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Arctic Roll : Designer Diary Part 2: Development of an Area Cont-Roll and Write

Arctic Roll is  a novel roll and write game which sees players competing on the same sheet of paper. It is being released through Kickstarter as a Print’n’Play — players will receive a series of PDFs to download and print at home.
https://www.kickstarter.com/projects/rollingrhinogames/arcticroll

The first part of this Designer Diary considered how the game reached the point where it was pitchable to publishers.
This, the second part looks at the decisions made once a publisher signed the game.

Pitch or Publish?

Something that many designers ask themselves is whether they want to self-publish or pitch. I have always been in the pitch camp (DYSWIDT?).  I am more confident that I would be able to find a publisher for a game deserving of publication, than of my ability to choose which of all the games I have designed, were deserving of wider attention.

Sellsheet

Arctic Roll sellsheet used to pitch to Publishers in 2021

The game was beginning to take the form that can be recognised today.  I am pretty confident that Arctic Roll is the best sell sheet I have produced for any of my games. The most common critique of sellsheets is “too much text”. This sellsheet does have some text, but everything a publisher required to understand the game is conveyed in the pictures. The draft, the bonuses, the scoring and the map are all clearly shown, and it also conveys several ’hooks’ which set it apart from the slew of roll and write games that have appeared over the past few years. Players compete for areas as they move around an ice sheet, and the map records the entire history of the game.

While pitching the game to numerous publishers at Essen, I typically opened with a recognition that people were becoming a bit less enthusiastic about another roll and write. If it has done something that we haven’t seen before then we are still looking,  was something I heard from multiple publishers, and so this ‘hook’ was therefore important.

Arctic Roll is almost unique in the extent to which at the end of the game the entire narrative from start to finish is laid out in front of players. How many times have you asked  other players at the table, “So why did you get so many more points than I did?” At the end of a game of Arctic Roll, you are not also able to compare scores, but if you want to, you can also see exactly where and when the winning decisions were made.     

A True Print and Play

Adding the draft track to the edge of the map reduced component count

This was the form in which Arctic Roll was first noticed and signed by Martin Van Rossum, from Rolling Rhino Games, who specialise in print at home, roll and write games. 
My first discussion with Martin, touched on how we might remove some of the additional components, which could be easily included in a small box edition, but limited the suitability as a true Print’n’Play. Could we remove the separate draft board, and player pawns? 

It wasn’t too difficult to move the draft board to the side of the map adding columns for each round to record player choices, and the player pawn on the map which was there to make it easier to keep track of each players location, was not a requirement. Players can, if they choose, draw around the hexes that they stop on at the end of each turn, but this is not required.  

As we began to consider the potential for multiple different maps—this decision made even more sense. It would be easy to fit the specific bonuses available to players to the map on which they were currently playing. Although it would have certainly been possible to include draft boards designed for different player counts in a boxed edition, this constraint has actually allowed a greater freedom, both in the current edition and in the additional maps planned for the future.

Development

So began the process of development. It is not unusual for this to be something of a subjective process as the publisher tries to match a signed game to their target audience.
Designers often ask how complete does a game need to be before pitching. My opinion is that while a designer should make their game the best game they can, they typically reach a point where any further changes become change for changes sake — and could just as easily move the game away from a particular publishers preference as towards it.

In the case of Arctic Roll, my initial discussions with Martin Van Rossum from Rolling Rhino, were primarily around the desired level of complexity. How many scoring objectives did we want? How much should they each be worth?
It is not uncommon for Roll and write games particularly, to have numerous scoring methods with combinations triggering off other combinations which I turn trigger further bonuses, and these were all explored. Obviously the more of these, the longer the required ruleset and it was considered important that we produce short concise rules which could be easily digested — something that is important if the game is to be gateway or perhaps gateway+ in terms of complexity.

So Occam’s razor was consistently applied, reducing both the scoring objectives and combinations.   
One of the design principles was that each of the different objectives, could be the focus of a strategy which could lead to victory.

New Maps, New Mechanics

A map for higher player counts uses 2 sheets of A4 and sees players navigate icy waters between fragmented ice

One of the nice things about the development of Arctic Roll was that the route to publication as a Print and Play allows for any idea to be put on the (ice)shelf for later.  The maps we include in the initial Kickstarter release, all have differences in the optimum player count  and minor differences in scoring, but we have already planned more with various different mechanics. Were we to be pursuing a traditional route to market, then short of a runaway success like Ticket  to Ride where there is a seemingly unquenchable desire for new maps , the number of new maps and therefore mechanics would be necessarily limited.

When all that is required to offer a new map to players, is to produce another PDF for download, then I am confident that new maps will be released as long as there is demand from players.

I playtested a 5-6 player map played over 2 sheets of A4, just a couple of days ago, which is a significant step up in terms of complexity. It felt closer to a big box game, played through the medium of pen and paper, than a roll-and-write filler.  I am looking forward to really pushing the print and play format to create a series of maps, which each have different mechanics and new challenges.

Another map under development is a race to the pole with a starvation mechanic

Arctic Roll—Solo mode

However, a map that was not shared could be used by solo gamers, but could also be used in a similar way to many roll and writes, where any number of players can compete in a form of multi-player solitaire. We were looking for a way to recreate the challenge of drafting without the pressure of other players taking the dice that you wanted.

As the game was now primarily focussed on shared maps designed for specific player counts, there was a need to reconsider how the game might be played solo. David Digby wrote a 3 part article in this blog about his approach to designing solo modes ( https://www.thegamespeople.co.uk/designing-solo-modes-part-1/ ) and I discussed with him an approach that would see a player compete against a virtual player who would take dice and block the player from placing his hunters in the best spots.

The dice draft in the solo mode presents lots of choices

However, I am actually really pleased with the solution that I found.

4 dice—3 of one colour and a 4th of a different colour are rolled. The odd coloured dice is fixed, and all players must take that dice. The 3 other dice are assigned to 3 different bonuses which are available in that round and each player chooses one of them.
As it is always ‘your turn’ I added extra rounds to make the game 9 rounds long, thus creating the late game congestion which is a feature of the other multiplayer maps.

I also added additional bonuses so that there are 9 in total, with each bonus appearing 3 times. Players mark which bonus they have used, and score additional points for each row or column of 3 bonuses they use. There is a final bonus if players manage to use each bonus over the 9 rounds. I like the conflict created by the fact that players can see which bonuses will be available to them in future rounds but not which dice value they will correspond to. To add a final twist, players can actually use bonuses ahead of the round they are currently on, but they are also sacrificing the dice that would be on that spot before they see what value that dice will be.

Enough (Interaction) is Enough!

Generally, multiplayer roll and writes try and create some interaction between players. Cartographers for instance, actually allows you to add monsters to mess up your neighbours map but this had already been discarded from early versions of Arctic Roll  as a ‘negative player experience’.   More commonly games empower players on ‘their turn’ to make a specific choice, that then influences what every other player is able to do. However this does tend to limit the number of players, as everyone has to get the same number of ‘special’ turns where they control the game.
The lack of interaction on this solo mode is apparent, but as every other map forces high levels of interaction between players at every point in the game, it is actually a benefit to offer a multiplayer solitaire version which can be played by any player count, and without that interaction is a bit more ‘zen’.

Kickstarter Campaign and the Lipstick Effect

https://www.kickstarter.com/projects/rollingrhinogames/arcticroll

The term “the lipstick effect” was coined to describe the fact that in periods of economic downturn, people will purchase less costly luxury products. 

While Kickstarter backers are used to backing huge games that can take many months or even years to fulfil, the platform is surprisingly suited to low cost Print’n’Play games which offer almost immediate electronic fulfilment as soon as the campaign finishes. This model offers backers the opportunity to purchase a new game for a fraction of  the cost and with minimal risk.  

Arctic Roll will be Rolling Rhino’s third Kickstarter campaign to follow this model — and Postmark Games and No Box Games are amongst the other publishers who have a similar offering. It is very common for new publishers to be encouraged to start with a small Kickstarter campaign before attempting to publish something larger. While this model completely avoids the need to get your head around logistics and fulfilment, there is certainly a case to be made for encouraging new publishers to consider a print and play model as they start out.

Sustainability

PnPs don’t cost the earth

Despite the fact that backers are being asked to print a new sheet of paper each time they play the game, we would assert that this remains the most sustainable way to deliver a new game to players.

By delivering electronically, we avoid the manufacturing and logistics costs, and do away with the need for additional packaging. Everyone has a few dice at home, and can gather together a few coloured pens or pencils, so by expecting backers to provide these, unnecessary production is avoided. 

In view of the typical lifespan of dry wipe markers we would also encourage players to avoid laminating the maps, but simply print a new sheet each time you wish to play. If you are the sort of player who ever goes back over the score pad to compare your games then keeping the maps might appeal.

Arctic Roll is currently on Kickstarter.
https://www.kickstarter.com/projects/rollingrhinogames/arcticroll

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Arctic Roll : Designer Diary Part 1: Evolution of a Roll and Write

They say you never forget your first (don’t they?).
In which case this is a significant milestone in my attempts to become a game designer, as Arctic Roll is my first published game and has just gone live on Kickstarter. As I didn’t have very much to do for the campaign itself, I was compelled to write a ‘designer diary’ to coincide with the release. This is far too long for a single post so I will be breaking this down into somewhat manageable chunks.

