10 Steps to Design a Board Game
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- เผยแพร่เมื่อ 6 ก.ย. 2024
- See a much more recent version of this video here: • 10 Steps to Design a T...
Jamey Stegmaier of Stonemaier Games outlines 10 major steps to help you design a board game.
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2019 update: Stonemaier is not that small anymore! :)
Very useful video.
Good luck Jaimie! Thanks for great games!
0:00 intro
0:30 1. Play a lot
1:30 2. Subscribe to gamedesign resources
2:18 3. Start with brainstorm
3:01 4. Rapid prototyping
3:44 5. Refine prototyping
4:26 6. Blind playtesting
5:58 7. Decide how to publish
7:05 8. Get a quote from manufacturers
8:00 9. Pursue the art
9:03 10. Resourcers for Kickstarters
Thank you!
Randy: Thanks for your question about the disclosure form. I personally don't care for NDAs. I give guidelines to playtesters, but nothing legally binding. I'm not worried about someone stealing or misusing my ideas--people are far more interested and invested in their own ideas.
NDAs are an insult, and are barely binding in any case. Not so bad are tiny followup surveys of about 4-5 sentences. Those are nice.
Good tips! I myself am a Video Game designer, but board game development and video game development go hand and hand. I have fiddled with Video game development for 7 years, but I just started working on my first board game. I am really enjoying the process. My team and I plan on publishing our game once we are done with balancing and art! Thanks for the cool video.
So did you do it? What's the game called?
I do want to start by thanking you about sharing your experiences with tabletop game design and publishing. I can't imagine how many people you have helped get their projects off the ground and/or to the tables of other gamers. If I ever see one of my ideas to completion, I surely would attribute that achievement in part to the experiences and resources you share with the community.
All that being said, how do you feel the advice you have provided in this video has changed since its recording? Are there any new/different podcasts/blogs/other resources about design that you would recommend?
Thanks Derrick! This is actually an older version of this video--there's a much newer one (with some links in the description) here: th-cam.com/video/VgEt7PysQgc/w-d-xo.html
Jamey, absolutely amazing having known you the past few years and I never saw this video. Still relevant a half decade later.
Thanks Jamey, you just gave away 10,000USD worth of advice, generous man!
My pleasure! I'm glad you found it helpful.
Thank you for such a great handful of resources. I'm jumping into the pool. Don't know what I'll be doing, but I loved the video.
Thanks! I have a much more recent of this video here: th-cam.com/video/VgEt7PysQgc/w-d-xo.html
I hope one day I see a fully produced documentary on the creation of a game. From idea to retail. I think this would be an awesome process to see.
That would be cool!
I was thinking about filming my games creation if anything to force me to finish.
Just stumbled upon this video. Jamey, that was incredibly helpful and generous. I wasn't looking to create a game - I'm a writer - but I will give it a shot now. With your detailed advice, all those links - you've allowed us entry into another world. Thank you. Love from India.
Thank you, thank you, thank you, for the video Jamey, very informative.
A friend and I had developed a board game and get this, about 20 years ago. I know, I know, so long ago but it still can be popular even today. The prototype will be completed in a few weeks, very excited. Then of course we will play it ourselves, and figure out the all the bugs. Finally my question and sorry for the long windedness Jamey. When game testers test the game is there a disclosure form that the good folks sign or what happens when we share the game with a publisher or designers.
Thanks again Jamey.
Amazing video from a true visionary in the industry!
Most excellent, Jamey! Thank you for reaching out with this. Board game design is a topic that could use greater representation here on TH-cam.
I feel confident designing the general mechanisms, rules, rough visual layout, etc., but when it comes to the nuts and bolts of game balance and other mathematical considerations it seems I'm left solely to trial and error.
I know that grinding out countless playtesting sessions is how you refine and polish this aspect of your game, but is there some basic knowledge that experienced designers have to get them started a little closer to the mark?
It just feels like a huge hole in my design education thus far, and I don't hear people talking in detail about how to work out the nitty gritty of game balance and such.
