2023-09-07

Sen's Lens

You may have come across Sen-Foong Lim, an experienced game designer with an impressive portfolio, and part of the Ludology and Meeple Syrup teams, as well as plenty of other cool things he has done. Well, he recently shared an image titled, "Your Board Game Critique. Things I'd probably tell you if I had playtested your game", I believe initially on Facebook, but it soon started getting passed around on Twixxer, Bluesky, and I assume other bits of social media too. I gather there was a bit of pushback due to the slightly blunt language, but I was instantly taken by the truth of the document. I have heard most of the points Sen makes aimed at my own designs over the years, as well as at other people's games.

A day or two later, Sen released an updated version with slightly softened and also tightened up language, but making the same points, and I've added this version below.

YOUR BOARD GAME CRITIQUE Things I'd probably tell you if I had playtested your game to help you improve your next iteration. 1. There's way too much going on. Identify the specific experience you want to curate inside of the game's box; remove everything that takes away from that. 2. The audience for the game is ill-defined. Identify the game's audience, specifically, and ensure that it meets the players' reasons to set it up again and again. 3. This will cause headaches at manufacturing. Design to real-world manufacturing considerations. Make a physical prototype instead of relying solely on a virtual one. 4. There are a lot of rules that are easily forgotten. Design edge cases out. If a rule is rarely used, find a way for it to be more impactful or remove it completely. 5. The game is 1.5 times more clever than it needs to be. The game should provide a great first experience that isn't confusing or that makes players feel lost. 6. Innovation can be a trap. More often than not, players want something that they know and understand with a twist, not something that comes out of left field. 7. Modularity can be a trap. Ensure that the game works as intended in every configuration of the set up that the game allows. 8. The game takes too much time and effort for the amount of fun it provides. Simplify the core play loop and reduce procedural actions required for the game to "run". 9. The game does not communicate the rules well. Focus on writing rules over lore and the graphic design over illustration. 10. Rules need to be wherever the players think they should be in the rulebook and on the components. Use call out boxes, marginalia, player aids, and on-component text. 11. There's a disconnect between the game's promise and playing the game by the rules versus what I hoped to be able to do in the game. The game's theme and mechanisms should inform each other to support the intended experience. 12. I'd rather play a shorter version of this game twice, even if the total amount of time would be more than playing it once in its current iteration. Hat tip to Jim Zub and Steve Lieber for their comic script and portfolio critique lists, respectively. Thanks to Chris Schweizer for the art. This is from a larger piece in which Chris captured he, Jay Cormier, Matt Kindt, and I playtesting a prior version of Mind MGMT at Gen Con in 2017. Find me:  @senfoonglim  @senfoonglim.bsky.social
I first saw the list just before a planned chat with Alex, who I am working with on The Artifact, a game project that I need to blog about again soon (though this post kinda counts). We're working through some structural ideas at the moment and trying to figure out if we are on the right path, and Sen's points proved to be a really useful starting point for discussion. We went through the list, point by point, and had a discussion about whether that criticism applied to our project. 

So, is there too much going on? Is anything detracting from the core experience? Maybe - we have a couple of elements that are currently a bit extraneous, but overall we think the game is about the level of intricacy we want.

Is the audience ill-defined? We have to admit that we're basically making a game that we'd like to play together rather than having a strongly defined target, which probably isn't great for when we get around to pitching the game.

Would the game be painful to manufacture? We don't think so - despite having been developed mostly in virtual form, it is manufacturable with a pretty standard number of cards, a few punchboard sheets for tiles, and not-that-many additional tokens (maybe wooden, maybe punchboard), plus a board, so while it won't be a budget game, it shouldn't be a problem.

...and so on. We got to identify a few things that need further thought, and had some good discussion  about some other areas that should help us move forward. We've both worked on assorted games before, and this game has been through a good few playtesting loops, so we were pretty sure we wouldn't be too far off the mark here, but it's interesting how revealing it can be to just work through some of these basic points.

If you're working on a game yourself, I'd really recommend having a look and asking yourself to answer honestly to each point: does this apply to my game?











 


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