Arctic Roll Designer Diary

Arctic Roll is  a novel roll and write game which sees players competing on the same sheet of paper. It is being released through Kickstarter as a Print’n’Play — players will receive a series of PDFs to download and print at home.
https://www.kickstarter.com/projects/rollingrhinogames/arcticroll

The Idea

12 Polar Bears around 3 ice holes

Many years ago 5 dice were thrown and I was told “There are 12 Polar Bears around 3 holes”. The challenge was to work out through repeated rolls and a process of elimination, what was the secret code.
Essentially the central pips on a 1, 3 and 5  are holes, and all the surrounding pips represent polar bears. It stuck with me. So when, in January 2020, I decided to design a roll and write, the basic mechanic was there—as was the theme.  


What’s in a Name?

What’s in a Name?

I used to do some kayaking, so when I came to look for a name, Eskimo Roll was the first to come to mind. As a name, this was dismissed as culturally insensitive so I switched to Arctic Roll. Of course only the Brits will remember this seminal dessert from my childhood, but I can’t resist a good pun.
Making the most of the “dice” / “ice” pun potential the earliest version of the game, saw each player stock a “dice-flow” with 1 more dice than there are players, then pass these dice flows round the table drafting a dice from each. These dice were used to drop hunters, dig holes and move. 

What’s the (Power)Point?

I created a physical prototype in time for UKGE and playtested several times during that event.
Around this time I also entered Arctic Roll into a couple of design competitions. One was specifically for a print and play Roll and Write.

Another required a video. Now I would simply record a screen capture from Tabletop Simulator, but at that time I resorted to PowerPoint.

We are much more familiar with high quality editing of videos nowadays, but at the time I knew I could do what was required in a program with which I was already familiar.
Even now I see designers using PowerPoint for online pitches. Presentations can be much easier to script and control than a live virtual setup. Each slide can be a new viewpoint with a new arrangement of components. You can make text appear and pieces move around. You can add sound. With animation you can make everything do what you need it to do.
When finished, you can convert the presentation to a video format. Don’t bother watching the embedded video, unless you have a genuine interest in trying to use PowerPoint to produce playthroughs.

Virtual Playtesting

An early version of Arctic Roll had dice carried around the table on ‘dice flows’.

Shortly after, I began playtesting online. The vast majority of my design, development and testing is now carried out virtually in Tabletop Simulator, with my playtest group Virtual Playtesting.
I have written previously in this blog about the benefits of playtesting online.
https://www.thegamespeople.co.uk/playtesting-in-pyjamas-why-havent-we-all-been-doing-this-sooner/
https://www.thegamespeople.co.uk/getting-the-most-from-virtual-playtesting/

Perhaps one of the greatest benefits was the access to other designers across the world. I have lost track of who gave me input on which iteration of which game so I can really only express my indebtedness to the Virtual Playtesting community as a whole. You guys are great!

Ditch the Dice

One of the first significant changes that my playtesting community all agreed on was to reduce the number of dice. I wanted the game to be able to accommodate up to 6 players, and my first version, used 7 dice per player.  6 dice were sat on a ‘dice flow’ which floated round the table from player to player while they each chose a dice, before passing the flow to the next player.
This was essentially a card drafting mechanic from Sushi Go translated to dice, but 42 dice were not an expense that the game was likely to bear.

It is well worth considering production costs at the earliest stage of game design. Certainly games existed with 50+n dice—but they were generally big box games, not humble roll and writes. So I went back to the imaginary drawing board to find a new way to draft dice.

Dice Drafting

Looking back, with the benefit of hindsight, and aware of how the game has since developed, I can see that a Sushi Go type draft was not the best choice to use with dice.  The value of each Sushi Go card changes, as each hand plays out, and tension is created when you have 2 of the 3 cards required to complete a set but don’t know if that card is out there, or whether the player ahead of you will take the card that you need. 

With all the dice visible on the table, it was easier to see what might be available 2 or 3 turns ahead, but as some values  were inevitably better than others the tendency would be that the dice left at the end would be lower values that would simply not be as useful or as interesting. I think that would have created a cadence in the game which would have reduced interest just at the point where you want the game to be ramping up.   

So, I am very happy with the alternate draft which found its way into the game.

Increasing Interaction

The evolution of the draft tracks

Laying the dice out in ascending order, players make a choice which determines both the dice they want and their turn order for the next roll at the same time. Higher value dice would naturally mean that players would have a later choice in the next round. At this time, every player was still playing on their own ice sheet and this increased the sense of interaction between players, which is often difficult to establish in multiplayer solo games. Once this link to draft order was established it became so clear that this was an improvement that an alternative system was never considered.

The draft has of course continued to evolve. Adding bonuses to make low value dice better, or make it easier to use high value dice for movement, was so well received that it was a natural step to add a different bonus to each dice on the draft board. Playtesters often comment on the fact that this or that bonus is powerful and should therefore be further up or further down the track, but while there is certainly no science to it, and there certainly remains scope to rearrange the bonuses on different maps, there is a consideration of the value of the dice that are typically at the top or bottom of the drafting track. Bonus movement is typically available alongside dice of value 1 or 2, whereas the ability to change direction during straight line movement becomes much more useful when players have drafted a 5 or 6.   

Rolling Doubles

A pair of dice adding up to 7 always gives 6 hunters around 1 ice hole.

The final piece of the puzzle was to give players 2 dice (and therefore 2 actions) each turn rather than just one dice which they could use for either movement or placement.  Placement was fun, whereas movement was necessary and always felt a little bit of a down turn. The obvious strategy was to collect 2 dice adding up to 7, which always allowed 1 hole with 6 hunters around it, before using another dice to move on, rinse and repeat.

Giving players 2 dice with a requirement that they place and move each turn, allowed the game to progress more quickly, but also created additional decision points. “Which of the dice available do I use for placement, and which for movement?”

More importantly it broke the obvious sequence. It wasn’t always possible to fully populate each ice hole, creating an imperfect placement that players were required to optimise. This was further enhanced by creating a fish stealing mechanic (the Publisher wouldn’t let me call it “What an Icehole!”) which gives an attractive bonus if players are able to place hunters beside a hole that an opponent has already dug.

But where to get the second dice? The tried and tested Roll and Write solution is to make it a shared dice that every player uses. So the final player to choose their own dice also chooses a second dice—assigning this for all players to use.

A Cold Draft

So in Arctic Roll, when players make their choice, they are now in a position to consider;

1. the value they need for movement;

2. the dice face they want to place;

3. the dice they expect to be chosen as the common dice;

4. the bonuses associated with each dice;

5. the dice that opponents may want;

6. the affect it has on turn order – which can be critical when players are in close proximity to each other;

7. and the drafting order – the order they will choose dice in the next round.

All these factors create multiple micro-decisions and significantly ramp up the opportunities for interaction between players.

A cold draft indeed.

Area Cont-Roll

Around this time, one of my playtesters suggested playing the game on a shared ice sheet. This was such an obvious way to play the game that I tried this during the next playtest. It elevated Arctic Roll from ’just another roll and write’ with some novel mechanics, to a game which seemed to be somewhat unique. While I would be hesitant to claim to be the first roll and write to allow multiple players to play on a single sheet of paper, I am not aware of another one, and certainly this is unusual enough to justify becoming the primary way to play the game. This obviously dramatically increases the level of player interaction, elevating a game which revolved around an efficiency mechanic to a genuine area control game. I enjoyed the elegance of playing a game with a single sheet of A4 paper and a handful of dice, and never one to run away from a bad pun, particularly enjoyed the chance to brand Arctic Roll the first ‘Area Cont-Roll and Write’. 

Kill your Darlings but not your Polar Bears

Don’t kill the Cute Critters

The earliest prototypes began with a series of Calamities represented by a series of black dice on a shared ice flow in the middle of the table. There was a genuine drafting dilemma where players would have to forego one of the good white dice in order to take one of the black dice. The black dice all allowed a players neighbour to place something bad on their ice sheet (a little like the monsters added to the maps in Cartographers) but as the calamities were not all equally bad, players would have to choose how long they could wait taking the best ‘good dice’ without being left with the worst ‘bad’ ones.  It was a sort of reverse hate draft, or push your luck draft which I would be keen to reintroduce into another game, but it didn’t really work with the new drafting mechanics.

Even the beach Ball and Bear Spray didn’t make the cut

Polar Bears and Walruses survived the move onto a shared map. They started in the middle of the map, but could be moved around chasing away hunters or fish, thereby creating a further opportunity to mess with opponents. One of the drafting bonuses allowed players to harpoon the walrus and another to shoot the polar bear (sniping across the map if players were able to position themselves along the same line of hexes as the polar bears current position).  Some playtesters commented on the fact that they did not like the feel of hunting large mammals (fish were apparently fine) so bear spray and a beach ball to distract the walrus made a brief appearance, but overall the negative player experience of one player destroying something that another player had created was unpopular, so it was removed.    

By this time I was actively pitching Arctic Roll to publishers at UKGE and Essen…. But more of that in Part 2.

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Are AI images in Board Games unethical?

I forgot the prompts I used to create an image of dolphins catching fish with cups, for one of my sellsheets.