Thanks again, Jamey! Hope you're enjoying GenCon!
Brian Blackwell I think there are a few different solutions to this, but I'll suggest the first one that comes to mind: The mathematical considerations vary widely from game to game, so there isn't a universal solution. However, if you have a friend who loves Excel, play the game with them a few times and see if they can help with the math/balancing side of things. I think that's a good place to start.
Jamey Stegmaier Much obliged, though I don't think I have such a friend; I'll have to ask around. I hope you see your way clear to keep up the video series; it's priceless to have a voice on the inside track offering his ponderings on design. Thanks again and good luck with your upcoming projects!
Brian Blackwell Thanks Brian, I appreciate that! Everyone needs an Excel geek friend--hopefully you'll discover that you already have one. :)
I just moved to St. Louis! Cool to know you're here!
Another great video Jamey! I had to smile when you recommended Richard Bliss' podcast, I did the exact same thing at the end of my first blog video, I even said I listen to it in the car on the way to work!
Thank you so much for this practical advice. I designed a game years ago to play with my child, and never thought of making it a published game before because I had no idea how to start. Now I am beginning to believe in the potential for my game to become a published "real" game. It's good to know I don't have to figure everything out alone from scratch.
Marialla: Thank you! That's neat that you designed a game (and playtested it with your kids without them knowing it). I'm glad this video can help you see some of the next steps in the process.
Thanks Jamey, this was super helpful! I also am a huge fan of your website and all of the KS lessons you write.
Hi Jamey. Just watched and enjoyed this. Its actually a similar dynamuc to the shares bonus actions in railroad revolution, which personally I find a very interesting mechanic as they are used as additional bonuses, unlocking better scoring multipliers and simply cash. Combined with the fact you cannot "buy" shares, if you don't know it, it is worth looking into!
Thank you for sharing you experience! I very like the way you are transparent about your business, it really shows your passion about board games but even more the fact that it's the best way to create opportunities!
Sorry for my english.
Thank you again for the inspiration!
Thanks Vincent! My pleasure. Happy designing! :)
If you are pitching to a board game publisher do research on how they liked to be pitched to. Some publishers love it when you compare what games your board games is like. Others will not publish your game because they are only looking for unique games. Among other differences between publishers.
Dude, I think this was back in 2014 but thank you so much for sharing your knowledge. Appreciate it!
Great and useful video, thank you!
One day I've played so many games, I had a dream of a new game. If that happens, you need to write it down.
A very useful resource, thank you so much Jamey.
Great video!
You might consider putting links to the referenced webpages in the description, for people to easily reference.
Wyle: That's a great call. I'll take care of that right now. Thanks!
Jamey Stegmaier Thanks, the links was useful.
As a beginning designer, this was INVALUABLE!
Awesome video! Great tips!
This is awesome. Thank you so much
Thanks! There's a more recent version of this video that may be more helpful: th-cam.com/video/VgEt7PysQgc/w-d-xo.htmlsi=Dhe0c0qFFhXOhVze
It’s crazy how much work goes into publishing a game. Like I’m sat here looking at my prototype and I’m like “Oh god” 😆
And this is just *designing* a game. I have 500 blog entries about actually publishing them. :)
How do you keep the cat from eating your games?
That's Step 11. They love to check on cardboard, but somehow they know that board game boxes are for sitting in, not chewing.
Great video, thank you!
....but hey! Game designing does not have to be about publishing, you can also design games and and not sell it. I prefer not pursuing publishing the game but rather make a real piece of art that wouldn't be sellable for many reasons (too pricy, space needed, special object needed, mixes other games in it etc). That way you can create super original games that you don't find in stores and that look way nicer.
With thegamecrafter.com, you can prototype anything you design and if you dig a little you can make diy mold to make your own pieces in tin or lead.
Great video! Thanks for all the information!
When you use blind play testers, how do you collect feedback from them? Do you send them a questionnaire or have a conversation with them?
