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Starting out in Battle Game Creation

Introduction to the infamous game designer Regan:
I remember the first battle game I played it like it was yesterday. We had to capture the treasure from a group of monsters. It was great at first and everybody enjoyed the first few seconds, but as quick as the wind blows in a hurricane, that changed. The monsters were overpowered and not able to be hit, The mechanics were overbearing and involved so many props. On top of that, the explanations beforehand were lengthy and confusing. Thru time I have learned a bit more about games and asked about what makes games fun for people.

The fun and excitement of the new player and the rekindling of passion from the old player in games help to drive the urge to create and/or put a spin on an old favorite. Each person creates battle-games for a large number of reasons that can vary from, "because I have to", to  "I am tired of the same old game", or even, "I'm tired of playing in bad games". I feel another side to creating a game, should be to see others enjoy something you created. I start with a process called Meraki [may-rah-kee], which means "to leave a piece of yourself in your creative work". After all, why do something if you don't enjoy it?

Design methods:
There are many methods for creating games and it seems to be confusing and overwhelming. It is good to start with a good foundation and build up from there. I found that building a good foundation follows only a few basic principles. 1. Playability 2.flair 3. simplicity

  • Playability: A big aspect of creating a game is playability. Nobody wants to play a game where they cant do a thing. Just throwing a bunch of random concepts in a pile and hope it works is a recipe for disaster. You end up with terrain effects nobody can cross or monsters nobody can defeat. Remember that people play Amtgard to play Amtgard and just sending people to a slaughter can be irritating for anybody. A good method to try is to write the game first before engaging in the story. Think about team and player set up, as fighting a bunch of veterans with a team of new players is a terrible slaughter. If only one side gets to play, then only one side is having fun.

  • Flair: After you build your structure, you can add different elements. Usually, props with simple mechanics are fun and players enjoy it. A perfect example is a castle type battle with a TnT prop that can open a hole in one of the castle walls. Players can ignite the prop with a simple incantation or flame effect if you choose. Players can choose to use the prop or ignore the prop completely without completely leaving one side. Adding terrain effects or interactive boundaries is another way. Remember though that there are games and times where players may ignore these concepts completely if they are not necessary. Keep the important structure behind the games and if your add-ons are ignored, players still have fun and it doesn't destroy the overall design and playability.

  • Simplicity: One of the biggest problems I see, is that explanations for certain games take such a long time. Often times there are so many concepts and minor rules that players are falling asleep before the game even starts. Players don't want to hear a long list of rules that they WILL forget about. Designers should be able to describe their games in about 1 min. or less. Really good designers should be able to explain their game in about 15 seconds with easy to follow rules. Players who can play the game quicker enjoy them more, which means less frustration.

Example:

  • Unlimited lives,

  • Touch and go respawn,

  • The most players from one of the teams in the marked area at the end of 15 min. wins.

  • 5 lives, 30 second respawn, save or kill the monsters to win.

  • To save the monsters, cast heal on them after they die.

The main point is to build a structure and make sure players are having fun and enjoying the games. V8 has made things easier to create and plan games with tools to help anybody. Start simple, add some flair, and keep on the subject. Remember to test any game you create and build upon feedback you receive. Once you gain the main concepts, it gets easier to build games and even add more concepts that players will love and enjoy.

Remember to have fun yourself and be a part of helping others enjoy battlegames.

tags: battlegames, amtgard, boffer games, play, fight, win, regan
categories: Interviews
Friday 04.20.18
Posted by jessica edler
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