Where do you buy your shoes? Are they handmade by a cobbler or are they produced in a factory? Does it not matter to you that cobblers spent years honing their craft, so as to make boots that last a lifetime? Or do you just need something cheap (or perhaps ‘fashionable’) to put on your feet? 

What about bread? Do you care that bakers are few and far between now? Or Greengrocers? Or what about farmers? The families of farmers may have been caring for their land for generations – and now are finding it hard to do so with any sense of financial security.
Do they not all have the right to feed their families? Surely at least as much as someone who spent 3 years at art school?

Every day you go to a supermarket to buy food as cheaply as possible, you are telling the ‘market’ that price is more important to you as a consumer, than the livelihoods of other people. And while it may be easier to make ethical choices when you are buying luxuries like board games, rather than literal bread and butter, I would have far more respect for anyone taking the moral high ground who was consistent in making all their purchasing choices.

I’ll admit there are some people making noise about Chinese labour practices – but that hasn’t made much of an impact on the board game industry as a whole, or on the buying decisions of the majority of consumers. Are those that work within manufacturing not worthy of our concern as much as ‘artists’?

Are AI images ‘Art’?
Is it because artists produce ‘art’ that make them the exception?
I have seen lots of people declaring AI art ‘not good’. People love to point out weird anatomy, or bodies that  are out of proportion. The human eye is really good at picking up anything that doesn’t quite look right in those areas. But I have also seen plenty of artists get this wrong too. And no-one calls them out and tells them they aren’t artists. They just might not be very good at their job.   

Are all creative endeavors ‘art’? Art that is inherently worth more than making hand made shoes, or cabinetmaking a bookcase that doesn’t look like a Kallax?
While I would not diminish the skill of those able to produce digital images for use within games I am not convinced that a 2″ square image on a playing card really speaks to the human condition. It is a pretty picture that fulfils a function.

What if a publisher doesn’t want or require ‘art’ for a game, are they obligated to pay a class of labour that call themselves ‘artists’ to produce the pictures that they want on their components?
Should ‘artists’ be able to claim a right to produce all graphical representation? Is that in every context – or just in board games?
I didn’t go to art school. If I draw my own stick figures and stick them on my own game, is that OK? Am I thereby denying an ‘artist’ their right to earn an income? Which ‘artist’ exactly? All artists?  Or just a specific artist that I might have employed but chose not to? 

Do Board Games need ‘Art’?
I went to Mars University. Well actually I went to Leeds University, where I spent a good amount of time in the Roger Stevens building.

 

Roger Stevens Building, Leeds University

It didn’t take an artist to turn this into Mars University. It took someone moderately skilled with a graphic design filter.

Mars University card from Terraforming Mars

The Terraforming Mars base set included 208 Project cards.
I am not surprised that they produced the pictures on the cards as cheaply as possible.
Prepublication, the publisher did not know whether the game would be a success or not, and it would have been potentially foolish to have spent large amounts of money on a game that might have been a flop.

The fact that the game was a success despite the 2″ square pictures not being terribly good, tells us that most of us don’t really need ‘art’ in our games. We just need a picture. Are we perhaps getting a bit above ourselves if we claim that all pictures within board games are ‘art’?

I am not suggesting that there is no artistry in board games. Or that the images used are never ‘art’. But most of the time they probably aren’t. People have long debated whether art that is produced commercially can truly be art. I don’t see anyone suggesting that images within board games are not commercial. 
Would a publisher that stopped using the word art and just talked about AI generated images face less of a backlash?  

Are AI images theft?
I’ll admit that this argument – of all the arguments against using AI to produce images – does give me some pause. 
The only examples I have seen, proving ‘theft’, appear to have been generated with prompts that were designed to generate that evidence. They present indicators or shadows of logos, or text, or signatures. But it does feel like a form of entrapment. If I ask an algorithm to produce an image in the style of a named artist then it is unsurprising if their personal hallmarks appear in the images. I have not yet seen anyone point to an image and declare that it has been generated directly from an image that they created. And I have certainly never seen an image that has been used commercially within a game, that has been attributed as theft.

Actually that’s not true.
There was the discovery that the artist, Jakub Rosalski, whose images created the world in which the board game Scythe is set (and in no small way contributed to the success of that game) was ‘guilty’ of tracing photos and the work of other artists. The furore died down pretty quickly.
https://www.reddit.com/media?url=https%3A%2F%2Fi.redd.it%2F16j5ltsmmbm01.jpg

The Genie is out of the bottle
It seems to me that we cannot go back in time to a world in which AI algorithms will not radically change the way we work and what we work on. In much the same way that automation has always done.
I don’t even know that I would want to.
I know that we are reaching a point where AI is better and quicker at reading a blood film or an X-ray despite the years of training that Haematologists and Radiologists have undergone. I don’t feel a great desire to allow them to make a living when my cancer diagnosis is on the line — but I would welcome a future where health care professionals have the opportunity to do more ‘care’ because they aren’t having to do mundane stuff that a computer can do for them.

I don’t know whether this tweet is the original source of this quote but I certainly appreciate the sentiment.


But how is it to be avoided? I don’t think it will be by making the hill that we choose to die on, that of defending the right of artists to produce content for board game publishers who do not want them to.  

“When will AI take Your Job?”
I warmly recommend the writer, Tomas Pueyo. I discovered him when he wrote about how to manage the Covid crisis – and I suspect that his seminal article “Coronavirus: The Hammer and the Dance” (https://tomaspueyo.medium.com/coronavirus-the-hammer-and-the-dance-be9337092b56) genuinely saved thousands of lives.
More recently he wrote about “When will AI take Your Job?”, and once again he seems to talk a lot of sense.
https://unchartedterritories.tomaspueyo.com/p/when-will-ai-take-your-job

It seems to me that artists will continue to produce art. Good art and bad art. Art that inspires, and art that transcends the human experience. That tells us something about ourselves, or perhaps just looks great on our wall. Maybe it will even attempt to address the value we place on human creativity.

Other artists will continue to work in commercial settings. But they will likely find that those who are producing images for commercial applications, whether that be board games or product packaging, advertising or publication, can produce images that are good enough, quicker and cheaper if they use AI applications. And if artists are using it – and it seems inevitable that they will (indeed some already are) then it also seems wrong that anyone who is not an artist should be vilified for doing the same.

Vote with your Wallet or with your Conscience
“You pays your money and you takes your choice”. You are free to choose whether to spend your hard earned money on a board game that has been brought to you with the help of an artist; or a graphic designer or game designer, or an accountant or a person loading pallets on a dockside in China. But if your conscience is genuinely pricked by this debate then perhaps you should consider how many other purchases you make on a daily basis could be made with greater ethical consideration. There are a tiny number of artists that will be affected by this particular change, but there are very many more people whose livelihoods have been affected and or even eliminated as a result of our pursuit of cheaper food and goods and an ever increasing GDP.






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Fast and Slow thinking. The experience of System 1 vs System 2 thinking in board game design.

This blog post explains how forcing players to take longer on their decisions (yes; increasing down-time) helped to remove randomness and apparent complexity.  

Fight, Flight Bite is a ‘dudes on a map’, area control game where you send your tribe of critters into the forest to fight over food resources. The ‘hook’ is that combat is resolved through an asymmetric application of Rock Paper Scissors.

The System 2 decision space that FFB creates

There are 3 types of pieces on the board. Your own pieces, opponents’ pieces and food resources. In any duel, if the attacking player wins with Fight (Rock) they may move opposing pieces, if they win with Flight (Paper) they may move their own pieces and if they win with Bite (Scissors) they may move food resources. Thus, the design intent is that before any duel, players engage in the mind game where the attacker decides what they want to achieve, and the defender decides what they need to do to try and stop the attacker. But, of course, the attacker knows what the defender is thinking so chooses an alternative attack…and the defender knows that the attacker knows…etc

This was inspired by the combat in a miniatures game called Freebooters Fate. It was more complicated than RPS, using attack cards to decide which parts of the body you were aiming at, matched by cards played by the defender to determine which parts were protected. It was by far and away the most fun I have ever had with toy soldiers, as every ‘battle’ became a battle of wits against the opponent.

Following a test of the concept of an asymmetric RPS game at an UnPub event, FFB was developed virtually in Tabletop Simulator (TTS). It was a bit of a test of faith. It was hard to playtest virtually. Mechanically, I used custom dice, simultaneously turned to the desired gesture, but as is often the case in TTS it took much longer and bounced off a lot of playtesters.
However, when I played face to face, the game took a comfortable 30 minutes and players liked the use of the familiar in a novel way.

So, I started pitching the game at UKGE and Essen. Several publishers took an interest and asked for either a Print and Play or a prototype. As feedback from publishers began to come back, I also continued to playtest. Feedback from each was different but common themes began to emerge.

“Too random.” “Too complicated.” “Too chaotic.” “It was too hard to process so I just chose at random.” “The use of RPS suggests a light game, but this is too complex.”

Players who played strategically would consistently win against those who gave up trying and just played randomly, so the strategy was there, but some players were finding it difficult to find it. And the fact that some players did just give up, is never a good thing!
I began to take Occam’s Razor to my design, removing everything that was extraneous.

An interesting experience was just going for a long walk with my wife, when she indulged my enthusiasm and asked me about the game. As I explained the game to her, I realised a lot of the things that I still feel the game does well. But I also realised that the split-second decision as to whether to choose rock or paper, needed to be clearer.