PMD Games I create a Google spreadsheet with some key questions (some subjective, like "What frustrated you the most?" and others more quantitative, "List each of the end-game scores")--it's a handy way to collect data. Every now and then playtesters are willing to record video of them playing or audio of the post-game discussion, and that's always very helpful to listen to.
Jamey Stegmaier I know you love stats. Do you have a number of questionnaires you like to be completed from blind play testers or is it a case of more the better?
PMD Games The more the better, but I aim for a minimum of 5 playtests per playtester and a total of 100 different playtesters (at least).
Great tips! Thanks a TON Jamey!!!
Very helpful and inspiring. Thank you.
I shouldn't really be worried about blind testers stealing my idea, should I?
Oh, definitely not. Ideas aren't worth anything--it's execution that matters. Execution takes a lot of time, effort, money, people, and passion. Your level of passion for your game will never be matched by someone else. :)
Everyone is publishing games these days and it's starting to feel like self published books. On the other hand guys like Jamie and Sandy Petersen are able to self publish great games that become big hits and snowball into successful companies. Anyway, this is a great video.
Hey Jamey, I really enjoyed this video. There's some solid advice in here. Is there anything you would want to add to this now, two years down the road?
Thanks for asking! For the most part, my methods have stayed the same. I think the one thing I'd add is to continually look at the heart of the game during the design process. Like, with Scythe, I would often look at the art and ask, "Does the game capture the feeling evoked by this art?" I asked myself that question all the time, not just at the beginning of the design process. The other questions I ask in a similar way are, "Is this fun? Why is this fun? Could it be more fun?"
It must have been interesting designing a game starting with the art. I used to play in a band, and we once wrote an entire album starting with song titles. Very different approach.
I've been working on designing a game, borrowing ideas from games I love. I'm almost at the playtest phase, but after seeing how the Popularity track in Scythe works for endgame scoring, I'm thinking that something similar might be the last little detail I was looking for!
That's really cool that you wrote an entire album based purely on the titles! And I'm glad the popularity track gave you some inspiration. :)
Very cool. Thanks for putting this together.
Are there board game companies that produce games primarily for the classroom setting? I have a feeling my idea for a game would appeal to a school environment. Even though I would want everyone to play it. I feel that the takers would be schools.
I don't know the first thing about board game companies in terms of how they organize themselves concerning subject matter or game play styles.
My idea is to construct a board game around the creation of Beethoven's life with respect to the 5th. Symphony. Each player would play different people in Beethoven's life, as well as, taking turns being Beethoven. The first player to complete the symphony gets the completed score (in miniature form), and gets to be Beethoven for the premier performance. In other words the game would not end at the completion of the score. And, when one person is Beethoven the other players get to do the things their real life counterparts would have done during that time. When one person is done being Beethoven, he or she would simply exchange characters with someone to their left.
The effect I would hope to achieve would be to immerse the players into that time and place. As well as give the players a glimpse of the concerns of the other people in Beethoven's life. It would also, to an extent, eliminate player down time. Players would be doing other things besides just sitting around waiting for their turn to be Beethoven.
The fun part comes in when players get to interrupt Beethoven as he's working if you suspect he's close to finishing. And when players interrupt, Beethoven must stop what he's doing and deal with the issue. But each player can only do that a certain number of times. There is enough down time in Beethoven's life which adds to that suspense.
The game would be called The Most Famous Four Notes in the World.
That's my idea. Does it have a chance in Hell?
I have another idea called Ragtime. That game would center around Scott Joplin. It would be similar, but different.
Academy Games is a company that focuses specifically on the classroom (though they design their games so they're fun for gamers too). There's actually a recent game called Symphony No 9, so that's in the same realm as the theme you mentioned. I'm not sure how well it's sold, but it exists!
@@jameystegmaier Thank you for responding, and the information.
I saw Tom Vasel's review of Symphony No. 9. Fortunately the game I'm thinking of is nothing like that,
There is a documentary called The Secret Life of Beethoven. It's on TH-cam. It tells the story of Beethoven's life with regard to composing the 5th. Symphony. That documentary would be the basis for this game.
