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Victory Point Games :: How To Make Games

How to Make a Game
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[1.0] GAME DESIGN MEDIA

Victory Point Games publishes games in two basic media: analog and digital. The latter are the computer games we market; if you are interested in making those, click here for more information.

Analog Games are board, card, and other types of games created in an analog (i.e., non-electronic) format using physical components such as paper, tokens, and dice. This article will progress you to getting your analog game properly formatted for successful publication.

[2.0] THE TARGET MARKET

To learn more about appropriate subject matter for Victory Point Games, click here. Note that we sell games through our web site direct to the customer at modest prices; this means that two aspects of your target market are that: 1) they are internet savvy enough to find our web site and order from it, and 2) they also have an eye for small format, bargain priced games (like yours).

Although it can be very satisfying to make a game just for you, such games often suffer from a very narrow audience appeal and generally offer a low probability for commercial success. Like everything else in show business (making games is part of the entertainment industry, by the way, so you’re actually ‘going into show business when you design a game), consider the audience. Who is really going to buy and play your game and what do they want from it?

If you can define your game’s likely audience and their expectations, focus your game design and development work toward satisfy them. You can never go wrong delighting your customers.

[3.0] ADHERE TO THE FIRST RULE OF GAME DESIGN

Everything should be made as simple as possible, but not one bit simpler. – Albert Einstein

The first and most important rule is: K.I.S.S: Keep it simple, stupid! Every day in game design is a struggle to avoid Kitchen Sink-itus. When you design a game, it can take on a life of its own, asking questions and providing parts of answers the temptation is to go deeper and deeper with the design in pursuit of those answers. K.I.S.S. is the antidote to such feature creep. Simplicity requires the shedding of clutter. Getting down to the basics is an essential step in removing complexities, contradictions and ambiguities. – Ken Jones, Games & Simulations Made Easy

It is extremely difficult to do a complex game that is not also an incomprehensible one. Remember, a game, in addition to being a potential source of information, is always a form of communication. If the information in the game cannot be freely and easily communicated, the game does not work. You’ve got to keep it simple! It is far harder to design a good, simple game than a good, complex one. – Eric Goldberg, game designer

It is axiomatic that as the complexity of a game increases, its likelihood of commercial success decreases at a geometrical rate. Once it’s designed, a simple game is more likely to be published on time, on budget, and highly polished. The Law of Single Digits: If there is a value that players will want to perform any mathematics with in their head, or one that they simply might want to keep in mind, it is always best to have a value no higher than a single digit; and then the lower the range of those values, the better!

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