About pretty prototype, as an artist myself it's just relatable. If I can't make it pretty, at least I'll make it looks cute! Drawing can be a cooling down therapy for me, including for prototypes.
So true about BGG comments. The reason I never truly trust BGG ratings is because I'm aware that the majority of its community are hardcore gamers. I found several hidden gems with below 7 or 6 rating! And of course when it comes to commenting and rating the games myself, I tried my best to be nice, give compliments with some criticism (if there's any), and my lowest rating there is 6--which just means "this game isn't for me".
Sadly it’s an unavoidable situation - casual players don’t go online and comment - so it’s inevitable that everything will lean towards more complex strategy games.
Thank you for these videos Adam! I have been watching each one twice to make sure I catch all your tidbits of knowledge. Your videos have the most useful information in them for a designer who pitches to publishers. I've pretty much listened or watched almost everything that's out there. I've been a designer for 2 1/2 years now and happy to say I'm in the process of signing my first game. But I couldn't have done it without all the knowledge I've taken in and your videos especially.
I don't miss any of these videos of yours, they are an essential oil, the extract of a careful distillation process and a valuable help for anyone who wants to enter this kingdom... hahaha, I have become narrative, but it is true. Thanks ;-)
When considering purchasing a game, I tend to find the comments of most use (rather than ratings). I always look at the lowest rated comments and the highest rated - to see why people LOVE the game and why they HATE it.
You’re welcome :) Hopefully it is helping to manage designers’ expectations - preventing people from thinking they’re going to hit the jackpot, but also letting them know that publication is possible and achievable!
Thank you for your videos! They're useful, informative, funny... and most of all, authentic and sincere. Keep up the wonderful work! (and I must confess, I don't think I've ever played one of your games, but will try to get one!)
This series of videos has been great! There are points being brought up that I haven't seen from others but that are important, such as that signing a game is no guarantee it will be published (I had a signed game get cancelled myself - it happens and it's good to be prepared for that so you can bounce back), how the game should provide immediate feedback to the player (video games are better at this right now than tabletop games), and a point from a video the other day about taking a break and doing things other than game design. These videos are worth watching and re-watching to absorb all the lessons.
Thanks! I do think there is a lot of groupthink in game design circles - and things get stated repeatedly as fact, that just don’t fit my experience. Of course, I could be equally misled(!) but I try to keep it simple and explain what I’ve experienced, or what I’ve seen happen to others.
To anyone who says "My Game will be the Next Monopoly!" : It took Monopoly decades of refinements; under 3-4 different names; by dozens, potentially hundreds, of different people before it became a big game. Do you have decades to develop a single game? Are you hundreds of different people? Why do you think your game will be bigger than Monopoly?
Great video, and golden advice! I'm currently going through all of them for game design. I was just wondering, what's the ghost themed board game you're playing in the 'Interaction is Wonderful. Feedback is Equally Important' (@17:43) section of this video?
I think pretty prototypes might be worth the effort. If a publisher is paying many people for different jobs than i think it's possible that the person you are pitching to is not the same person who works on table presence. I'm assuming the person you pitch to might not see the potential of the game if not presented properly.
I think most publishers are pretty good at seeing potential in a game - even if presented in a very basic way. But if you’re treating your game as a product - the presentation is almost as important as the ruleset - so it makes sense to show a publisher exactly what you had in mind.
@16:04 That reminds me of how Thomas Edison & Alexander Graham Bell invented things: Edison (usually) was trying to solve a problem; Bell (usually) had a scientific principle he wanted to exploit. Overall, Edison was more successful than Graham Bell.
About pretty prototype, as an artist myself it's just relatable. If I can't make it pretty, at least I'll make it looks cute! Drawing can be a cooling down therapy for me, including for prototypes.
Yes, it just gets you into a creative mindset - or it does for me at least!
Receiving new artwork for a game design for me is one of the best things
Yes, that’s true - it’s a very exciting part of the process :)
So true about BGG comments. The reason I never truly trust BGG ratings is because I'm aware that the majority of its community are hardcore gamers. I found several hidden gems with below 7 or 6 rating! And of course when it comes to commenting and rating the games myself, I tried my best to be nice, give compliments with some criticism (if there's any), and my lowest rating there is 6--which just means "this game isn't for me".