There were various reasons why one or other might be incentivised.

First there was the immediate tactical position – what did the attacker want at any particular point in the game.

Then there was the terrain where the duel was taking place. Unsurprisingly, fighting on rocky ground gave a bonus to ‘rock’.

Finally, there was the attacker’s special ability – the intent was that different tribes of critters would have a different play style. Bullying bears would be good at Fighting. Birds would be Flighty. And sneaky Snakes would be great at stealing food from opponents.

As a player, I knew that a winning strategy was to find in-game situations where whatever the attacker wins with grants advantage, but as a designer I began to recognise that this defeated the design intent. During that walk, I realised that if the defender was to feel that their choice was relevant, it needed to be really clear what the attacker wanted. So, I removed all these additional layers.   
By the time I came to UKGE 2023 I had a lean mean version of Fight Flight Bite, which I was excited to playtest.

I met with a publisher who I had pitched the game to a year ago, and who had expressed some interest. I explained what I had taken out, and how I was trying to reduce the level of complexity.
“It is still too complex.” was their response.

So it was with some disappointment that I moved to another playtest with Jacob Jaskov, the designer of Fog of Love – a game I was very familiar with. I ran a stand to demo Fog of Love at several smaller conventions, pre-Covid. It is a truly unique 2-player game, part roleplay, part board game, in which players enact a couple’s relationship. Shut Up & Sit Down covered it in their podcast. (https://www.shutupandsitdown.com/podcastle/podcast-75-stress-testing-your-tarot/)

The relevant point however is that Jacob is an experiential designer. He focuses on what he wants players to feel, and chooses game mechanics which create these feelings. His BGG profile states, “Jacob Jaskov works with behaviour design: How do you affect people’s behaviour through interfaces, objects, physical environments and social structures?”

I happened to be staying with Jacob (thanks to our host Chris Backe), so on Saturday afternoon Jacob and I met up to playtest Fight, Flight, Bite.  

We played a 3-player game – doublehanding the 3rd player – agreeing what we thought they would do, and alternating whoever wasn’t attacking to play the 3rd player. Jacob’s feedback wasn’t very different from others. He found the interactions on the map interesting but didn’t like the RPS over the table. “Ditch it” he suggested, “and focus on the bits of the game that are more interesting.”
I pushed back;
“RPS over the table IS the game. It is ‘the hook’ and table presence that you don’t have to pay for. Both publishers and players have been attracted to this aspect, if I remove it, then I don’t think there is anything unique about my game.”

“I believe in the use of RPS. I have to find a way to make ‘that’ work. If I can’t then I don’t think I have a game.”

And this is where inspiration struck.

I can think back to specific occasions, playtesting several of my games, where suggestions of very minor changes, have immediately and significantly impacted how a game plays – where another designer was able to remove a roadblock or to ‘fix’ a game. For instance, allowing multiple meeples on a single space instantly fixed a 2-player worker placement game that I was struggling to make work with 3 or 4.

“Well, in that case, do RPS beneath the table.”

“?”

“Make the sign, beneath the table and then reveal simultaneously. This will give players the opportunity to look at the ‘map’. Look at the other player. Look at the game state. And then make their decision. System 2 thinking. Not system 1 thinking.”

The whole concept of System 1 and System 2 thinking comes from a book by the psychologist Daniel Kahneman. System 1 thinking is the stuff that we can do – almost without thinking (it is fast, automatic and unconscious). Whereas System 2 thinking is engaged when we make plans, or think about consequences.
https://en.wikipedia.org/wiki/Thinking,_Fast_and_Slow

I didn’t even have to playtest this suggestion to know that this just made sense. We immediately tried it a couple of times, but it was clear that while it would change nothing mechanically, this would have a very significant impact on how the game would ‘feel’.

It was also an obvious addition to replace the cards played by the attacking player, with a gesture made with their other hand. So, they raise one hand as a ‘tell’ or a ‘bluff’ or a ‘double-bluff’, before both players then reveal Rock Paper or Scissors. If the ‘bluff’ turns out to be true then the attack’s strength is doubled.

With marvellous serendipity, Jacob happened to know the publisher I had just met with. By the time I went back past their stand, he was animatedly explaining the change to the same person who an hour earlier had told me to reduce the complexity.

“When can we play it again?” he said.   

I’m not sure what the takeaway from this story might be. Or whether there is anything here that other designers will be able to learn from.  
Using RPS is a pretty unusual mechanic, in that it relies more on ‘muscle memory’ and system 1 thinking than most decisions taken within board games. What I hadn’t realised was that this would bypass the strategic decisions that a game presents to players. I can’t think of another of my designs – or even of another game – where this is an issue.

Most board games – by design – engage system 2 thinking. We talk about meaningful decisions and the decision space in our games, and this is what we design to include.
One aspect of games such as Dobble (Spot It!), Ghost Blitz or Jungle Speed is the juxtaposition of requiring an instant system 1 response, to something that actually requires system 2 consideration from most players. The handful of players for whom these games require only System 1, who can recognise these patterns almost unconsciously, invariably win without effort. Since she was about 6 years old, I have never seen my daughter lose a game of SET – even when playing against everyone else in the room.

However, this does encourage me to think more about the experience, of those playing my games.

To be truly honest, I am just excited to have made this step, and grateful to those who helped me make it. I just wanted to share it.  

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UKGE 21: a few thoughts from UK Games Expo

TL;DR
Overall, I was glad to have attended UKGE 2021. It was well run and a welcome return to ‘normal’. I post this because it might help others to weigh up the pros and cons of attending other conventions in the coming months. It is really hard to know how much of this experience is transferable to other conventions in other countries, but UKGE 2021 was a great event for playtesting and for small indie publishers, in no large part because there was less of a draw to external events; or big flashy games or larger publishers attracting all the attention.
If considering attending as a smaller designer or publisher, then do not let the news of larger publishers not attending put you off. If it goes ahead then punters will show up, and they will likely have more time to devote to booths that they would otherwise barely glance at.
For larger publishers; even with considerably reduced footfall, gamers turned up and were keen to engage. It did not feel quiet in any way, and tables – even on the few larger booths were always full.    

 Here are a few of my thoughts in greater depth.

  1. I think the event was a tremendous success. I know the organisers are in mutual discussions with organisers of similar events internationally, and none of them were envious of UKGE’s position at having to be the first to go ahead.

  1. The Covid pass checks at the door were pretty seamless and the requirement to wear masks in public areas was largely observed and not overly demanding. It was good to put half a face to so many names after interacting online for so long.

EDIT: The UK has a Covid App linked to individual NHS records. This automatically updates the vaccination status of individuals – and double vaccination allows you to produce a bar code giving you a Covid Pass.
You can also take a home test and register the result through the app.
UKGE required a person to show a Covid Pass generated through double vaccination, or proof of a negative test within 48 hours of entry on Thursday (or Friday) and again on Saturday (or Sunday).

These were checked by venue security rather than UKGE staff, and the staff were not particularly rigorous in terms of what they were actually checking (not checking date or what the barcode actually was on all occasions) but I think the fact that attendees knew that there would be checks meant that the vast majority did their due diligence before arrival.
If people turned up with none of this then I heard that attendees were also able to conduct a Lateral Flow Test on the door before being allowed in. There was also the opportunity to actually get a vaccination, in a mobile unit just outside.

  1. In the open play area in Hall 3 there were loads of tables, and again though it felt busy-ish at times it was never packed. Groups were able to comfortably distance themselves from others. Where people were sat down in groups then masks were sometimes removed. These open play areas closed at 11pm on Friday and Saturday, and 6pm on Sunday – but with no Hilton or obvious other place to gather, late night gaming if it happened, tended to be wherever people were staying.

  1. I’d estimate the amount of space taken up by the trade area (Hall 2 as opposed to Hall 1 and Hall 2)  to be about 40% of 2019. The width of aisles was generous. The hall had a buzz within minutes of the doors opening and it felt busy but not crowded. I noted a few times, that it did feel like a proper convention. I heard others compare it to 2016 – which might have been the first time in the NEC.
     
  2. The booths that showed up, showed up. It did not feel like an event where  booths were lacking in any way or they had only made half the effort. The notable absences were some (many?) of the oversees publishers and some of the larger publishers who might usually bring lots of staff. The necessity to isolate upon arrival to the UK made travel from abroad unrealistic and it is a very different equation bringing your staff to a potentially risky situation for an unknown financial return, compared to making a decision to attend for yourself to promote your own work.

  1. Overall, this meant that for many indie publishers it was a very successful event. With fewer of the big publishers drawing the attention of the punters, and little to do outside the halls other than play games, they were encouraged to give their attention to the many smaller booths. I know many were very busy and were able to keep their own demo tables occupied almost all the time. 
  1. We felt this in the ‘Playtest UK’ playtest area. While it can often be a challenge to fill tables; and designers can sometimes sit dolefully alone waiting for someone to play their game, this was certainly not the case. Despite being in a far corner of the hall; requiring punters to walk round 3 sides of the Z-man play area to walk past us, and the aisles being significantly less busy, we never had a designer sit without players for longer than 5 minutes.
  1. Running the playtest area, I also enjoyed having the freedom to offer tables to returning designers, or designers who had missed out on booking a playtest slot, as we did not allow all the tables to be booked before the event. We had about 12 tables (compared to about 20 two years ago I think) and they were full nearly all the time. Several designers who had booked in advance did not make it to the con- which also freed up slots for others to drop into.