The game board would be a map. Napoleon would be an outlining concern.
As far as I see it the questions I must address are:
Replayability without necessarily relying on players having to use different compositions.
Leveling the playing field. I don't want musicians, composers, or conductors to have an unfair advantage.
I'll definitely look into Academy Games.
Great explanation, loved it
Another question as it relates to the interchange of Steps 4 and 1 - how do you stay focused and avoid "Oh I really like that aspect of that mechanic in that game - maybe I should work that into my game?!?!?" And then you have potentially new directions...do you try them out, or stay true to your course, or is that an avenue that play testing may uncover?
Greg Gillum Yeah, it's a slippery slope. For a while, Euphoria was a drafting game because I had recently discovered (and loved) 7 Wonders. It was through playtesting that I realized 7 Wonders did everything better than my game, and the drafting mechanism didn't feel right for Euphoria at all. Conversely, Tzolk'in also had a big influence on Euphoria's design in a very good way (the way turns are taken and the alliance track in Euphoria). So I think it's a matter of knowing how you want people to feel when they play your game and being able to learn from other games you're exposed to at the same time.
Very insightful - thank you, Jamey!
Hii jamey.i have one doubt Can we repaint game and character of game and publish it in other language with same mechanism . Is there any copyright issue for that from designer or developer of that game?
No, you can't do that.
Very solid.
Is there some kind of online tool that lets me create how I would like a game to look (The layout and general idea of the game board would look)?
There is an online tool for the board. It's called inkarnate
Thank you very much! the video is so helpful.
Thanks for the video, Viticulture is my favorite board game.
Thanks Matthew! I'm flattered to hear that.
Thanks for the reply, I'm going to play Scythe tomorrow with a few people who have not played it before.
I am wondering how much math is involved when designing a boardgame, like the propabilties for dice results or number of cards needed. Or is it mostly trial and error and playtesting?
Andrea Schoembs I would say it’s a combination of the two-they complement each other.
@@jameystegmaier Thank you, Jamey. I'm currently playtesting someone else's pnp prototype for the 1st time and find it fascinating yet challenging. Your video helped understanding the process better and I hope I will be able to give valuable feedback.
@@andreaschoembs7878 Thanks! I've compiled a bunch of other resources here: stonemaiergames.com/kickstarter/how-to-design-a-tabletop-game/
Hello -
I am very grateful that you take time to tell us about your journey - those of us who want nothing more than to design a published board game really appreciate your investment in “us”!
I am on Step 4 (rapid prototyping) of a game I have a been developing for a few months and I am really excited about it - I have also met an artist that I really enjoy working with, and I have invited her to “listen to my pitch.” But after listening to you, am I bringing in an artist too early? I thought she might help me make the game more interesting to play testers, but she might get cut-out of the deal if it ever gets the attention of a publisher?? Is that a major risk for her?
Greg Gillum Thanks for your question, Greg! It's a really good one. My short answer would be that you are bringing in an artist too early (kind of). There's no risk for her, though, if you're paying her. The risk is to you. :) So here's the deal, and this is just my opinion, so others might look at this a different way: I think you can help a publisher understand the spirit of your game if you have a few pieces of art made for it. Just a few. Maybe the artist can help you with a few icons if that helps with gameplay. But beyond that, unless you plan to self-publish, you really want to leave the art up to the publisher. A good publisher will talk to you about the art and find a good fit, but they might completely change the theme (again, in collaboration with you), so you could waste a lot of time and money if your artist creates art for, say, a Viking game that a publisher turns into a game about kittens. Or Viking kittens.
Makes a lot of sense to me - thanks for the advice up front - may save much pain, and $$$$, later!
I've been using the Game Crafter for our prototyping, its helpful and Farley cheep.