Sadly it’s an unavoidable situation - casual players don’t go online and comment - so it’s inevitable that everything will lean towards more complex strategy games.
Thank you for these videos Adam! I have been watching each one twice to make sure I catch all your tidbits of knowledge. Your videos have the most useful information in them for a designer who pitches to publishers. I've pretty much listened or watched almost everything that's out there. I've been a designer for 2 1/2 years now and happy to say I'm in the process of signing my first game. But I couldn't have done it without all the knowledge I've taken in and your videos especially.
Congratulations on your game! I’m glad if my videos have helped in any way :)
I don't miss any of these videos of yours, they are an essential oil, the extract of a careful distillation process and a valuable help for anyone who wants to enter this kingdom...
hahaha, I have become narrative, but it is true. Thanks ;-)
There are a few threads on BGG itself which point out that the ratings are virtually useless, since said ratings don't account for taste.
When considering purchasing a game, I tend to find the comments of most use (rather than ratings). I always look at the lowest rated comments and the highest rated - to see why people LOVE the game and why they HATE it.
Hi Adam!
You are a lovely person and I love your channel.
Thanks for all the content you provide!
Thanks Emanuele! :)
Really enjoying the series! “So you designed an awesome game -what can happen next? “ great lessons from reality! Thanks !
You’re welcome :) Hopefully it is helping to manage designers’ expectations - preventing people from thinking they’re going to hit the jackpot, but also letting them know that publication is possible and achievable!
Thank you for your videos! They're useful, informative, funny... and most of all, authentic and sincere. Keep up the wonderful work! (and I must confess, I don't think I've ever played one of your games, but will try to get one!)
Glad you’re finding them enjoyable - thanks for watching!
This video (for me) is the best in the series so far :)
Which tip particularly connected with you? :)
@@AdaminWales it's the best because there is more than one :) I like these: 60, 58, 57, 55, 52, 51
LOVE love love this top100!
This series of videos has been great! There are points being brought up that I haven't seen from others but that are important, such as that signing a game is no guarantee it will be published (I had a signed game get cancelled myself - it happens and it's good to be prepared for that so you can bounce back), how the game should provide immediate feedback to the player (video games are better at this right now than tabletop games), and a point from a video the other day about taking a break and doing things other than game design. These videos are worth watching and re-watching to absorb all the lessons.
Thanks! I do think there is a lot of groupthink in game design circles - and things get stated repeatedly as fact, that just don’t fit my experience. Of course, I could be equally misled(!) but I try to keep it simple and explain what I’ve experienced, or what I’ve seen happen to others.
To anyone who says "My Game will be the Next Monopoly!" :
It took Monopoly decades of refinements; under 3-4 different names; by dozens, potentially hundreds, of different people before it became a big game. Do you have decades to develop a single game? Are you hundreds of different people? Why do you think your game will be bigger than Monopoly?
Great video, and golden advice! I'm currently going through all of them for game design. I was just wondering, what's the ghost themed board game you're playing in the 'Interaction is Wonderful. Feedback is Equally Important' (@17:43) section of this video?
It’s Ghost Fightin’ Treasure Hunters from Mattel. A great little cooperative game for families, with awesome components.
I think pretty prototypes might be worth the effort. If a publisher is paying many people for different jobs than i think it's possible that the person you are pitching to is not the same person who works on table presence. I'm assuming the person you pitch to might not see the potential of the game if not presented properly.
I think most publishers are pretty good at seeing potential in a game - even if presented in a very basic way. But if you’re treating your game as a product - the presentation is almost as important as the ruleset - so it makes sense to show a publisher exactly what you had in mind.
On the plus side, most of your games have positive ratings on BGG.
Yes, but there are always others scoring higher…. the grass is always greener…
@16:04 That reminds me of how Thomas Edison & Alexander Graham Bell invented things: Edison (usually) was trying to solve a problem; Bell (usually) had a scientific principle he wanted to exploit. Overall, Edison was more successful than Graham Bell.
Nice analogy. Thanks :)