Showing posts with label two player. Show all posts
Showing posts with label two player. Show all posts
November 2, 2011
Opening Arguments: Designing the Witch Trial
I've decided to steam ahead full on my design of Witch Trial, the sudden urgency being that this is National Game Design Month and I desire so much to be cool and hip. And what better way than to design a board game in a month!
I wrote about Witch Trial previously, but to save you time here's a quick summary. Initially, I wanted to create a detective game. I love Law and Order: SVU and CSI: Miami. They are just fun. But, I didn't want to make a game based in modern times. I feel it's not exciting or different enough. I love history, so I began thinking about mystery-like novels such asUmberto Eco's The Name of the Rose. From this, a friend suggested the witch scene from Monty Python's The Holy Grail. From there, I took the concept of a witch trial, picked colonial Salem, Massachusetts as a setting, and decided the game would be about the trial itself, not the discovery or the escape, but the trial.
I have been trained at work to design very quickly due to deadlines. However, designing board games are my hobby, so I take my time. Really, I work in two phases: concept and design.
My goals for the concept phase are to pick a theme, a few core mechanics, number of players, time to play the game, and general flow and feel of the game. Basically, my concept phase is when I put a line in the sand for high level and philosophical concepts that will guide the rest of the game. This phase takes me days, weeks, sometimes months. I often do it passively, and by that I mean my best ideas come to me when I'm walking my dog and I stop to write them on my iPhone. Or when I'm in the shower. Or when I'm running. I don't set a deadline on this phase and I don't force it.
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