  1. Having playtested 200 or more different games through Virtual Playtesting it was good to get back to face to face testing. Especially with a design which makes use of the physicality of Rock, Paper, Scissors (Fight, Flight, Bite); that had to be simulated in the virtual environment (creating downtime and reducing engagement). It was incredibly encouraging to find my belief validated that IRL the game would play in half the time and really start to sing. 
Playtest of FFBsws
  1. Although the event was great for playtesting, there were not as many opportunities to pitch games to publishers as there have been on previous years. Larger publishers simply weren’t there and the opportunities for pitching new games was limited.
  1. The Speed Dating event had 14 games pitched to 8 or 9 publishers. I was not present, but a thought was shared by one of the publishers that was receiving pitches. While there was a level of representation amongst the designers pitching games, all those representing publishers were white men.
    While this is not entirely representative of the industry, and several of the publishers present could potentially have put women front and centre, it raises the question whether UKGE, rather than the individual publishers could have done anything to increase representation.
    It was telling when we asked one of the lady designers who was completely new to the industry whether she had clocked the fact that the publishers were all men. “Oh yes. Of course!”
    White male gatekeeping was almost assumed. We could do better.      
  1. There was a notable drop off in punters in the trade hall by 4pm. We put this down to several factors;
  • This is always the case, but when the halls are crowded it is less obvious. 
  • It was very possible to see everything that you wanted to see in a few hours and my purely subjective opinion was that there were more people attending for just 1 day as opposed to the whole weekend, compared to the beforetimes.
  • There wasn’t as much to do outside the trade halls so once punters had completed a few laps they may have decided to just go home a bit early.
  • Fewer events outside the halls also meant that fewer folk were attending events and then returning to the halls later in the day.
  1. The Hilton Bar – the traditional after hours venue for all networking – was closed throughout (as was the whole hotel). I am pretty sure that while many people will have reconnected with old friends, less ‘business’ was done. I missed the opportunity to walk the open play areas and just catch up with folks that I haven’t seen for 2 years. 
  1. The Dark Room show went ahead at least twice and though I was not there myself, judging by the sound coming from the room it was the usual success. I don’t know the extent to which the humour is peculiarly British or Gamer/Nerd but overseas cons could consider inviting John Robertson.
     
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Pocket Playtests Blog Series

I have started another blog series, over on the Virtual Playtesting website.
To quote myself,
These are intended to be a series of short posts about playtests. They aren’t intended to be full reports, or extensive critiques of the games played. What I will attempt to do is pull out one or two things I liked about the games tested, and then one or two issues that were brought up in the feedback at the end of the game.
Ideally, I will try and draw attention to lessons of general relevance to a range of different games so designers can apply these points to their own designs. 

This is perhaps a design brief – or mission statement, but there are other reasons.

I think blogging is potentially a great way to showcase the playtesting we are doing within the Virtual Playtesting group. I am proud of the quality of games that we are seeing playtested and the quality of feedback that designers are receiving.

I know that writing down my thoughts is a good way to force myself to think more deeply about something. I think it will help me to become a better playtester and to provide more useful input in future.
Although these posts aren’t intended to be a designer diary, as I am usually present during playtests of my own games, and I do not need to worry about hurting the feelings of others, I expect my own games will feature disproportionately.

https://virtualplaytesting.com/2020/07/pocket-playtests/

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Getting the Most from Virtual Playtesting

Having been involved in a large number of online playtesting sessions over the past couple of months I have a few thoughts on how we can all get the most out of virtual playtesting sessions.

We all (well, many of us) have a lot more time on our hands; that is one of the reasons virtual playtesting is on the increase. But time remains a limited commodity. If 4 designers meet to playtest each other’s 4 player games, and each game takes 2 hours that is potentially a mammoth 8 hour playtest session. I appreciate that many of us have more time on our hands at the moment, but anything we can do to cut down wasted time, will benefit all of us, and will in fact lead to better feedback. I have lost count of the number of playtests I have been involved in, where the feedback has been dominated by how long the game took, or how slowly it played.

So, a bit like my recent blog post on how to give good feedback, this post is first as a reminder to myself, about how to respect the time I am asking of fellow playtesters. However, I think that some of these suggestions are based around smoothing the overall process and trying to reduce time being unnecessarily wasted. They certainly are not intended to be rules – but I have framed them as questions that I might want to have thought about, going into a virtual playtesting session.

  1. Are Steam and Tabletop Simulator up to date?
  2. Have I set the table up already? And for which player count(s)?
  3. Have I been realistic with the requested time slot?
  4. What player count do I need?
  5. What is the purpose for this playtest?
  6. How am I going to teach the game?
  7. Am I committed to managing the allotted time well?
  8. Is the ruleset fixed? What should I do if the game is broken?
  9. How will I be managing discussion?
  10. How do I want to hear feedback?
  11. After Feedback

Before the Playtest

Are Steam and Tabletop Simulator up to date?

Why do I see this every time I open TTS?

As online traffic has increased dramatically over the past couple of months, in order to save bandwidth, many programs on Steam have changed the way they offer updates. Rather than filtering those down continuously, they are now only downloaded when the program is opened. I have lost count of the number of times I have tried to open TTS only to find that it has taken 10 minutes or longer to update and open.

I would suggest anyone joining an online playtest group, opens Steam and Tabletop Simulator (and even Discord) at least 15 minutes before the scheduled time, and if you have not opened either recently, maybe allow even longer.

Have I set the table up already? And for which player count(s)?

I have joined some playtests where playtesters arrive to see neatly stacked decks of cards and tiles and the first 10 or 15 minutes is taken up by the designer setting up the game to play.
Tabletop Simulator offers unlimited save points such that it is easy to save a different set up for each player count in the game. You can create a huge play table and have the game set up for different player counts at each end. You can create tutorial areas with duplicated components so you can show players what the game might look like.

You do not need to assume that players are sat around a table. Think about it. If it is easier to read player boards a certain way up, then everything can be the same way up for every player.
Don’t treat the virtual space the same way as your kitchen table and don’t pretend that you only have one virtual copy of the game which needs to be put away at the end of each session. 

Have I been realistic with the requested time slot?

Playing virtually always takes longer. I’d estimate at least 30-50% longer than playing physically. If we add on time to explain the rules and time for feedback at the end then you could easily expect a playtest to take twice as long as playing a physical game. We all tend to underestimate, but we should all try and get better at this.

An indicator that you have taken the limitations of virtual environment seriously is to compare the length of an ‘in-person’ playthrough with the time requested. “My game plays physically in about 45 minutes. I’d expect the playtest (with feedback) to be over in about 90 minutes.” 

What player count do I need?

This should depend on where a game is in development.
I think we all want to get as many people as possible to play our games – that is why we design games. And we also want as much feedback as possible – that is why we playtest games. But more players take longer and during the earliest stages of playtesting it is often the case that feedback tends to reach consensus.

At this point I can’t help but look at the maths…
If a game takes about 20 minutes per player then a 3-player game will take 60 minutes and a 4-player game 80 minutes. But in terms of the committed resource of playtester time, the former takes 180 player minutes and the latter 320 player minutes. And a 5-player game, 500 player minutes! This means that a 4-player playtest adds 140 player minutes to a 3-player playtest and the 5-player game adds 320 minutes (i.e. a whole new 4-player playtest!).
If you are going to try and put as much into the community as you take out, then you could ‘owe’ 6 to 8 hours after a 5-player playtest.    
Unless you are really looking at scaling, do you need the full complement of players? As a designer you might legitimately have a reason for playtesting at a particular count, but if you are at the point where you need to test with 5 or more players, I would expect the gameplay to be very solid at lower player counts, and the focus should be on minor tweaks to adjust for the number of players not basic mechanics.

What is the purpose for this playtest?

It might be the case that I just want to get another playtest under my belt, or have other designers cast a critical eye over it, but depending on the stage of development, it can also be helpful to focus on a particular aspect of the game. Do I have a specific part of my game that I want to test?
Have a look at what Ignacy Trzewiczek says about the differences between playing and playtesting a game
He also distinguishes between the objectives that he will share with playtesters and those he will keep to himself.
Or similar thoughts from our own David Digby here.

You might want to ask one of the playtesters to fulfil a particular role “Can you please try and get as many points as possible from the corn strategy?”

“I’d like it if you can just focus on combat and preventing other players from trading.”

This can make your playtest immensely more valuable, but it also has the additional benefit of giving your playtesters (who may well be designers in their own right) something valuable to do. No longer are they just making up the numbers, but they are taking a role in the development process. They have a job to do and something to report back on.
As a playtester given such a task I would not feel like agency was removed, I would feel valued and empowered.
In addition, players tasked with a specific objective might not need to fully understand the entire ruleset to make meaningful decisions. I do not need to understand the nuances of the trading system if my role is to try and stop other players from trading by blowing them up.

During the Playtest

How am I going to teach the game?

This is sometimes the biggest time sink in a playtest. I have spent 45 minutes listening to rules before I ever touched a card.
I have shared before, that I feel the most useful piece of feedback – something that a designer can immediately learn from and put into practice – is how well did they teach the game. And frankly most of us aren’t great at it.
One reason for this is that we are trying to give other designers as much information as possible to play the game.
I think that we need to approach early playtests, especially those conducted in a virtual environment, with the mindset of a demo rather than a ‘teach’.

