Having Something to Say

My annual pilgrimage to Gen Con harvests bushel upon bushel of ideas. I generally meet with at least six publishers and shoot for ten. Each is looking for games to fit certain needs and I want to supply as many of those as possible.  We do a large amount of brainstorming, looking for the best idea to fit each need. If we find something promising, it becomes my job to take that idea home and develop it.

As I work to develop these ideas into worthy games, some energize me while others drag me down.  This led me to a discovery about myself – not necessarily a good thing – to really get a project moving, it has to have something to say.

What does that mean?

It means that the game has to go someplace new. It has to speak up for itself and say you haven’t seen this before or you may have seen this before but I’m doing it better.  Offering anything less leaves me feeling more photocopier than designer.

For example, my first published game reverted to me about a year ago and started searching for a new home. While I’m still proud of this game as it is, I also challenged myself to recreate it. Twelve years of experience let me look at the game in new ways. This was where the project began to have something to say–it wanted new play experiences from the same core experience.

This understanding guided the brainstorming which followed. We focused on ideas that updated play and scoring mechanisms. I created several different prototypes, each with these ideas in mind. Of course most of these prototypes failed.  Some were flat, which is bad, while others were convoluted, which is even worse.  But because I knew what the game wanted to say, it was much easier to spot the prototypes that had real potential.  And out of this, one solid contender emerged.  Today, that contender is in the queue with a major publisher.  Because it has something to say.

To be clear, innovative elements alone do not give a game something to say.  I’ve seen hundreds of eurogames with creative–even baroque–elements that still saying nothing. For a game to say something, its elements have to serve its core engagement. It has to energize players. It has to feature interesting decisions. It has to flow.

So what does all of this have to say about me?  Am I artist or elitist?  Visionary or fool?  Honest or hung up?  I’m not entirely sure.  

How about you?  What does it take to get you excited about playing a new game?  What does it take to get you excited about writing a new game?  Share with your fellow readers in the comments below.  And if you’re enjoying what you’re reading, create an account with WordPress and follow this blog.  If you keep reading, I’ll keep writing.

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