mechanic in a specific context is something else to getting rid of them entirely.
@happypantsfilmmaker1797Күн бұрын
The point about how games should be fun even when you are loosing I think is really important. There are so many games that just become straight up not fun halfway through as the loosing player because your opponents advantage just keep snowballing and you have no chance to recover.
@SawtaКүн бұрын
14:25 the mistake that you are making is that there is a _desire_ for players to become "immersed" in the game. Some might, but I suspect that just as many do not care an iota about "immersion". Games like poker, roulette, blackjack, etc. are primarily random events with an _illusion_ of choice or skill. Randomness is not bad, in spite of what modern game design might whine about. Randomness is good because it acts as an equalizing event to allow less competitive, less serious players, to have a chance to catch up _by_ chance. The only reason that premise doesn't seem appealing to some is because there is a presumption of a _desire and demand_ for strategy. Games can be simplistic, gimmicky, random, and still still be enjoyable precisely because a great deal of attention isn't needed. The only reason why this point isn't more pronounced is because casual players don't buy niche boardgames - they buy *fun* boardgames, like Monopoly, Risk, Battleship, The Game of Life, etc. They enjoy chance, because chance is exciting and enjoyable. Because strategy and deep concentration _are not_ fun, _are not_ interesting, and _are not_ pleasurable to play casually.
@gabimferraz52122 күн бұрын
okay but like, bro u mantioned EVERY single game i know kkkkkkkk, what are board games even about now a days
@AdaminWalesКүн бұрын
There are over 1000 new board games released each year. If you like these games, you’re going to LOVE the games which have come out over the last 30 years or so. Carcassonne, Ticket to Ride, Wingspan, Pandemic, or Dominion would be awesome starting points! And this channel has hundreds of videos showing off different types of games released over recent years. Welcome!
@morgasm6572 күн бұрын
Monopoly isn't supposed to be fun, its a lesson in the shortcomings of capitalism. Its supposed to make you realise landlords are the devil.
@AdaminWalesКүн бұрын
The precursor to Monopoly, The Landlord’s Game, was indeed intended as an educational tool - with two modes of play contrasting different economic theories. I think it’s a stretch to describe Monopoly as having the same goal. This version is a gross simplification of the original, stripping out any context or comparison of different theories. It has been promoted for many decades as “great fun for families” and isn’t generally promoted as educational.
@morgasm657Күн бұрын
@@AdaminWales promoted as great fun for families isn't the same as, "great fun for families" though and it's pretty educational on the effects of a wealth gap. It's a game that inevitably ends up with some people really pissed off. And the fact that it's been rebranded as a "fun game" and not an educational tool is just capitalism at work. Anyway, the video overall was good 👍
@guacamolen2 күн бұрын
Thanks for this overview! I'm wrapping up a design for a trick-taking game and came here to see how unique of a scoring mechanic is that I'm introducing, and I'm leaving with a lot of respect for designers in the genre.
@AdaminWalesКүн бұрын
Thanks - that’s great! Good luck with your game :)
@SergioLopez-el5pp2 күн бұрын
You have Mana Man instead of Mana mana in the description. I love your videos. Thank you.
@AdaminWalesКүн бұрын
Corrected. Thanks!
@All4Tanuki2 күн бұрын
I dunno man, that road trip sounds kinda good...
@TheJuicyTangerine2 күн бұрын
There is a range of mechanisms that could be considered "take that". Take that, aggressive mechanics, and otherwise player interaction are important game mechanics. But what I can't stand are "nope" mechanics that just allow you to say no to whatever (unstable unicorns as an example). There are so many better ways to address this. Counterspells in Magic the Gathering is a example of a "nope" that is at least interactive and able to be signaled. In exploding kittens, the one who has the most nopes is generally the one who wins.
@RaveKev2 күн бұрын
@34:40 haha, i wanted to design a memory game.. :-D let's try
@AdaminWalesКүн бұрын
You might find my most recent video helpful ;) How to Design a MEMORY Board Game kzbin.info/www/bejne/qGHWkGqmYr90h6s
@nickvandam12143 күн бұрын
I've been working on a worker placement game for fun. Thanks for your video. Do you have any suggestions or videos on how to determine the values of actions/cards in a game? I know balancing is fine tuned through playtesting, but is there a good method to start from? Right now I feel like I'm throwing spaghetti at the wall. Thanks!
