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AmabelHolland's profile
Amabel Holland
Amabel Holland
Amabel Holland
@AmabelHolland

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Amabel Holland

@AmabelHolland

She/her. Designer of Irish Gauge, Table Battles, This Guilty Land, and 50+ other games, mostly published through @hollandspiele

hollandspiele.com
Joined March 2021

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    Amabel Holland‏ @AmabelHolland Jun 6

    Often when people ask "How do you design a board game?", I get the sense that they're looking for step-by-step instructions. I remember a thread in some forum somewhere where they decried how "terrible" they felt all the how-to game design books are, specifically because 1/11

    2:39 PM - 6 Jun 2021
    • 75 Retweets
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    10 replies 75 retweets 316 likes
      1. New conversation
      2. Amabel Holland‏ @AmabelHolland Jun 6

        "all they do is tell you about different techniques and mechanisms and pros and cons, they don't actually tell you how to *do* it". There was not-so-subtle hinting that the Game Designers were keeping that a Secret from the lowly plebs to keep them from breaking in. 🙄 2/11

        1 reply 0 retweets 79 likes
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      3. Amabel Holland‏ @AmabelHolland Jun 6

        But the reason the Game Designers aren't telling everyone their Secret is, there is no Secret to share. Every designer is different. Heck, every *game* is different: a unique & splendid agony. 3/11

        1 reply 2 retweets 100 likes
        Show this thread
      4. Amabel Holland‏ @AmabelHolland Jun 6

        Look: you can give someone step-by-step instructions for making a creme brulee; you can't give them step-by-step instructions for inventing a new dessert. You can however help them find & develop the tools - craft, judgment, experience, knowledge - they need to succeed. 4/11

        2 replies 2 retweets 96 likes
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      5. Amabel Holland‏ @AmabelHolland Jun 6

        What they do with those tools is up to them. So, if you're expecting a step-by-step, "how do you design a game?" is a useless question. It can, however, have some very useful answers - because every designer will answer it differently. 5/11

        2 replies 0 retweets 71 likes
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      6. Amabel Holland‏ @AmabelHolland Jun 6

        I spend a lot of time in what you could call the board game equivalent of "pre-viz": I wait until I have a very clear picture of what the game will look & feel like, and only then do I start working on it; when it looks & feels like my mental image, I know I'm done. 6/11

        3 replies 0 retweets 75 likes
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      7. Amabel Holland‏ @AmabelHolland Jun 6

        Others start sooner and rougher - the first playtest is always gonna be a disaster, but over the course of development they will "find out what the game is really about". And that works for them! Sounds like a nightmare to me, but you do you! 7/11

        1 reply 0 retweets 66 likes
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      8. Amabel Holland‏ @AmabelHolland Jun 6

        Some folks start with a very complicated game and then whittle it down, discarding huge chunks of the original thing to get it simpler and simpler. Too much work for me; I'd rather start simple. 8/11

        1 reply 0 retweets 64 likes
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      9. Amabel Holland‏ @AmabelHolland Jun 6

        Some folks test aspects of the game in isolation, make sure they're mechanically sound, and then they fit the pieces together. That seems really counter-intuitive to me, but again, it works for them! 9/11

        1 reply 0 retweets 63 likes
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      10. Amabel Holland‏ @AmabelHolland Jun 6

        And the thing is, while it's not my method, I can and do learn something from everyone else's answers - sometimes applying it to my own problems, and sometimes just using it better understand my own process & why it works for me. 10/11

        1 reply 0 retweets 62 likes
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      11. Amabel Holland‏ @AmabelHolland Jun 6

        No one can tell you how to design a game, but they can tell you how they themselves design a game - and their answers will help you find your own answer to that question. 11/11

        7 replies 7 retweets 104 likes
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      12. End of conversation

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