Just found this working on a game toon based save your planet really need help made it a board game and a dule buy boosters to make your toon army to defeat the dark boss that has the three books dont want to give much away just need help its hard finding and trusting people
good steps , Thank You Very Much
If you upload the print copy of your game online for other strangers to play test, what's from stopping them from stealing your game and publishing it for themselves?
Copyright law, for starters. Plus a huge amount of public shaming that would remove them from the industry. Last, people are much more excited about spending time, energy, and resources on their idea than on your idea.
Please forgive the naivete inherent in this question: I heard somewhere that people who invent games must not expect to make any money from them. That makes me sad. I think the game I made is wonderful, and ought to be/seems to be very popular for its demographic (children 3-10, and their parents). I would like to think I could perhaps make at least a little money from this idea. Since my game involves very simple printed shapes (I could cut them myself out of a potato) and numbers, and very few pieces overall (two dice, 21 cards, a simple board, and 4 playing tokens) would I maybe be better off at first hand-making a few prototype sets to try to sell perhaps at some sort of stall or game convention or something? Or would that be just too hick to even consider? Do I have to get a business license even to sell a single game? I'm just afraid if I go the official route to publish a simple childrens game and keep it cheap for retail (about $10) by the time a publisher gets done with it I'll only see pennies. At least if I do it the hick way I might get a few dollars?
Marialla: There is money to be made from games, but I think the most successful designers aren't motivated primarily by money. You can make prototypes to test the game by hand, but you won't sell handmade prototypes. You can use The Game Crafter to make (and potentially sell) nicer prototypes. You don't need a business license to sell a single game--you're a sole proprietor just as you are.
Before thinking ahead to the publisher step, I would suggest playing the game with as many people as possible. Go to game design meetup. Go to game conventions. Playtest the game with other people, then playtest their games for them. You'll improve the game's design and learn if it has marketability. Good luck!
Jamey Stegmaier I appreciate your input and good advice. I designed the game motivated by fun, not money. It has been test-played for ten years by my kids, their friends, and dozens of other people, including "blind" playtesting based only on the rules sheet. So I know it's a good game that people love. I'm just trying to weigh the benefits vs work involved in trying to take it up to the next step towards publishing. It's not that I would ignore the points you raise, I'm just wondering what the payoff might be for me as a designer. Everything I hear sounds so discouraging as far as rewards a designer might hope to reap for their work.
Marialla It's very similar to book publishing. Designers get paid a royalty on sales if you work with a publisher. If the game sells well, you can make money. If it doesn't sell well, you won't make much money.
Jamey Stegmaier A royalty? I can live with that. :)
Great video . thanks
Thanks for the video!
Very helpful thanks a million!
WOW! I really hope designers watch this video! I totally agree with all your advice here and think these tips & steps are super important. I'm definitely going to index this video and revisit it later :-)
Thanks John, I appreciate that! As a fellow game designer, i'm curious to hear if you have anything to add. I may have missed something obvious. :)
Jamey Stegmaier I would add two quick things, only because these were huge for me: (1) Don't fall in love with your first design. With very few exceptions, it's probably going to be so bad that it's irreconcilable. (2) I think I "grew" the fastest when I did this - I challenged myself to design a whole bunch of small games, start to finish, then toss them in the closest and design another. I started off with a restriction of only 18 cards, that's it. Then gave my only 27 Cards, then another with only 27 cards and 10 pennies, then bigger and bigger. It enabled me to hone my skills is getting the most of out a certain mechanic and I taught myself creative ways of fixing broken mechanics with what I had instead of adding more "stuff" to a broken game. I would definitely recommend this to anyone who really want to hone their design/development skills.
***** Both of those are great advice. In fact, I would take the first one a step further and say that you shouldn't fall in love with ANY of your game designs...before other people do. I've found that I can get hung up on certain ideas that simply aren't working while I should put those ideas aside or trash them altogether.