@AdaminWalesКүн бұрын
That’s a good topic, and I’m not sure it’s a strength of mine. I might have a go at covering it one day. But I’m probably a spaghetti man too…
@al26423 күн бұрын
Thanks for your videos. They are great, informative, well referenced, inspiring. Never give up!
@redshadow3103 күн бұрын
Lol I can't watch anything witch mentions "Skip a turn" without thinking of the game Android. You only get 5 or 6 turns in the entire game, and it can be 40-60 minutes between turns. We had one player forced to skip 2 turns in a row ensuring he spent more than 2 hours between turns.
@rantschler3 күн бұрын
I hate your videos. They introduce me to more things that I'd like to try than my bank account will allow me to buy or my schedule will give me time to play. Now i have to plan which of these games I can sneak in tonight without my wife noticing.
@thedspenguin3 күн бұрын
I was out of the house on vacation when this video came out but I... remembered... to come back to watch it.
@HansVonMannschaft3 күн бұрын
I disagree strongly. I'm incredibly tired of how many games consist of everyone doing their own thing and then points are counted at the end. Direct conflict and player elimination can be incredibly important for giving the players an actual feeling of competiton and success.
@darthrainbows3 күн бұрын
Have you made any content addressing accessibility in board games? I see so many games out there that are completely unplayable for players with moderately impaired vision or color blindness, all of which could be fixed with better visual cues. A good example is Too Many Bones: a great game that is utterly unplayable if you can't differentiate the dozens of icons used on the dice and tokens, almost all of which are printed so small that even with my mostly-good vision, I had difficulty.
@juddvance77214 күн бұрын
"Don't use reference tables" Tell me you've never played a wargame without telling me you've never played a wargame.
@Frustratedartist24 күн бұрын
That Simpsons monopoly is beautiful! As a *video* game design beginner, this was very helpful. It reminded me of a relatively recent game, Triangle Strategy, a turn based strategy RPG. For the magician characters, using magic costs you a "turn point" resource, which gets filled one unit per turn. Usually, the useful magic attacks cost 2 points or more. Therefore, after using magic, you have 2 turns with these characters where you can do nothing. If you want to use the most powerful magics, you have do to nothing for 4 turns. It feels like a punishment for using magic, not like a price. This mechanic of "pay with turns" is very common in Square Enix games for the last couple of years, and I hate it. It's suppose to be a risk-reward thing, but if the price of doing something cool is doing nothing, the player in fact chooses between weak choices and boredom in the next turn. That's not a good choice in a game.
@fanshaw4 күн бұрын
I don't see much in the way of improved materials quality. Plastic still dominates when wood would turn the thing into an heirloom. Tile games like Rummicub would be so much better and more robust. Ticket to Ride could go all out with high-quality trains and carriages - metal, maybe with enamel paint, but no, cheap plastic. Given the pricing of games these days, it seems mean-spirited. Board games are a tactile experience, different from far more sophisticated online games - make it a good one.
@bruceknight37204 күн бұрын
Have you played Trio / Nana? It's a twist on pairs. You have to find 3 matching cards, and you can ask to see other players' cards. Very interactive and enjoyable.
@WreckItRolfe4 күн бұрын
I hated lack of player agency even as a child.
@unionfuerza4 күн бұрын
It's My first time in the channel, I don't know if You Make it but a Video about "Boss Rush" games could be interesting!
@GoldShockAttack4 күн бұрын
I've enjoyed playing Lords of Waterdeep which is definitely in this genre
@EAtheatreguy4 күн бұрын
This video seemed to only focus on competitive games, so I'm curious if you think event decks are a problem in coop games like spirit island
@fcohex61485 күн бұрын
Guy makes a lot of assumptions about me in the first ten seconds.
@coreylapinas10005 күн бұрын
Nobody in specific invented chess and it shows
@JoshuaThomas-sr9oq5 күн бұрын
We draw at end of turn unless we are playing with the builder.
