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November 29, 2004
How to make a children's board game: My latest New York Times Magazine feature

The design of games -- the design of play, really -- is one of the most ill-understood and philosophically neglected topics in modern society. Most adults know how a movie is made or how a TV show is made, and many know how an album is recorded. But no-one has any idea how a game is created. They just arrive like black boxes in our Playstations or on our living-room tables. Yet the design of play is an incredibly subtle mix of an enormous number of fields, including psychology, philosophy, sociology, graphic design and engineering.

As many smart game designers have told me, one of the best ways to understand the challenges of making a good game is to study board-game design. That's why I was thrilled to get a chance to write a piece for yesterday's New York Times Magazine about today's designers of children's board games. I mostly focused on Cranium, though I also got a chance to look at Out of Box Games too. You can read the whole story online here, but here's a taste. In this excerpt, I'm talking about the creation of Balloon Lagoon, one of Cranium's games for preschoolers:

The designers developed four activities that touched on children's different intelligences -- like the frog flipping, a test of dexterity, or spelling with the letters fished out of the word pond, a linguistic challenge. Each player had 30 seconds to try each activity, to maximize the chance that every child would win -- ''shine'' -- at least once. They set up a sand timer to count down the 30 seconds.

But the timer caused unexpected friction, as Alexander recalls: ''One kid would take on the self-appointed task of being the sand-time watcher. And they'd be sitting there tapping the timer and going: 'Time's almost up! Time's almost up!' The trash-talking would start as soon as the timer went on.'' He watched kids sassing one another in a play-test one day and came out shaking his head. ''I said to the team, 'Well, we've done a great job of making the Your Time Is Almost Up game.'''

Then a designer had a breakthrough idea. If the timekeeping was the problem, he reasoned, then they had to ''hide the time'' -- by making the timekeeping invisible. They got rid of the sand timer and replaced it with a music box that plays a tune for 30 seconds, like musical chairs. Each child would play until the song ends and then stop. It was a neat bit of social engineering: with no clock to watch, the kids shifted allegiance and began rooting for each player as he or she vied to complete the task in 30 seconds. ''It transformed it from this schoolmarmish situation to one where they're all cheering each other on,'' Alexander says, ''and high-fiving.''

Posted by Clive Thompson at November 29, 2004 05:48 AM

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Comments

That's an excellent article; I'm blogging it myself today. I'd like to pass on to you the idea of the MFQ, or Maximum Fun Quotient. This is a loosely defined catchphrase that a few of us use to remind ourselves that having fun is more important than winning. It can be applied to game design; a game is said to have a high MFQ is people playing it generally have fun. More frequently, though, it's appealed to when choosing which particular game to play with this particular group, or when deciding house rules for a game.
Anyway, thank you for the article, and I hope to see more of your writing on the topic of designing play.

Thank you,
-V.

Posted by: Vardibidian at November 29, 2004 2:34 PM

There's a weekly column about how the game Magic: the Gathering is made.

Posted by: Jeff Liu at November 30, 2004 3:35 PM

Monopoly is an interesting case. Most of the interesting play in monopoly is engaging in deals with other players over real estate and the like. But most people don't ever do deals, reducing the game to almost the level of sorry.

If you want the current perspective on purely abstract games, the folks to talk to are Kris Burm and gigamic.

The one person always wins problem is countered quite nicely in go by having handicaps, although unfortunately a lot of games aren't designed to allow those.

What I find really unfortunate about new abstract game design is that designers largely ignore the criterion that humans should stomp the computers, leading to a lot of new games which are fated to never have any serious tournaments no matter how popular they get.

The juggernaut of pure abstract games is of course go, but even that one isn't perfect. It takes a while for a new player to understand anything at all which is happening in a go game, which can make it fairly imposing.

The recent big success in abstract games is of course the modern variants of poker. Among the obvious reasons for their rise in popularity is the frequently ignored one that games like texas hold 'em and omaha are very, very good.

Posted by: Bram at December 2, 2004 6:23 PM

Posted by: online poker at January 28, 2005 1:55 AM

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