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Matt Thrower: The Art and Science of Game Design

I’m not a game designer. I have some ideas, but I doubt that I’d ever have the patience and perseverance required to see a design through from inception to endless rounds of play testing to a final finished product. This clearly limits what useful commentary I can make on the design process, but that doesn’t seem to stop me from trying - I’ve become very fond of repeating a certain mantra about what constitutes a workable design goal and what doesn’t, the idea being that “must tie in strongly with ancient Roman theme” is a goal likely to lead to a good game, whereas “must play within 90 minutes” will likely lead to something shallow and forgettable. But this is a pretty negative way of approaching the subject so I thought for once that I’d turn the tables and suggest a process which might help designers to focus on the positive goals and bypass the negative ones. Apologies if the following sounds like I’m trying to teach people to suck eggs on a subject in which I have limited knowledge. That’s not my intention. Rather I’m throwing out this rather abstract piece in the hope that some of the ideas herein might encourage debate and some better suggestions.

I got the idea, rather strangely, from a book on business management I was forced to read as part of my working life. The chapter in question proposed that there were three basic principles a company needed to embrace in order to find its unique niche in the market and exploit it to the full. Reading it, I was unable to resist the parallel between this and the concept of finding a unique niche for a game in order to avoid the horrible fate of it becoming yet another identikit Euro-clone such as those which seem to flood the gaming scene nowadays. The comparison isn’t perfect, but bear with me while I walk you through the three principles and how I see them translating in terms of game design.

The first idea is that if you want to be successful at something, it has to be something you’re passionate about. This requires no explanation at all in order to maneuver it into the world of games. If you’re a World War II history nut and you want to design a game, a World War II wargame is almost certainly going to be the best place to start. If, like me, you’re a Tolkien obsessive then some sort of fantasy game is going to be more your style. If you’re a maths whizz, then exploring a particular mechanic or statistical irregularity that interests you will be the way to go. I don’t see this as limiting in any way the starting point for a game idea - the immense variety of things that people get themselves excited about means that there are an equally immense number of places to jump off. It doesn’t have to be a theme - although this does seem to be a pretty common point at which to start.

The second concept is that you need to spot what it is that your company can do better than anyone else. Not just what you’re good at, but what you can do better than your competitors. In gaming terms I see this translating as a search for an interesting space to fill. Does the world really need another game about D-Day? If you really think it does, what is it about your idea that makes it worth pursuing - an ingenious mechanic, perhaps, or a much lighter, faster game than previous attempts have managed. Whichever way you try and categorise games it seems that virtually every slot is over-subscribed and in many cases the only thing about the new products which are better than the old products is production values. Look at some of the games which have stood the test of time: Cosmic Encounter, Settlers of Catan, Titan and others - each was in its own way and in its own time a terrifically innovative game. If you want your game to have the chance to be something equally special, you need to find out what it is about your idea which hasn’t been done before by someone else. That doesn’t mean every new game has to be a bag of totally new, radically innovative mechanics: often you can come up with something new by recombining old ideas together. But whatever it is, it needs to occupy a slot in design space which is, at the very least, sparsely populated.

The third idea is that every company needs a single measure by which to determine whether or not it is succeeding in its goal. This needs to be thought about carefully, not just taken as a standard business measure like ROI, but something which is specifically tailored to what that company is good at. This is the hardest to translate into game terms, but it seems that the key is to appreciate that there ought to be one overriding goal for your game that you can check against, and that other goals are secondary and need to be thrown away if they clash with your first goal. This is important because it’s an easy way to make sure you don’t start to dismantle what’s important and unique about your game in the interests of trying to shoe-horn it into weak design parameters such as limits on play time or rule page count, or even on getting a certain spread of player numbers. If you’re trying to make a simulation of Dutch trading in the 17th century then ask your play testers, continually, whether or not the game makes them feel like 17th century Dutch merchants. By all means trim the play time, explore new mechanics, tweak balance or whatever it is you feel you need to do to make a better game, but as soon as you’re told that the latest change makes it less like a game about Dutch merchants, undo it and rethink it.

The inspiration behind these three concepts comes from a somewhat curious source - an essay by the philosopher Isiah Berlin titled “the Hedgehog and the Fox”. It purports that there are two types of thinkers in the word: those who constantly seek for new experience and information and believe the world cannot be described in simple terms (whom he titles foxes) and those who, in contrast, view the world through the lens of a single, often very powerful and challenging, idea (whom he calls Hedgehogs). When trying to work up something great, the argument goes, a Hedgehog approach is superior because the have focus - they work on a single concept at a time and build it up to the best it can be, refusing to be distracted by shiny new things they might encounter along the path. If the shiny new thing can fit in with the overriding concept it is accepted, modified if need be, and slotted in. If not, it is ignored. The idea that a “hedgehog” approach is the best one for a game designer seems entirely obvious to me. It takes a lot of time and effort - focus - to make a successful game. And if nothing else people like me, for I’m most certainly a fox, wouldn’t have the staying power to see a game all through design and development. There are too many other interesting things in the world to see and do and think about!