First however, I should admit, I am bad at learning the rules of a game. Really bad!
Actually, I think I do myself a disservice. I am really bad at learning the rules of a game the way most people teach. When people just point at different parts of the board, explaining what goes here or what that does I involuntarily switch off. In the virtual world this is even more the case. I cannot always see where the ‘teacher’ is pointing, or even looking. I have learned that if I wait until the game actually starts, I can usually learn the rules during turn 1 when I start to see things moving round the board. I usually accept that my first play is a bit of a learning game. Although I am fully aware that many players want to know everything before they start I think the best way to teach everyone at the table (whatever their learning style) is to control a turn or two, taking people’s actions for them and explaining why and how.
This tends to be the way the pros teach, or the way publishers will run a good demo at a convention. I’d even suggest the fact that so many people gravitate towards the pro teachers on YouTube who generally tend towards my preferred methods, suggests that I am not in the minority.

I think one of the reasons for not wanting to do this is to give players their own agency. We don’t want to take their turns for them.

But;

  • Done well, I could demo 2 turns each of a 4 player game, in a few minutes. If players did not like the position in the game they have arrived at, we could reset the game and start again, in less time than most rules explanations take.   
  • This takes us through the less interesting parts of a game very quickly. Many games tend to get more interesting from turn 3 or beyond. Unless your game is an exception, or you really need a playtest to focus on the first turn or two, then you might find this gets you to the best parts of the game, and the most useful part of a playtest, more quickly.
  • Finally – but perhaps most importantly; Playtesters are not here to play your game. They are here to playtest your game. If the two are not different in your mind, then you might want to reconsider.   

Am I committed to managing the allotted time well?

longest

Many playtests overrun. It’s expected. But should we collectively aim to be better at managing our time?

Knowing when to call a game – either because the playtest has yielded enough information or because the game end has become predictable is a useful discipline to exercise. And it is far better to call a playtest early than wait until playtesters have become frustrated and bored.   

Also, managing the turn structure can be helpful. Encouraging players to say “ turn” when they have finished, or encouraging the next player to start, while the previous player is still dealing with the steps of moving components around, which become more time consuming in a virtual interface, can help the game move at a clip.
This does two things – both of which are to your benefit as a designer. First it avoids wasting the limited time you have – both yours and your fellow designer/playtesters. Secondly, it helps the game to play almost as fast as it would in the real world. This means that comments about the pace of the game and how long it feels are less likely; but if they are made, they are more likely to be relevant.

Is the ruleset fixed? What should you do if the game is broken?

I love changing the rules of a game during a playtest. It makes me feel that the playtest is achieving something – especially if the new version works better. Obviously, this depends on the game, where you are in development and whether the needed changes are clear, but if there is an obvious problem, pursuing the playtest to the end might not be the best use of time, and making a direct A B test within a game can generate immediate and useful feedback.

After the Playtest

How will I be managing discussion?

I have already written a blog post about how I try and give feedback. As the designer, and host of a playtest session, you are in a position to control the way playtesters respond to some extent.
Some discussions can start during the game – especially if they give players something to do when they are not playing. Asking about game play choices and decisions (often revealing the secret player information that players would usually keep to themselves) seems to be perfectly valid during a playtest. John Brieger refers to this as a “Think-Aloud Protocol” in his playtesting talk to the Ignite Conference.

However, if discussions begin to slow down gameplay then they should probably be shut down until the end. That’s not to say that the end won’t be brought forward; but if players have to wait 5 minutes for their turn because the player preceding them is carefully dismantling your action point mechanism that is probably not a good idea. 

How do I want to hear feedback?

When the play finishes can be when the playtest ‘proper’ starts, and how the designer manages the post-match analysis can be important.
Some designers may just sit back and listen to the discussion at this point, but that is to give up the opportunity to control the way this discussion takes place, and even the feedback that may be received. It should not be seen as a negative if the designer wants to impose a certain order on proceedings, rather than opening the floodgates to whatever the loudest voices have to say.
Developing a local culture within any playtest group will be helpful to all.

If the designer is trying to control which feedback comes when, they should outline this at the start – playtesters will be more likely to sit on their thoughts, if they know that they will have an opportunity in due course.

A general introductory question can help start the ball rolling, if players aren’t immediately forthcoming. I like to start with “How could I have taught the game better?” or “Was there anything in the rules explanation which didn’t make sense at first?”
This can also help set a tempo – moving round the table and giving each playtester the opportunity to speak; thereby avoiding one playtester dominating the discussion and leaving very little for others to say.

If the discussion allows, then I will continue to work through specific questions, managing the input from playtesters and asking for input from those who have not spoken.
If you have given playtesters a focus at the start of the playtest this may be easier – if they have been asked to run a particular strategy then they will naturally comment on how that part of the game felt, and may in fact be the only person able to give feedback to that specific aspect.

I don’t think I have been involved in a playtest where at some point, the discussion does not become more free form, as participants unload all their ideas about how the game could be improved. While it is important for the designer to listen to all input, it is not necessary to be defensive or justify design decisions you have already made. It is well known that while it is important to try and understand how your playtesters feel about the game, and why they may feel that way, there is no obligation to accept the solutions they offer.

After Feedback

It goes without saying that you should have written notes during the feedback process.
Playtesting should not be about just ticking off another play of the game, but about improving it. I’m sure I am not alone in having playtested a game, and then forgotten the feedback received until it was raised again in a subsequent playtest. You might not iterate after each playtest, but if a playtest has revealed nothing that you want to reconsider then you probably aren’t playtesting hard enough!

Finally, don’t forget to thank your playtesters.
Processing the advice given on the spot, suggesting what you might try in a subsequent iteration of the game, is one way to show your appreciation.
But perhaps the best way to really show your appreciation is to fully engage with the community where you are playtesting and immediately jump into another designer’s game. It doesn’t happen very often – but you don’t want to be that playtester who shows up, plays their game, and then vanishes.  

This is the first in a series of blog posts about virtual playtesting. Others here;
Playtesting in Pyjamas
Giving Playtest Feedback
Getting the Most from Virtual Playtesting

Since writing this I have been involved in establishing the Virtual Playtesting Group. We meet on Discord on Thursday evenings (6pm UK time) until late, and playtest in Tabletop Simulator or Tabletopia.
With moderators in time zones from Eastern Europe to the Pacific, we welcome you to bring your online prototypes to playtest with other designers.

Here is an invite to the Discord Server.
https://discord.gg/Ze9mBWc

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Giving Playtest Feedback

I have read numerous articles on how to ask for, receive and action good feedback, but I have never actually seen anyone comment on how to give feedback; and in a typical designer playtest where there are four committed individuals sitting at the table, three of them are in a better position to influence the local feedback meta, and create a culture which helps all of us raise our game(s).

More as a reminder to myself, I thought it might be helpful to write a few notes of how to approach the feedback process, and how I might endeavour to give good feedback in future. Ultimately, we are all likely involved in playtesting in order to improve our own games, so creating a certain order in the process and a culture of constructive and useful feedback within the playtesters’ community of which we are a part, benefits all of us.

Feedback is not (Re)Design

We’ve all done it! We’ve playtested a game and been inspired!
Inspired by the potential we see in paper chits and card sleeves, by a cool new mechanic or just a theme. We do what we always do with a new game, we start thinking about what we would have done with it.
And we are sitting here with the designer – and they want us to tell them. How can we not…?

Even when we know what playtesting etiquette demands its hard (really hard!) not to get caught up in the moment and start the redesign process. Especially while sitting at a table with other designers who are all joining in.  If I am going to show off my design chops, I need to offer the best ideas, after all.

There is a place for all types of feedback. And it might be the case that your great ideas are just what the designer needs to help them lift their game from great to awesome, but I have often seen the post-game discussion stall around a debate on something that isn’t actually being playtested, and in fact isn’t even in the game.

Before the Game

Before playing I think it is probably helpful to ask the designer if there is anything particular that they are looking for feedback about. If they answer in the affirmative, then you can ask if they would like to share that, or do they want to keep what they are exploring a secret. Either approach could be valid. Sometimes the designer just wants to chalk up another play, but whether they have something specific in mind I think the prompt can be useful, in encouraging the designer to think about what they are looking for and whether they should have a particular goal for this playthrough.

During the Game

While playing the game, take notes. Nothing quashes the impulse to redesign on the fly, better, than writing down every thought, idea or mechanic as it comes to me. I know then, that if I decide my idea is worth it, at the end of the game, I won’t forget to mention it, but I don’t feel the need to interrupt game play with a cool idea for turbo boosts.

The most easily actioned feedback of any demo, playtest or teach is information on how well the rules of the game came across. It’s never nice to have to admit that you didn’t understand something, especially if other players seem to be getting it. If you aren’t afraid of looking stupid then commenting out loud when the light comes on, or when something that you missed in the rules’ explanation can be helpful. Whether it was stated and missed, or not well explained at all, the designer can easily make a note to make it clearer in future.
(One playtesting trick, if you don’t think you understand how everything works, is to just focus on one thing and do it to death. After the fact you can explain that you were exploring how that one aspect of the game functioned in isolation. It is actually really useful to have playtests which do this, and has the added bonus of you not having to admit that there was something that you hadn’t understood!)

