Hello World,
One thing that I have found to really
help focus my project and get a good understanding of what I want to deliver is
knowing your audience. There are all kinds of players out there and if you try
to design a game that pleases all of them you will end up pleasing no one.
Throughout my research I have seen numerous theories about this topic and I would like to discuss two of them here.
1.) Ron Edwards GNS Theory
2.) 8 Types of Fun
Both theories have their merits and uses
and I believe knowing both can aid you in creating a better game.
Let’s first take at a look at the GNS
Theory. GNS stands for Gamist, Narativist and Simulationist and it states that
all tabletop gamers fall into 1 or 2 of these categories.
Gamists are players who enjoy the aspects of a tabletop rpg that are
similar to video games. Things like leveling up, gritty combat, skill checks.
These players often focus on power gaming and making their character as effective
as possible. In short these players look
for something they can “Win”
Narativists
are players who hold story above all else. They
often create characters with rich back stories and are happy if at the end of
the session some good story has progressed. Although these players enjoy
roleplaying, their main focus is on an overarching plot opposed to the day to
day.
Simulationists
are interested in games that allow them to escape
to another world. These players look for games where the world is vibrantly
flushed out and as “real” as possible. These are often the types of players who
like to roleplay out the mundane events like setting up camp or shopping.
The GNS Theory states that these player
outlooks are in opposition and that no system can please all three. This is
because at their fundamental level they are coming to rpgs for different
reasons. A mechanic that works for one
outlook will most likely not work for another. This is why it’s important to
know which type of gamer you are appealing to before figuring out all of your
mechanics.
If you wish to learn more about the GNS
Theory, Ron Edwards wrote a great essay about the topic which you can find
HERE.
The other theory I would like to talk
about are the 8 types of fun. This theory states that there are 8 types of fun
that can be conveyed through games. Although the theory was originally
established for video games I find that it is very transferable to tabletop
design. These 8 types of fun are as follows.
1. Sensation
-
The games ability to stimulate
our physical senses. This accounts for the books art and layout
2. Fantasy
-
A Games ability to immerse us
in its setting and lore.
3. Narrative
-
The games ability to convey an
unfolding story
4. Challenge
-
The games ability to generate
difficult encounters
5. Fellowship
-
The games ability to encourage
camaraderie and teamwork
6. Discovery
-
The games ability to reward
players for thinking outside the box.
7. Expression
-
The games ability to allow
players to self express
8. Submission
-
The games ability to allow for
passive play.
In contrast to the GNS theory, the Types
of Fun theory states that everyone can enjoy all of these categories, but each
person has a different hierarchy of which ones they prefer. In order to
effectively focus your system design I have found it to be helpful to choose
1-3 of these types of fun to have as your core aesthetics, the reasons you want
players to play your game. By knowing what kind of fun you want your players to
have you can construct the system to be as good at delivering them as possible.
I am not saying ignore the other types of fun, as having more types of fun will
expand your audience. But do not let them take away from your core aesthetic.
If you wish to learn more about the
types of fun theory, you can watch the extra credits video HERE.
In Summary, if you are looking to design
a game, know your audience. Once you have your rough concept/mechanics ironed
out look at who you think would enjoy playing it. Does the core concept work
best for a Gamist, Narrativist, or Simulationist. Once you have that
established look at what types of fun you can best deliver with the core
mechanics. With these two concepts figured out you can now begin to elaborate
on this system, adding fluff and surface mechanics. With every mechanic you add
look at how it enhances the experience for you core audience.
Thanks for Reading,
-Patrick
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