Core Philosophy
I discuss the game design philosophy for Bold Move Games, and my emphasis on making games that can satisfy 3 criteria:
Easy to Learn and Play
Creates a New Experience
Designed for Everyone
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1. Easy to Learn and Play
This should be somewhat self-explanatory. The longer the rulebook, the fewer people who will want to read it. I believe in complex, strategic decisions flowing from simple rules.
Additionally, I think it should be very easy to track in-game progress. For that reason, I prefer clear victory conditions and to avoid, for example, a victory point track. While collection of victory points is a trend in modern gaming, and many fun and exciting games use this mechanic, it does create an inherent separation between an action and the outcome. I prefer feeling a closer connection of game mechanics to theme, and reduction of bookkeeping, which can take away from the fun. This is something that influences my design decisions.
I also prefer simple turn structures, without multiple phases. For example games like Scythe and Gloomhaven, which require a top row action and a bottom row action, are excellent games with very simple turn structures. I think easy turn phases helps the action to feel as kinetic and free flowing as possible.
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2. Creates a New Experience
I want to create experiences make you feel like you’re on a playground, with a sensation of freedom, and being immersed in a specific world. A game that is thrilling has to be fast moving and intuitive, and call for challenging decisions and mental puzzles.
For Crossing Olympus I wanted to have the feeling a chess board come to life. I was disappointed that Wizard Chess in Harry Potter didn’t actually have any new rules, just the moving pieces. I’ve long had fascination with Greek Mythology, and even wrote a screenplay that’s a modern take on the Odyssey/Oedipus myths. Through that process, which included a lot of research, and writing for these characters, I felt deeper connection to them. So, when creating the board game, it felt kind of natural to be creating their abilities.
Since the goals is to have it feel as if these gods and goddesses have come to life and are in your control on the board, the artwork needed a realistic style. I even asked to avoid some more fantastical elements in the artwork, to maintain a feeling of the characters are stepping out of legend onto the actual board.
World building through the artwork is so important. I have been so fortunate to work with insanely talented artists for this game, who have brought my vision to life beyond what I could have actually imagined. Such a huge thank you to the legendary but anonymous R.M. for the original 12 gods, and to Guilherme Motta for the 3 Furies, Forgotten Women and Wise Creatures, and Ardian Hidayat for the Random Legends artwork.
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3. Designed for Everyone
I think that this ties into the first two factors, because I want my games to be universally fun to play. Though no game can be called perfect or appeal to everyone, I want to try!
Diversity and representation is crucially important in all areas, including games. Although the greek gods and goddess are often portrayed as Caucasian, in truth these gods and goddess represent ideals and archetypes. As ideals and archetypes know no race, I encouraged the artists to create diverse representations for the characters.
Other considerations include being colorblind accessible, and again easy for most people to pick up and quickly learn.
I wanted to aim the artwork towards a general audience and avoid overly graphic violence or sexuality. Though the artwork for Aphrodite is sexual, and the artwork for Tisiphone the Fury is somewhat graphic, I hope the game keeps a sensibility where it is non-offensive, fun is put first, and it is honoring Greek mythology.
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What do you think about these board game design philosophies? Do you have your own core credo or guidelines you follow?