Additional feedback during the game can be appropriate. I tend to comment on things I really like.
“I like the way combat works out”.
Or about the way the game is making me feel.
“I am feeling frustrated because I want to do….   …but I can’t, because…”
Or when I discover a new consequence of the design that the designer likely knows is there, but I have only just discovered.
“I’m finding it hard to choose which action I should take first because…”

In some instances I might simply make a statement, which points towards the way I might be feeling. “So, I now need to take action A, then B, then C and that’s going to take me three more turns.” I will also be making a note of this, but the intention is that I have primed the designer with the fact that I might have found gameplay too prescriptive or too slow so that when we discuss it later there will be a point of reference.   

Outside References

https://www.instagram.com/p/BsH5T0sjAzO/

The third type of feedback I may introduce in this higher- level overview is to mention games that may be similar in some way.
“Have you played…. because it has a similar auction mechanic…?”
“This feels quite like…. because of the limited choice of actions”.

All these sorts of comments reflect my overall feel for the game, and avoid analysis of why the game mechanics create those feelings; I especially try and avoid, at this point, what could be done to fix them.

Post-match analysis

In the immediate aftermath I’ll tend to wait for the designer to initiate the discussion, giving them the opportunity to guide the discussion towards the feedback they are looking for (see this article by Chris Backe for ideas on how to do this). It also helps if the designer recognises that something needs work, if other playtesters haven’t already piled in with their critique.

One element of my graphical playtest feedback form

I try not to take cheap shots at obvious weaknesses. 

I also tend to listen to other playtesters first. If I think my list of input might be longer than others (and it often is!), I prefer to keep my powder dry, rather than come across as someone who has just unleashed a torrent of critique like a scatter-gun at each and every target. It will help me pick and choose which of my thoughts are the most relevant.

Starting with how the rules were explained, gives the designer something they can use no matter how complete they feel their game is. My preferred learning style for any game (and pretty much anything else) is ‘show don’t tell’. I want a demoer rather than a personification of the rule book. Even if the game is reset after the first turn, I find the person teaching can run through the rules more quickly by playing a round or two, as opposed to pointing at different card, chits, tracks and tokens and telling me what they all do.
After the game, if there was anything I missed during their explanation (and there is often a lot!) I will point it out. If none of my other feedback proves useful, I think this at least can be immediately actioned – especially if playtesting at an event where the designer may be playtesting with multiple groups of people.

Refer to Notes

If I can relate the critiques of others to notes I have written down then I will do that. I might have specific examples, or be able to point to specific moments in the game when something came up.
If they are not brought up by other players then at some point, I will work through the rest of the notes that I still consider relevant. Once it has been written down, it is surprising how often I decide my great idea should probably be kept to myself.  

If I do decide to raise something, I will try and phrase my thoughts as either questions or points that might bear further exploration, and I try not to offer immediate solutions. Questions respect the designer, by assuming that the balance of the game is something they may have already considered.

I assume that designers have already considered the balance of their game…

“Have you tried the game with less restrictive movement?”
“Is there a reason why you limit the action points to 3?”
“How often do the cards come out in this particular way?”
“What happens if players have more money at the start of the game?

If something is conspicuous by its absence then I will assume that there is likely a good reason why it was taken out. I have lost count of the number of suggestions I have heard from playtesters of something to add, where the designer responds with the fact that they tried it and there was a reason why it didn’t work.

Avoiding a Defence

I will also comment about points that might be worth further testing, without expectation of a response from the designer. It is too easy to create a situation where the designer feels they need to defend their game – it might even be worth reminding a designer that they should not feel the need to respond straight away and that they may prefer to wait until everyone has given feedback. If the same issue is raised by multiple playtesters then it might be worth addressing. If it was only an issue for one player then it might just be a case of “different strokes…”

This might be another opportunity to point out other games I have played, with similar mechanics or which have solved problems that have been identified during the playtest. Suggesting the designer play a particular game or at least find an online playthrough is an efficient way of describing an entire mechanic, and has the advantage of enabling the designer to go away and find their own solution rather than telling them exactly what to do and trying to fix the game at the table there and then.  

Making the object of the discussion another published game can also make it a little easier for feedback to both be given and received. If the designer hasn’t looked at enough other games then it is clearly useful research, but it can also give some authority or credibility to an idea – especially if the game mentioned is a classic. No-one (not even me!) wants to be ‘that guy’ and when the object of comparison is another published game it can be easier for a designer to take something on board rather than feel the need to defend their creation.

The Calm before the Brainstorm

At some point in this process it is almost inevitable that the discussion will move on to solutions for problems that have been identified or the more esoteric, “Have you thought of adding…?”

This might depend on how the feedback has been taken thus far. If I am hitting a brick wall then there really is no need to waste either my or the designers time; or more importantly perhaps, the time of the other playtesters.

It is quite hard not to end up here sooner rather than later – especially with multiple playtesters, as we spar for the opportunity to show how helpful (and clever) we are. It might be beneficial to ask the designer if they are open to hearing a few more ideas, but it also depends on where they are in the design process. If the game is a raw prototype then reworking the action point mechanism might be an option, but if they are hitting Kickstarter next week then the most useful feedback might be how they can communicate the rules better.

Questions can really help as a lead in here.
First giving the designer a prompt to ask their own questions “Do you have anything else you’d like to ask about?” and then asking my own. 

Rather than; “You need to allow 2 workers on every space”, I might ask, “Is there any way that you can make the worker placement less restrictive?” And if drawing a blank “Maybe you could try…”
In fact, it is rarely the case that other playtesters do not offer suggestions at this point.
In this way I would hope to maybe guide the designer towards a possible solution – not necessarily my solution – but one that they feel is appropriate for the game they are trying to create.

 Accountability

Even harder than the self-discipline required to keep my own impulses in control, is together creating a culture where all designer/playtesters do so. And this will likely require occasionally calling each other out. This can be a gentle prompt such as “Shall we save the ideas til the end?” or simply reminding others that you have an idea but will share it later.
In any playtesting group, a regular routine or checklist might be helpful in keeping feedback on track.

I understand that things are not black and white.  I still struggle with how much feedback to give to someone who has done no research, has no real clue of the board game industry, and shows no desire to learn. It’s not my job to burst their bubble even if I think it might be the humane thing to do.

But, having put this out there, I am now committed to trying to get better at the process of giving feedback. And if you ever find me sat across the table (virtual or otherwise) from you playing one of your games, just mention that you read this article and I will likely shut up!

TL;DR

Remember;
Playtesters are there to test the designer’s game, not redesign the game that they would like to make.

Different feedback at different points in the game – 3 levels.

  • During the game;
    • When rules become clear
    • High level overview
    • When strategy is revealed
    • Feelings, Fun, Frustration
    • Compare with other games which feel the same After the Game
  • After the Game
    • How could rules be explained better
    • Other games that have solved similar problems
    • Questions not solutions
    • Avoid a defence (don’t attack!)
  • Brainstorming
    • More questions
    • It’s not about you… (or your game)

Accountability

  • Better playtesting feedback benefits us all
  • Create a culture
  • Call each other on it

This is the first in a series of blog posts about virtual playtesting. Here;
Playtesting in Pyjamas
Giving Playtest Feedback
Getting the Most from Virtual Playtesting

If you’d like to put yourself through the ordeal of playtesting and receiving feedback and are struggling to do so during lockdown, come and join us on the Virtual Playtesting Discord server. We aim to be playtesting every Thursday night, from 6pm current UK time (5pm GMT / 6pm BST) using Tabletop Simulator (or other means).

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Playtesting in Pyjamas. Why haven’t we all been doing this sooner?

Sheepdogs Prototype in Tabletop Simulator

It is hardly surprising that the current circumstances, which have reduced the opportunities for folk to meet up and play games face to face, has resulted in a huge increase in traffic to the virtual board game world. Tabletopia has reported at least a 10-fold increase in traffic with similar increases also reported by Board Game Arena.
Neither is it entirely unexpected then, that virtual playtest groups have also sprung up and more designers are getting involved in playtesting online through interfaces such As Tabletop Simulator or Tabletopia.

The biggest surprise is, why have we all waited so long?

Over the past week or so I have playtested 5 or 6 games belonging to other designers and uploaded one of my own into Tabletop Simulator for my first virtual playtest.
It works! Really well!
I’m sure there is plenty of space for discussion on any and all aspects of virtual playtesting, but for now I thought I’d start with a list of the obvious Pros and Cons to a relative noobie.