@whoeveriam0iam142225 күн бұрын
Dominion is really too short for that headwind to make an effect You only have to get 4 of those 6 in a 2 player game and you'll win
@whoeveriam0iam142225 күн бұрын
Language games can be nice but every language needs a different balance for the letters
@whoeveriam0iam142225 күн бұрын
Personally I'm not a fan of super broad player count games. You never know upon buying if it's basically a solo game that has enough components for 5 players (with possibly lots of waiting for your turn) or if it's a group game with some solo mode that plays completely differently
@zoey-oey-oeyd40205 күн бұрын
Worth noting that random chance and player agency are not mutually exclusive. My favorite example is Yahtzee, where not only does the player get to make a strategic decision before the second and third rolls about how many dice to reroll, but they also get to make an informed decision AFTER they've finished rolling about which section of the score sheet to fill in. It manages to be a very strategic, mathematical game while also including the sheer joy of shouting "YAHTZEE!" that can only come from a game of chance. Similarly, while getting a good or bad hand in poker is entirely luck-dependent, the actual substance of the game is in the betting. Ticket to Ride relies heavily on the luck of the draw, but the player is not entirely at the mercy of the deck, and in Gin Rummy, if you're stuck waiting to draw the single card you need, chances are you've done something wrong. I think games that include random chance can be great, but the key is to allow players to strategize around it.
@JJSquirtle5 күн бұрын
i feel like Mouse Trap checks every box on this list of "Please god don't do this" Mechanics. I'll NEVER forget having to watch everyone else play while I repeatedly triggered the trap and never got a single cheese
@szejch_al-mawza6 күн бұрын
Although older games had some bad mechanics, I think that modern games design is getting worse over time. It seems to me that there is a tendency to make simple concepts as convoluted as possible and create thousands of large pretty components, that take ages to set up. I also think that fun factor had been somehow lost.
@emmanuelrobles87556 күн бұрын
This was vital for my research, thanks a lot! great job!
@bjorntorlarsson6 күн бұрын
Swap Hands in UNO is a great rule! When you have that card, you play as bad as you can to then swap with someone close to winning. Just as much tactics as anything. And it is of course about the emotional social effect of nailing someone or being nailed. It's like a practical joke. Handle it! Get a sense of humor.
@marcosfprodrigues6 күн бұрын
Loved the video, it nicely summarizes a lot of what I've always found annoying in older board games. I do disagree with a few points though: - Event decks can indeed be too random, but I think the problem is not in the deck itself, but in the amount of player agency. Pandemic is a great example of a game with event decks that don't restrict player agency: you *know* something bad is going to happen, you just don't know *how* bad. This doesn't prevent you from coordinating and planning ahead, its main purpose is to actually throw a wrench in your plans and force you to roll with the punches. It incentivizes creativity and flexibility. - Swapping places/hands also doesn't seem like a bad mechanic in itself, for me what is really annoying is losing too much progress at once. In a non-linear game it's a perfectly good strategy that still allows everyone to keep being engaged. - For me, the issue with memory as a mechanic is that it imposes a physical limitation that's external to the game. Board games are excellent equalizers, as long as you understand the rules most people have the same chances to play. I understand that some people actually enjoy that (for example, counting cards), but I do think it should be used *very* carefully. - I absolutely love King of Tokyo, it's one of my favorite games to play, but I strongly disagree that player elimination is a valid mechanic. It's "skip a turn" but worse. The worst part of any game is suddenly being completely disengaged from what everyone else is doing (which can happen in a few other ways as well, for example in the case you mention when it's basically impossible to catch up),. It's like you're sober at a party where everyone is high. My suggestion is taking a book from the Bomberman series (not a board game, I know): whenever a player dies, instead of just being kicked out of the game, they can still participate using an asymmetric set of rules. Depending on the version they can cause trouble for the players still in the game (perfect for a chance to enact revenge) or even come back to life.
@whoeveriam0iam142226 күн бұрын
12:44 really important point. even with movies or series you often hear that the second or third season is really great. I'll just give up and go somewhere where the first season is fun
@nathanche28646 күн бұрын
To sum up, don't put random randomness 😂
@MNeMoNiCuZ7 күн бұрын
Any chance of sharing the cards and tokens to print? It looks like the really would save the game from going in the bin once finished.