Sorry for the relative brevity and blue-skies nature of this piece, but inspiration runs dry sometimes, and I think there are valid issues to discuss here. There’s not much else to say, really, especially since I lack any practical experience in the subject, but those are my thoughts on how designers might, should they want to, go about ensuring that whatever they create has some sort of sense of innovation and timelessness about it. I’d be interested to know what you think on the subject. Not just my suggestions, but the surrounding issues. Should, for example, we actually expect designers to want to be in the business of creating innovation and timelessness or is it more a matter of, as one designer said to me recently, “gotta eat and all”?

© 2009 Matt Thrower


Posted by Matt Thrower on Jun 15, 2009 at 01:00 AM in ColumnistsMatt Thrower / 1083

Comments:

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Designers will be all over the map in terms of whether they intend to “create innovation and timelessness” or whether they’re designing for their next meal. Every creative profession has members in both camps, and I’d argue that every creative professional travels from one camp to the other depending on all sorts of factors. When I write for a business client, I deliver informative prose that’s still enjoyable to read, but I don’t expect a piece on the analog-to-digital cable transition to last longer than the month it’s available to readers. Columns, reviews, and other pieces for BGN – in addition to my short stories – are written with a longer perspective, ideally providing material that will make sense and be valuable and interesting whenever someone reads it. They express an idea that had value for me when I wrote about it, and if I do my job well, some part of that idea will resonate with readers, too.

Strangely enough, Matt, you might not be the fox that you think you are, given this line from your opening paragraph: “I’ve become very fond of repeating a certain mantra about what constitutes a workable design goal and what doesn’t...” That sounds pretty hedgehog-ian to me!

Perhaps this is the time for that old chestnut – There are two types of people in this world: those who think that people can’t be easily categorized, and those who think that there are two types of people in this world. While I appreciate the appeal of categorizing people (and have an upcoming column that does just that), I find such classifications false and self-limiting. People are always broader and more diverse than you think they are. (Of course that might just be the fox in me, not believing that the world can be described in simple terms!)

Eric

Posted by W. Eric Martin on Jun 15, 2009 at 08:46 AM | #

An interesting column as usual, Matt, and you shouldn’t be concerned about writing a shorter piece (sometimes, that’s all you have to say and the brevity is appreciated).  But I find I disagree with much of it, possibly due to our different takes on gaming and possibly due to my mistrust of any book that tries to distill something as complex as business management to three principles (which I guess makes me a Fox).

First, if I had to choose, I’d feel more comfortable with the designer who sets out to make a 90 minute game than one who sets out to make a game that ties strongly to Ancient Rome.  The former is merely a restriction, no doubt one of dozens that any creative person will set for themselves (without such restrictions, how could you possibly choose between all the choices in front of you?).  I’d feel even better if this designer said, “This game idea won’t work for Game X, because I can’t execute it in 90 minutes, so let me save it for another project, where I’m willing to make a longer game.” There’s lots of good designers today who work just like that, so I think that’s a reasonable thing to hope for.  Focusing on a specific theme, though, can lead to trouble.  It *might* give you a great game with a truly consolidated theme.  But I think it’s more likely to yield something where the mechanics are either showhorned into this theme or something where all the trappings are there, but the game itself is lacking.  As an amateur designer myself, who communicates with other designers, both amateur and professional, I see this temptation occur all the time.  Without sound and interesting mechanics, a strong theme is worthless (and can even be counter-productive).

Next, Rule 1.  Yes, you need to be passionate.  But probably the most useful thing to be passionate about is games and, specifically, creating games.  Coming up with a good game is indeed a very difficult and time consuming thing, which is pretty much why I don’t really try to do it anymore.  So you need that inner drive to keep yourself going.  But I don’t think it needs to be more focused than that.  I’m frankly surprised at how many people do have this desire to create and who are willing to put in the long hours to come up with a polished product.  And with most of them, that’s the limit of their passion.  But it seems to work, as I see lots of very good games from these folks, running the gamut over many different themes and design areas.

I also disagree, at least mildly, with Rule 2.  If you can come up with something new or something that few others have attempted, that’s all the better.  But it’s also possible to take an oft-used theme and borrowed mechanics, and combine them in a new way (or just do a really good job of balancing them), so that the final product is a superior game.  I love innovative ideas, but I also recognize that you don’t always have to be innovative in order to be great.

