On feedback from play testers - I have heard someone (you or someone else) say that part of the feedback from play testers will actually be things that would make the game more to his or her particular liking, rather than helping advice to the game designer to better the game that he himself wants to design.
@AdaminWales10 ай бұрын
Yes, that is often the case - and you have to be strong enough to recognise when feedback is serving the game - and when it’s actually deleting it.
@MallorysBoardGamesAndBaking10 ай бұрын
We ARE rooting for you! I love watching your videos because they are so informative and they often spark new ideas for my own designs.
@AdaminWales10 ай бұрын
Thanks - that’s very kind :)
@alexanderbrady548610 ай бұрын
On writing the rules early, I have recently started to jot down *incomplete* rules very early (even before I have a prototype). For example, the full rule I have in mind might be: "players roll 6 d6, throw away the 1s, and add up the remainder. The higher total wins." I will instead just jot down "d6 resolution." This is helpful very early on when a lot of things are in flux, but I just need a note to remind myself of what I was thinking about at the time. More than once I have a rule in mind that doesn't actually make any sense, but even having a note of what I *thought* a good rule would be helps me to remember what I was aiming for. TL;DR it is a good idea to write down incomplete rule ideas, not just polished rule sets.
@alexcannon-microdot10 ай бұрын
Loving this series. I'd love to see these written... Maybe Kickstart an ebook? 😊
@AdaminWales10 ай бұрын
It’s tempting. Seems a lot of effort, for probably little reward?!? I’ve always previously considered a physical book as an option. You’re right that an ebook would be much easier to produce. I’ll think about it :)
@Naeddyr10 ай бұрын
You can laminate a sticker paper page?! Ooooh I can't wait to use that... Some day when I need it, I guess. But that's genius.
@DecisivePointGames10 ай бұрын
Fantastic, as usual, Adam. One that caught my attention was the desirability of having a 2-player mode. I'm working a game now in which I gradually discovered 2-player was possible, but with giving up a couple of mechanics. The core mechanic and theme remain intact. Do publishers appreciate that a viable 2-player mode may have significant differences from even a 3-player mode?
@AdaminWales10 ай бұрын
I think that’s generally fine. Obviously, it’s ideal if all player counts work identically - but often that isn’t possible.
@sirguy667810 ай бұрын
Great video! You bring up many points that new game designers may not think about in game design and publishing- have you done a video on self publishing (without a kickstarter) - a game designer who decides to take on all of the work themselves- thanks!
@AdaminWales10 ай бұрын
I haven’t made a video about self-publishing without crowdfunding. I think it’s a pretty rare route to take these days because of the huge financial risks involved. I know some people still do it, but I’m not sure I have any wisdom to share!
@reezethevampire7 ай бұрын
I'm a video game designer (who is thinking about getting into board games as well) and we have a useful tool for filtering player feedback called the Core and Pillars which are the support structure and main goal of a design. So in regards to ignoring player feedback, you always compare what they say to the Core and Pillars and if their suggestion bolsters those, awesome! Take that into account; if the feedback breaks those down, ignore it. For example: if you're designing Monopoly, where the core is about feeling like a business magnate and the pillars include purchasing boards spaces and trading property if a player suggests: the game will be better if I can get a space for free if I'm broke - while they may be correct since the game will feel less punishing, it breaks the core of the game and should be ignored.