If you read the reading the sub-heading
of the blog this is suppose to be a blog about playing and designing
wargames. Lately, there has been a lot of content about playing
wargames, but not a lot about designing them. Therefore, I figured
it might be fun to walk-through the steps I take to design a new
game. You can read along and hopefully glean some ideas and insight
into the process.
The Concept
Many times, people
will ask how a designer starts. They want to know if you start by
writing background (fluff) or mechanics. Neither. For me, all my
wargaming projects start with a very simple concept. Essentially, it
is what I want the game to be about in a sentence or two. At this
stage, they are only the briefest idea of what I want the game to
represent.
Example concepts
include:
- The Punic Wars
- Cowboys vs. Undead
- Samurai duels
- Dragons and their riders fighting in the sky
- Napoleonics with magic
- Gangsters battling for turf
- Land ironclad battles
- Sci-fi model vs model skirmish
- Dinosaurs fighting
As you can see, it
is really quick and easy to come up with a concept. I have hundreds
of them. The hard part is choosing which concept you are going to
explore and which ones have to sit on the shelf.
Design Goals
Once you have a
general idea of the concept, you need some time to think about what
exactly you are going to try to do with the game. What are you
trying to accomplish on the tabletop or with the playing experience.
I always assume that there are tons of other games with the same
concept as mine, so why why would someone be interested in my take on
the same subject? What are the things I am going to design into the
game to make it stand-out? Often times, it the game doesn't have
enough to even keep me hooked at this stage the concept goes back on
the shelf to be re-thought later.
When I think about
a game about Dinosaurs fighting here are some of the design goals I
would include:
- Interesting battles between Dinosaurs 1-on-1 or in very small groups.
- Gameplay that flows quickly and easily between players
- Lots of decision making for the player
- Clear differentiators between Dino types
- Scale and model agnostic
- Combat that flows freely, not locking you in
- Positioning is key
These goals would
be different based on the game I am trying to design. For contrast,
let's look at some potential design goals for a game about the Punic
War between Rome and Carthage:
- Abstracted combat between units
- No model removal
- Units that compliment each other
- Unique commander traits
- For use with 6mm-28mm models
- Limited Actions based on General's Orders
- Quasi-historical outcomes
- Flanks and Ranks for tactical combat
- Campaign system
Just by reading the goals of these two games, you can immediately see how different they would be to play. It would be exceedingly difficult to try to use the same mechanics to accomplish the goals in these two systems.
When thinking of your design goals, it is important to think through your concept and what it is capable of sustaining. For example, if you think through our two concepts of Dinosaur fighting game and the Punic War; does it make sense for the Dinosaur fighting game to be a mass battles game? Does it make sense for a game of the Punic War to be model-vs-model game? Not really. The design goals are the guidelines and guard rails for your creativity and ideas to make sure your game will stick together.
Many people try to
skip this section and go straight from concept and into mechanics.
This leads to a disjointed rules set without a clear, tight focus on
what it wants to accomplish. These games are not fun to play as they
try to be all things to all people and invariable end up with IfThis/Then That rules. However, now that
I have the guard rails for my project, it allows me to move into the
next stage of developing a concept into a game.
Research
Once I know my
concept, my guidelines, a rough idea of what I want to accomplish,
and some idea about what will make my concept unique; I turn to my
bookcase, library, and the internet. If your game is Historical; you
must learn some of the basics of the period. You need to know what
units did what and against who in the past. You need to understand
how the units interacted, what they were good at, and what they were
not good at. You need to understand how they were used in actually
engagements.
Even
non-historical works can benefit from some basic research on how
similar combat worked in the past. For example, a Sci-fi setting
with slow firing energy weapons could benefit from understanding how
slow firing firearms were used by humans in our world.
In addition to
historical research, the most important research is to turn to your
tool box of games. Every designer should have a good knowledge of
mechanics learned by reading, playing, and writing about games. Read
to understand how other designers dealt with the goals and guidelines
that you yourself are facing. Start a list of ideas you like to pull
inspiration from it. Too many designers are too focused on being
innovative. Innovation is over-rated!
Take your list of
mechanics and go back and compare them to your historical notes and
your design goals. Do any of them fit what you are trying to
accomplish? Jot them down next to the goals or notes. You are
starting to build a skeleton to fill in the 4Ms.
At this stage of
the process, I also like to take a look at what is available for
public domain artwork and images. I tend to put together a few
slides of these images to create a gallery to plug and play once I
start writing. I also find it motivating to create a cover and title
at this stage. Normally, I would say this is too soon, but it works
for me!
As this series of
articles progresses, let's follow along while I try to design a game
based around the concept of Dinosaur Fighting. For my research and
inspiration I looked at the following games:
- Arena Rex
- Bushido
- Song of Blades and Heroes
- Blood Bowl
- Frostgrave
- Mercs
- Pulp Alley
- Batman: The Miniature Game
- Necromunda/Mordheim
- Various Osprey Wargame Series books
- Various Warhammer Historical Games
- Lord of the Rings
- King of Tokyo/New York
I am sure there
were other skirmish games I looked at too, Those are the ones that
came to me top of mind. I jotted down some notes and ideas from each
in a free flowing notebook of ideas. With that done, I am ready to
move onto the next stage of finalizing the 4Ms.
Next time, I will
continue to share the journey with this game and walk through the
process.
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