Jamey Stegmaier Haha, yes Jamey, that's a great point to add there! But I think in the midst of that one shouldn't sum up the trashed game as a total loss and get discouraged. Rather, we should be thinking very analytically and critically about the dynamics of what didn't work so can learn from it... Remembering the whole time that the point is not to create a blockbuster but rather to grow as a designer and developer. Hopefully the blockbuster will come in some years ahead :-)
***** Well said! I agree. :)
I looked at the Today in Board games website... is that still functioning in the way intended...? It's got threads headed by stuff like: "In ‘Never Too Late, ‘ Finally, Information For Grownups Going To Higher education" etc...
Unfortunately I think it's no longer in operation.
@@jameystegmaier Thank you Jamey, and I appreciate all your support for the community. I'm going through the resources now.
Thank you for making this video. It really helps. I was wondering about how commissioning artwork for board games work. Does the artist get a one time payment for just the artwork and it is your to do what you want with it. Or does the artist get some sort of commission for each game sold over time? Just curious. I am currently play testing a game I designed and would like to get some good artwork to possibly promote it on kickstarter. Any advice on the subject would be appreciated. Thanks! Love your games! :)
Thanks for your question. You can get details about this topic on my blog (stonemaiergames.com/kickstarter-lesson-3-art-and-design/), but a quick answer is that most artists are paid a flat fee. It's typically based on the time they spend making the art, but they'll divide it up by component (e.g., $75/card).
Jamey Stegmaier
Thanks for the quick reply. I'll check out the lessons soon. I appreciate the help, have a wonderful day!
make a solider board game
You look so young ... but the cat's there :) from 2021
With prototypes how did you handle cards and the info they contain? Special software, excel, pen and paper?
I typically use InDesign and a home printer, as I like a slightly polished user interface, even on early prototypes. But lots of people just use pencil and paper.
Leon Jimenez I love tabletop simulator for prototypes
@@nivdot7063 that would be great but how hard is it for creation?
Leon Jimenez not hard at all, can do nearly anything
Nice cat
Thank you for the video. Where do I go to protect my board game ideas? What is your experience about the possibility of having a major ( or minor) board company to take or steal my or another board game inventors idea and just sell it as their own? They have huge lawyer support and money to tie up starter-ups in the board game business. Who and where do I go to seek protection?
I suppose Amazon.com can sell board games world wide, Is this how you or others sell their games?
Thanks so much for your advise
Alex
Alex: That's a good question. The main answer is (prepare for bluntness): No one cares about your idea. The only thing people (especially game companies) care about is execution. The best possible thing you can do to protect your game is to openly talk about it with other people. That way if another company makes an exact facsimile of your game, the gaming community will persecute them.
But ideas? Ideas by themselves don't matter. For more, read this: stonemaiergames.com/kickstarter-lesson-204-your-idea-is-brilliant-your-idea-is-worthless/
For more legal info, search this page for the word "legal" and you'll see a few key articles: stonemaiergames.com/kickstarter/full-list-chronological/
Hi James, I have a board game in mind for iOS. However, I want the graphics and animation to look and operate almost identically to Monopoly for iOS. Meaning, I don't want to use the monopoly's icons or images I want to use there smooth graphics and animation features. See this link as an example (I randomly chose this link, th-cam.com/video/caRVPBoZyek/w-d-xo.html).What software was used to develop this game? Or what software can I use to create my iOS game that has this smooth animation?
+Sean Andre I wish I could help, but I have no idea how digital 3D images or animations are made for iOS games. I only design board games. :)
I guess Today in Board Games isnt what it used to be. Seems like weird relationship advice posts now or something, idk
Can't subscribe to Ludology... they need to get their shit together.
You can. Use Feedly.
very make to sell
How does someone make a living from BG design? I want to
Basically, follow all of the steps in this video dozens of times (successfully) until you're earning enough royalties on your games to support yourself. It's quite rare for someone to be a full-time game designer.
Jamey Stegmaier I'd be happy just making a part time living off of it to be quite honest.
Just having a game published would be something great
Cool! If you follow the steps in this video, you'll be on your way there. :)
i was searching HOW TO DRAW A BOARD GAME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!F***