Pros

  • Prototyping is actually pretty easy. Uploading 2D digital assets is straightforward, and many regular components (dice, counters tokens etc) are already available.  Even a little bit of effort allows prototypes to look half decent.
  • Novel Components. You can create novel 3D assets far more readily without having to resort to a 3D printer. And virtually cost free.
  • Flexibility. In the virtual world you can create your game the way you would like it to be – without the constraints of cost.
    Do you want custom dice? Just add your images to the template.
    Do you want 1000 more mauve cubes? Just Ctrl C, Ctrl V !
    Is there a particular type of piece that you’ve seen in other games that would really suit your own? Then ‘steal’ a piece from another mod.
  • Changing a prototype is even easier. You don’t have to print anything out again – you can just add one more card or change the art file for your board. If you decide a card is too small, or your resource cubes are too big then you change them right on the spot, between turns.
  • Additional Expense. Pre-lockdown, I used to attend monthly playtest events in my city and another city an hour away. Both of these were in commercial establishments where I would buy some food or drinks. So with travel and expenses each playtest of my game could cost me £20-30. At conventions I could maybe expect to play my game 3 or 4 times over a weekend, but at a likely cost of at least £100-200.
  • Convenience. I can playtest in my pyjamas. (Not that I would ever do that!) Compared to monthly face to face meet ups or infrequent conventions this is a breeze.
  • Playtesters. You now have access to designers and playtesters from across the world at almost any time of the day or night. And adding new contacts to your network may prove beneficial in the longer term.
  • Pitching to Publishers. For all the reasons above, virtual playtesting can be a great format to reach publishers. Especially publishers who have a bit more time on their hands and won’t be attending many conventions this year (where the majority of designer publisher events take place).
  • Recording. Although designers do occasionally record playtests, setting up a full audio video setup while out and about is more than most of us will bother with. Recording a session on a PC can be as easy as a touch of a button; and with a relatively small outlay could be setup to record the faces of each player at the same time. This is the sort of ‘blind-playtest’ setup that all but the largest publishing houses could only dream of.

Cons

  • Cost. Whether you are buying Tabletop Simulator through Steam, or loading your game into Tabletopia there is a cost involved. It’s not much but it exists. And while Tabletopia is free to players, every player must purchase Tabletop Simulator. I actually bought 4 copies of TTS for about £20 through one of the frequent Steam sales, just so I could fire up TTS on multiple local computers and could also give copies away to would be playtesters.
  • Some work is required to get your game into the virtual environment. You can’t just scribble on index cards and begin.
  • “Playing a board game in tabletop simulator is like playing a regular game one handed, while wearing oven gloves.” The interface can take some getting used to. And require some patience of playtesters who are unfamiliar with how it works.
  • Time. Games do take longer – maybe twice as long. It can be hard to tell how quickly a game will play in the physical world by extrapolating experience in the virtual world.
  • Pace. This is linked to time, but if your game relies on an element of pace for particular mechanics (i.e. players have to be the first to grab something when a particular card is drawn) or to maintain interest, then playing in the virtual world may be difficult.
  • Complicated stuff. Some things which come naturally to players holding on to physical components are quite difficult in the virtual environment. One of the prototypes I tested last week had a rotating rondel, and we lost count of the number of times spinning the rondel threw all the components across the table. There is however a growing community of folk coding scripts to control specific components, and they are more than willing to share experience.
  • Overproduction. Its hard to really describe this as a con, but I can already see how easy it will be to overproduce my prototypes. When it is easy to make things look good then the production values could easily get ahead of the readiness of the game itself, and might create expectations of playtesters that the game is further along in the design process than might otherwise be the case.

So clearly, I am sold on the idea. I don’t think I will ever go back to purely physical playtesting after the world situation returns to normal. As long as I can find other designers or playtesters (and with the whole online world I can’t see how that will ever not be the case) I expect to make much more use of virtual environments in future. I even have a blatant board game rip-off of an old arcade game that I think might be better released into the virtual world than trying to publish it.  

Designer Playtesting. A new video series of Playtests on Tabletop Simulator

If you would like to see what a virtual playtest might look like then I have been involved in a new project to record a series of online playtests with games from different designers.
The first edition has just gone live here.

http://www.thegamespeople.co.uk/designer-playtesting-video-series/

https://www.facebook.com/groups/2555070314529353/permalink/2908259269210454/

https://www.youtube.com/watch?v=vYsmEZAeU08&t=

This is the first in a series of blog posts about virtual playtesting. Others here;
Playtesting in Pyjamas
Giving Playtest Feedback
Getting the Most from Virtual Playtesting

Since writing this I have been involved in establishing the Virtual Playtesting Group. We meet on Discord on Thursday evenings (6pm UK time) until late, and playtest in Tabletop Simulator or Tabletopia.
With moderators in time zones from Eastern Europe to the Pacific, we welcome you to bring your online prototypes to playtest with other designers.

Here is an invite to the Discord Server.
https://discord.gg/Ze9mBWc

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Why-verns Lair? (part 2)

wyvernThis is my second post about the Wyvern’s Lair event at UKGE.

The first is here.

Before I go on with further thoughts on how the Wyvern’s Lair event at UKGE might be improved, let me come clean with my own credentials. I am not by any means an industry insider. I am an amateur games designer at best, with an interest in having some of my ideas published at some point in the future. I have been impressed by a number of publishers who I have had the pleasure of pitching to, or who I have seen give feedback on other games. Many of them know their stuff.

What I would claim to know a little bit about is adult learning, training, facilitation and presentation skills. So my perspective as an audience member wanting to learn how to improve the way I pitch to a publisher might be very different from those who are looking for a game to publish. However, I maintain the fact that there were far more people like me, than publishers, in the room, and that even those chosen to pitch could have benefited far more from the process with a little ‘redesign’.

The challenge faced by UKGE staff is that Wyverns Lair (like Dragons Den) is trying to meet two purposes. An industry event to bring designers together with publishers; and an event to entertain an audience made up of paying visitors to the Expo. If we accept that a significant number of those in the audience are prospective designers who are looking to learn something about the pitching process and what publishers look for, it follows that in both cases it is the feedback from the industry professionals which is key. I had very little to learn from watching someone pitch their game poorly, but had everything to learn by listening to how the publishers responded, and learning what they considered to be a poor pitch.

I also understand that the UKGE does not have a limitless supply of resources, so any additional work or investment of time, needs to be acknowledged, and potentially should yield a return in proportion. I believe that my suggestions below while requiring additional effort, would serve to build the UKGE’s reputation as the place for prospective designers to bring their games to present to publishers.

Submission Process

Last year the submission for Wyverns Lair closed a significant period before the Expo took place (3 or 4 months?). Submission was through a single sheet of A4 with no more than 1 image or 100 words. Submission guidelines are here. Designers do not have a clear idea of the selection criteria, so they don’t know what to include and what to leave out. Publishing these beforehand, would likely improve all submissions, but would also help the best to rise to the top.

I understand that someone has to read all submissions, and that to do so for 50+ submissions is not an insignificant investment of time, but the shorter the submissions the harder it can be to get a clear idea of how much work is behind them,  and as, distinguishing the good from the bad becomes harder, the selection process while quicker will become more arbitrary. The mixed quality of the pitches demonstrates this, as does the experience of some of the publishers in attendance who got to look at some of the failed submissions.

Is it necessary for the successful applicants for Wyvern’s Lair to be determined before the UKGE itself?

Although I can see that this allows those pitching to prepare, a case could be made that those who are preparing their pitch especially for the UKGE are not really ‘ready’. If their game is ready for consideration by a publisher then their pitch will also be ready. As it is, the submissions were made (and closed) months before the UKGE. If a game or designer missed the deadline too bad, and if they were accepted then this creates a deadline to rush to have the pitch ready on time, whether or not the game itself is quite ready.

Suppose the selection process took place at the Expo itself… We all know that very many designers arrive at the Expo ready to pitch their game to any number of publishers. Many have prototypes with them. Why not give all of them the opportunity to pitch to be part of the main event? Maybe at a preliminary event on the Thursday evening or the Friday morning?

How about starting with a pitching workshop on Thursday evening? This could be an open event where designers pitch their games to each other, and give each other feedback on how to improve their pitches. Then on Friday morning, give people the opportunity to make a 2 minute elevator pitch to a small panel as the application process for the Wyvern’s Lair.

The benefit of this extra effort? UKGE gets more designers coming along with more games, prepared for presentation to publishers; publishers will likely see better quality games ready for pitching both within the Lair, but also outside the Lair by those who have arrived hoping to win the opportunity to pitch; all designers get the opportunity to improve their pitching whether or not they make the cut, and those selected go through on a meritocracy rather than a lottery; the audience in the Lair sees the best pitches, and hears proper critique because publishers can be harsher when the overall quality is higher. Everyone wins.

What about designers who can’t pitch?

I realise that if there is undue emphasis on the ability of the designer to pitch in public then there is the risk that great games produced by less personable or engaging designers might be missed. That may be the case, but that is not where those designers should really be pitching their games. Create some low key 1-on-1 opportunities (such as designer/publisher speed dating) where they will have a chance to shine rather than forcing them out of their comfort zone, and potentially distracting from the good elements of their game with a poor presentation. If they do want to improve their pitching skills then the pitching workshop I suggest above would be an ideal opportunity, rather than the deliberately intimidating prospect of pitching to a panel of industry professionals and a full audience.

The real value of critique

Overall, the UKGE is simply the best event of its kind in the UK, and is carving out its reputation as a must attend event for the international board game industry as a whole. They have grown, and look set to continue to do so. At an event with so much happening not everything is going to be great. What I have been impressed by, from several conversations with various members of UKGE staff, is their desire to learn and improve. I trust that in the same way those entering the Wyvern’s Lair would be open to listen to and learn from any critique, these thoughts might help to improve the Expo as a resource for budding game designers and thereby to improve the experience of all those finding their way into this increasingly crowded industry. Creating and developing these sort of community events will help us all to raise our game.