@ezequielblanco86597 күн бұрын
I used to have a board game about car racing. As far as I remember, it was 100% luck. You just drawed cards and followed the instructions. Besides the normal cards that made you advance, there were some that allowed you to play a game or lose a turn. There were not even lanes, just a linear track and no special spaces if I remember correctly. As a kid, I used to enjoy the game anyway. Except for the one card: "You crash. You lose the game." We just played the game without that card. But growing up I realized how terrible was the design for the game. Like... can't that even be considered design?
@dadanum84437 күн бұрын
Awesome video Adam, many thanks.
@deathstinger137 күн бұрын
huh, looks like the old pokemon master trainer boardgame actually doesn't run afoul of TOO many of these. Sure, it's pretty heavily luck reliant, and there's a section at the end where you keep going about in a circle, but there's always SOMETHING to do. Item cards to nudge the odds in your favor or help recover from losses, many event cards being pure benefit, etc. Even the loop at the end has you doing SOMETHING. iirc, every time you fail to land on one of the 'battle the E4' spaces, you instead either get an item card, event card, or encounter a pokemon from elsewhere on the map. there's always at least SOME progress. Though a house rule like letting you skip moving in order to retry an encounter might help too.
@Lothrean7 күн бұрын
I think you miss a little thing: Sometimes games are not made to be fun. Trouble for example is call „human don’t be angry“ in Germany. It’s purpose is to teach people how to emotionally handle unfairness. Monopoly was designed to show how terrible capitalism feels. Both of these games accomplish their task pretty well. Fun is not the primary goal of games. It is just a side effect of learning. And learning is the primary goal of games. As I see it, a good gamedesigner thinks about fun, but a great gamedesigner thinks about the meaning. Sadly modern gamedesigners seem to have lost this thinking.
@AdaminWales7 күн бұрын
Thanks for the thoughtful post. I agree that games can be many things - they have the potential to evoke diverse emotions, to tell stories, and to educate. The vast majority, however, are created to generate fun. I don’t know what Josef Schmidt’s purpose was when he adapted Pachisi into Mensch Ärgere Dich Nicht, but I have seen nothing to indicate that it is marketed as an educational game. Indeed, it appears to have become wildly popular in Germany when Schmidt Spiele distributed it among field soldiers during World War One, as an entertainment to reduce boredom. The original intent of the precursor Pachisi is lost in the mists of time. Certainly Hasbro’s variants, such as Trouble, show no sign of educational intent in any of their marketing. The precursor to Monopoly, The Landlord’s Game, was indeed intended as an educational tool - with two modes of play contrasting different economic theories. I think it’s a stretch to describe Monopoly as having the same goal. This version is a gross simplification of the original, stripping out any context or comparison of different theories. It has been promoted for many decades as “great fun for families” and isn’t generally promoted as educational. Nonetheless, your point is valid. Games do not need to be fun. They could have many different goals. My channel is primarily intended for professional game designers, or those working towards that goal. And it seems (to me) pretty sound advice to suggest that anyone pursuing such a path should prioritise fun (if they want people to buy their games). Regardless, a strong educational game should be engaging. And most of the tips in this video amount to “allow players to make decisions” and “make sure everyone is involved”. That seems pretty good advice for an educational game to me.
@Lothrean7 күн бұрын
@@AdaminWales Thank you for your well tought out answer. That is not the norm on a medium like youtube. I appreciate that a lot. I do understand that the goal is to teach game making, but maybe rethink the focus primarly on fun in that reguard. In the end what sells the game is the experience. It's the same with movies or books. Some of the most profitable movies were not successful because they were "fun to watch". Same goes for games. Thinking only in terms of "fun" strongly limits the possible results.
@petep31698 күн бұрын
Let new game designers design their game how they like. There are plenty of old, and new, games that use the old mechanics and still fun to play.
@Randm_Shit8 күн бұрын
Tank battle looks like knock of strategeo
@darthparallax52078 күн бұрын
Game designers always push the games they're selling. They just want to make money and they will call any game they can't profit on unfun. The only people I see having any fun are the ones giving love to used and rejected old stuff and second-hand stuff. You Particularly see this in trading cards: only the budget deck players are having any fun. The people spending money are miserable because they spend money. Game companies and designers do not have your best interest at heart telling you what to buy or not.