My problems with Rule 3 are related to my difficulties with the other rules.  Your main premise is basically that a single focus is best when creating a game and the Fox in me rebels at this.  It also contradicts both my experiences and those of my game designer friends who I talk to.  How could a single measure give me what I need?  I think I need to have many measures and many goals that need to be met.  That’s one of the things that makes it hard.  I can possibly see a single goal working for a game, but in general, a more nuanced approach will have a much better chance of succeeding.

Not surprisingly, I also feel the Fox stands a better chance than the Hedgehog in coming up with a good game.  Yes, it took a Hedgehog to come up with Magic: the Gathering or D&D or any other game that changed the world.  (Actually, if you read about the design process with those games, I’m not even sure that’s true.) But games like those are few and far between.  Wolfgang Kramer has said that he would love to come up with such an idea and he’s only been trying for 35 years.  But that doesn’t mean he hasn’t created numerous brilliant designs in the interim.  Plus, you can look at other seminal games, like 18xx or Civilization, which are undoubtedly the product of a Fox’s mind.  I would say the person who recognizes that game design, like almost any other creative activity, is a complex and many-faceted process, stands a much better chance of succeeding than the person who seeks that one powerful idea that may never come.  Even if the Hedgehog does come up with his lightening strike, he’ll need to be able to execute it, and I suspect he’ll need Fox-like skills in order to do that best.

Posted by Larry Levy on Jun 15, 2009 at 10:11 AM | #

Where does “make a quality game” come in there? How about “do adequate playtesting” and “hire a developer”? It seems to me most American game companies who could use the help don’t fall down on the big picture stuff; they know what they like, they know what they’re good at, and they probably have some goals. Both GMT and Fantasy Flight for example are pretty solid on all these three bases. But they often do no or incompetent game development, and as a consequence have turned out quite a few atrocious games. You can survive on that in the American market these days, but that won’t last forever.

Posted by Chris Farrell on Jun 15, 2009 at 11:48 AM | #

Thanks for another interesting article, Matt. In the business context, I’ve seen the fox and hedgehog concept applied in a slightly different way than you’ve described. In the business literature, the story seems to be that the fox, in Wile E. Coyote fashion, keeps coming up with one elaborate strategy after another to try to get the hedgehog. Meanwhile, the hedgehog, who was never a mental powerhouse, has only one strategy that he keeps using over and over: roll himself into a ball with his spines sticking out any time he sees the fox. Time and again the fox fails. The moral: find your core principle and stick with it. The applications get more nuanced, but the basic premise is about that simple.

For businesses, the concept makes a reasonably helpful antidote to mission creep, and there is some interesting data to support the argument that businesses that stick to what they are good at outperform businesses that are constantly diversifying. In the game design space, though, I’m not sure how it would translate.

It doesn’t seem like it would be helpful in the initial creative phase, but it does seem like it might be useful when it comes to resisting the temptation to add “just one more thing” to the basic design once the central ideas are worked out. Certainly we’ve all played games that suffer from having too many disparate ideas crammed into one game. And on the flip side, part of the joy of a Knizia design is that he seems to be a master of elaborating a core concept while paring away everything else.

I always enjoy articles that cross-pollinate between fields. Even if the concepts from one field don’t translate well to another, the exercise is often very thought provoking. Thanks again!

Posted by David Lund on Jun 15, 2009 at 12:40 PM | #

I like playing a lot of different games and the thought of playing the same game the number of times that playtesters must do . . . designing a game doesn’t sound like much fun anymore.

Posted by Jacob Lee on Jun 15, 2009 at 05:46 PM | #

Jacob Lee, but that IS the fun!

Playing the game differently each time trying to find problems with it. Getting feedback from different players and new ideas to implement. Reshaping the game and constantly improving it.

Posted by Stefan Lopuszanski on Jun 16, 2009 at 03:00 AM | #

I know what you mean, Jacob, as I’m a big fan of variety.  The nice thing about designing (especially if you tend to be more of the “fox” as I am) is that there’s no time pressure (as long as you’re not designing for your next meal, of course).  If you’ve had enough of one prototype for awhile, or you’ve hit a wall with the design, you just put it to the side for awhile and work on something else.  Of course, if your the extreme hedgehog, according to Matt, you’re more apt to stick with one thing and keep plugging until it works or you run out of gas.

Not surprisingly, I don’t like categorizations either, although they are sometimes useful or even humorous in discussions like these.

Posted by Jeff Allers on Jun 16, 2009 at 02:31 PM | #

Yes, I’d echo Chris Farrell’s point here - if game design is an art, then it’s not something like painting but is more like a more complex form of writing: the process doesn’t just involve the author, but also the editor (and even beta-readers and, at a later point, the graphic designer.) Games are very rarely the unique product of the person whose name (sometimes) ends up on the box.

In other words, I’m not sure it’s actually relevant into which pseudo-category the “designer” can be put when it comes to the success or otherwise of the final product.

Posted by David Brain on Jun 17, 2009 at 05:00 AM | #

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