4 ms·
As an avid board game player to a board game designer: Please make sure that the chance to win isn't determined purely by random chance (die rolls), or at the
by antisthenes 10y ago
As an avid board game player to a board game designer:
Please make sure that the chance to win isn't determined purely by random chance (die rolls), or at the very least enough rolls to average out for the players, or, in the worst case, some way to optimize for the most probable die rolls (like Catan)
Losing a game from a critical success or critical failure from a die roll makes me never want to play the game again.
- cableshaft 10y agoI'm an avid board gamer as well. I've averaged over a hundred new board games tried every year the past 3 years. I'm pretty aware of the state of the hobby board game industry, and that's mostly what I'm targeting (albeit the simpler card game end, not the eurogame end, at least not yet. Think something like Arboretum, Parade, or Sushi Go). Tonight I'm excited I'm going to finally get to try Imperial out, and I'm going to try to get an older game I had to order from Canada, Pack & Stack, to the table. That being said, there are benefits to having randomness. It helps to broaden its appeal. If you've got the time, I recommend checking out one of Richard Garfield's many talks on Luck vs Skill. He talks about his experiences with Magic the Gathering, as well as how Valve designed Team Fortress 2 based on his articles and juggling luck vs skill. Link: https://www.youtube.com/watch?v=dSg408i-eKw https://www.youtube.com/watch?v=dSg408i-eKw I know how worrying it can be when a video game designer switches to board game design though. You get some that will just slap something together without considering the industry, and then you get something more akin to Exploding Kittens or some sprawling miniatures game that looks beautiful but plays like garbage.