The White Box Essays Jeremy Holcomb
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The White Box Essays Jeremy Holcomb In its printed edition, The White Box Essays is distributed inside The White Box, a game design workshop-in-a-box that also includes components for game prototyping like cubes, meeples, and dice. References to “The White Box” in this book refer to that larger kit. GAMEPLAYWRIGHT Contents Foreword . 4 1. Welcome to The White Box . 7 2. Protecting Your Ideas & Why You Don’t Need To . 11 3. Danger! Danger! . .18 4. Story or Mechanics? . .24 5. The Roll of the Die. .27 6. Writing Effective Rules . .33 7. Bits Matter . .45 8. What to Do When You are Worried About Your Game Being Balanced. .50 9. Bang for the Buck . .60 10. Playtesting . .66 11. How To More Than Double Your Game’s Sales . .74 12. Self-Publishing . 80 13. The (Semi-)Magical New Age of Crowdfunding . 90 14. Designing an Effective Game Box . 110 15. The Lies Game Boxes Tell . 118 16. Box Details . 124 17. How to Promote Your Game at a Convention Without Losing Your Shirt . 129 18. What a Sell Sheet Is . 138 19. Six Things You Can Say to End Your Game Pitch . 142 20. How to Network at Conventions . .148 21. How to Get Your Game Into the Marketplace . 152 22. On the Dotted Line. .159 23. Six Board Game Accessibility Fails, and How to Hack Them . 168 24. Pacing Gameplay: Three-act Structure Just Like God and Aristotle Intended . 173 25. The Economics of Game Design and Design of Game Economics . 182 In Conclusion . 191 Acknowledgments . 192 About the Author . .193 Foreword Game design is one of those odd fields that somehow inspires everyone. It is similar to writing in this respect. Everyone thinks they can be a writer. You just put down some words on paper and abracadabra, you are a writer. However, very few people can write like J.K. Rowling or Stephen King right out of the gate. For most, the just-getting-started level of writing is closer to Fun with Dick and Jane than it is to The Catcher in the Rye. For game design the situation is similar. While everyone has the potential to be a great game designer, the quality level of most first-time designs is relatively low. Which is expected, and as it should be. You’ll grow, and your designs will improve, through study and practice. (And playtesting.) One thing game design is not like is sculpting. There is a saying in sculpture that the finished work is already there and you just have to remove the excess rock to get to it. If you try to do that with a game design idea, you will end up with nothing, because game design is not sculpting, and the idea has to be supported and built up, not pulled out from a larger context. You can, however, pull pieces of a game design from various sources, doing what I call the “chocolate and peanut butter method” since I don’t want to get sued by a candy maker. You take one element from one game and combine it with a different element from another game, and often this creates a new game with a different play pattern. I often get started with this approach at game conventions. I wander around without any particular aim and look at various games that are being promoted by the various booths. The path I take results in an association pattern where I link mechanics from one game I see with other mechanics I see later. This has worked for me on over a dozen games. I frequently go back to this method when I get a creative block. There are two types of design. Top down, where you work on a game based on an existing intellectual property, and spec design, where you build a game from scratch based on your own ideas. It is known as spec design (from “speculative,” as in, “involving a high risk of loss”) for a very good reason: most spec designs never see publication. I have had over 50 games published, but for every one of those, I have two designs sitting in boxes in either my garage or my office. Most of these will never be published and I should probably just throw 4 The White Box Essays | Foreword them out, which is what my wife tells me when she is trying to reclaim space in the garage. But the point, other than to make sure you live in a house with a big garage, is that you should expect a large number of misses when working in the game design field. But clearly this has not scared you off and you are ready to throw your hat into the ring. (Note, the throwing-a-hat-into-a-ring game has already been done so don’t use that concept.) The White Box contains components you can use to create games, but many times the key to creating a game is a random inspiration. This inspiration starts the design process. The design process is usually a multiple-step process and everyone has their own method. I often start by imagining how the game idea would translate to interpretive dance. This doesn’t often yield anything useful, but it reminds me of all the steps I have to take to get a game from my head to a game box. My early steps involve research to see if anything similar has been published already. There are a lot of games out there; don’t be surprised if you find out early (or sometimes after quite a bit of work) that someone else has published or is publishing a game similar to your idea. When this happens, you must usually adapt your game to find points of differentiation, or shelve the project and start over. So how can you increase your odds of producing the next masterpiece instead of the next flop? Like painting, writing, and every other creative skill, you get better the more you do it. Your first game may have problems like too much downtime or a first-player advantage. Probably the most common problem is excessive complexity. With some exceptions, most games are improved by reducing complexity, and the ability to preserve fun while eliminating complication is an area where experience helps out a lot. If you’d like to take a shortcut to game design mastery, focus on learning from past mistakes. Not just your mistakes, of course. It would take you forever to make the thousands of mistakes that have already been made by designers over the years. Rather, learn the lessons from years of game design by other designers. Analyze published games created by previous designers, and apply Jeremy’s analysis and conclusions as presented here to learn those lessons even more quickly. I taught alongside Jeremy at DigiPen for a semester, and at one point I asked him for help on how to grade what I considered subjective assignments. Jeremy developed several grading charts that broke down many of the elements to a very basic level. I was completely blown away by the level of detail. I kept grading subjectively, but the experience showed me that there could be a method in the madness, and that some of the things I thought were subjective 5 The White Box Essays | Foreword could actually be broken down into definable blocks, where they could be evaluated and improved in a methodical way. It also taught me that I should stick to game design and that teaching is not one of my core skill sets. You should constantly look at other games and try to identify the strengths and weaknesses. Study the designs of legendary designers like Reiner Knizia, Stefan Feld, and Antoine Bauza. Identify the fun elements in every game you play and add that knowledge to your design skill set. Many people start the path to game design by tinkering with published games and making house rules before moving on to making their own game designs. While playing games is fun, game design is a more meticulous task like shaping a bonsai tree. You start with something rough and slowly shape it into a breathtaking masterpiece! (Or it dies because you cut the wrong branch.) You have these essays to augment your design knowledge, and in front of you is a box of components just waiting to be molded into the next award-winning game. Let’s see what you got! — Mike Elliott 6 Chapter 1 Welcome to The White Box Playing games is fun, but you want to do more. You can’t stop thinking about how games could be different, be better — maybe you even have some ideas for a few new games you want to bring into the world. You want to be … a game designer! You are about to start on a lengthy path. That path is longer than it looks and has more dark corners, twists, and dead ends than you may expect. The end of that path could be a great game, or even a career in game design. The White Box hopes to provide some guideposts, to highlight some of the scarier pits and traps, and to help you get yourself to where you want to go. But where do you want to go? The first step is the most important: to learn about yourself. People design games for many different reasons. Maybe you have a golden idea inside you burning to come out. Maybe you want to design a game to tell a particular story or explore a thorny problem.