Level 2.2: Iteration and Risk

Iteration and Risk

Games have many kinds of risk associated with them. There is design risk, the risk that the game will not be fun and people won’t like it. There is implementation risk, the possibility that the development team will not be able to build the game at all, even if the rules are solid. There is market risk, the chance that the game will be wonderful and no one will buy it anyway. And so on.

The purpose of iteration is to lower design risk. The more times you iterate, the more you can be certain that the rules of your game are effective.

This all comes down to one important point: the greater the design risk of your game (that is, if your rules are untested and unproven), the more you need iteration. An iterative method is not as critical for games where the mechanics are largely lifted from another successful game; sequels and expansion sets to popular games are examples of situations where a Waterfall approach may work fine.

That said, most game designers have aspirations of making games that are new, creative, and innovative.

Try it out. Take that 15-minute game you made in Level 1, and play it, if you haven’t already. As you are playing, ask yourself: is this more fun or less fun than playing your favorite published games? Why? What could you change about your game to make it better? You do not have to play the game to completion, but only for as long as it takes you to get the overall feeling of what it is like to play.

Then, after playing once, make at least one change. Maybe you’ll change the rules for movement, or add a new way for players to interact. Maybe you’ll change some of the spaces on the board. Whatever you do, for whatever reason, make a change and then play again. Note the differences. Has the change made the game better, or worse? Has this one change made you think of additional changes you could make? If the game got worse, would you just change the rule back, or would you change it again in a different way?

We will be looking at the playtest process in detail later in this course. For now, I just want everyone to get over that fear: “what if I play my game and it sucks?” With the game you designed on Monday, the odds are very high that your game does suck (seriously, did you expect to make the next Gears of War in 15 minutes?). This does not make you a “bad designer” by any means — but it should make it clear that the more time you put into a game and the more iterations you make, the better it gets.

The Take-Away. The more you iterate on a game, the better it becomes. Great designers do not design great games. They usually design really bad games, and then they iterate on them until the games become great.

This has two corollaries:

  • You want to have a playable prototype of your game as early in development as possible. The faster you can playtest your ideas, the more time you have to make changes.
  • Given equal amounts of time, a shorter, simpler game will give a better experience than a longer, complicated game. A game that takes ten hours to play to completion will give you fewer iterations than a game that can be played in five minutes. When we start on the Design Project later in this course, keep this in mind.