[HN Gopher] Hobbyists beat professional designers in creating no...
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       Hobbyists beat professional designers in creating novel board games
        
       Author : ArtWomb
       Score  : 198 points
       Date   : 2021-01-27 13:19 UTC (2 days ago)
        
 (HTM) web link (www.sciencedirect.com)
 (TXT) w3m dump (www.sciencedirect.com)
        
       | hn_asker wrote:
       | An expert is an expert whatever their title claims.
        
       | Tepix wrote:
       | I know a game designer who does this semi-professionally. He
       | really spends a long time in the alpha and beta testing phase of
       | game design with lots of playtesting in different groups. He
       | recently launched an amazingly fun social deduction game on
       | Kickstarter called " _Feed the Kraken_ " with tons of gameplay
       | elements previously unseen in social deduction games.
       | 
       | I think that professional designers often have a hard time
       | competing with the amount of time invested by these enthusiasts.
        
         | mac01021 wrote:
         | Shouldn't the fact that you're paid to do it for a living give
         | you _more_ time to spend on it?
        
           | usrusr wrote:
           | A full timer needs to have sufficient throughput to pay
           | bills. Someone whose bills are taken care of by a dayjob
           | income can give their side project as much time as it needs.
        
       | markkat wrote:
       | If you use a product, you are aware of things that people that
       | don't use it, aren't.
        
         | loriverkutya wrote:
         | If you are suggesting, that boardgame designers are not playing
         | with the boardgames they designed, you are probably not
         | familiar with the boardgame development process, which includes
         | a shitton of playtesting to finetune the game's balance. If you
         | are not suggesting this, I have no idea what you suggesting.
        
       | contravariant wrote:
       | Am I just bad at reading the graphs or is the effect size
       | negligible?
        
       | cedex12 wrote:
       | > Overall, HHS teams are more likely than professional teams to
       | create truly creative game designs.
       | 
       | That's a pretty bold statement to make in the highlights in my
       | opinion.
        
         | thom wrote:
         | Presumably most bad hobbyist designs don't make it to market,
         | and most hobbyists develop their best idea once and that's
         | that.
        
         | kthxb wrote:
         | does creative imply good, though? that's the real question
        
           | alickz wrote:
           | They do quality creative as meaning "novel and useful" in
           | their abstract.
           | 
           | Novel can be a double edged sword but useful implies good I
           | believe.
        
           | mikepurvis wrote:
           | Yeah, there are so many criteria on which to evaluate a board
           | game-- a quick look at the board games section on Kickstarter
           | reveals hundreds of games which pitch well-- gorgeous art,
           | great premise, but you can tell just by looking at it that
           | the gameplay fundamentals aren't there. Either the mechanics
           | are boring (a reskin of classics like Parcheesi or Uno) or
           | it's a jumble of stuff cribbed from other games with no
           | cohesion ("look here's the deckbuilding part, and over here
           | is worker placement, and look an area control mechanic on a
           | modular board, yay!").
           | 
           | And there's the whole business of how much of a luck factor
           | you want, how much rubber banding there is to keep it
           | competitive, how much your strategy has to adapt in response
           | to what others are doing, etc etc. These are things that pro
           | designers carefully iterate on in the context of hundreds of
           | test plays, often with a community of other designers who are
           | equipped with the necessary experience and context to think
           | deeply about how a game works and will work across multiple
           | playthroughs.
        
             | m_eiman wrote:
             | _" look here's the deckbuilding part, and over here is
             | worker placement, and look an area control mechanic on a
             | modular board, yay!"_
             | 
             | I once listened to a podcast by some board gamers who had
             | gone way too far in this direction. They'd say the name of
             | a game, and describe it as e.g. "it's worker placement with
             | area control", and that was the end of their description
             | and analysis of the game. Seems to me they're missing a
             | fair bit of nuance and more importantly, it doesn't tell me
             | anything about how likely it is I'd enjoy the game. Oh
             | well, to each their own. -\\_(tsu)_/-
        
               | smogcutter wrote:
               | Look up the "8 kinds of fun" if you haven't seen it
               | before. It's a really compelling (I think, at least)
               | framework that explains why looking at games as just
               | collections of mechanics doesn't communicate whether
               | you'd actually _enjoy_ them.
               | 
               | I feel like a broken record posting something about this
               | on every thread about games, but I really think it's
               | worth spreading around.
        
               | mikepurvis wrote:
               | I would say that the mechanics tags are more of a weak
               | negative signal for me. There are lots of games that I
               | don't enjoy despite them featuring mechanics that I like;
               | for example, I should like Scythe based on what it is,
               | but across about two dozen playthroughs I just don't--
               | the pacing is wrong for me and I'm never satisfied with
               | where I end up.
               | 
               | On the other hand, there are certain mechanics that I
               | either don't enjoy (dice battles) or am sick of (deck
               | building) which if present makes it much less likely that
               | I will enjoy the game as a whole.
        
               | smogcutter wrote:
               | Totally, I don't think any one perspective is complete &
               | sufficient.
               | 
               | What I like about the 8 kinds of fun is it pushes back
               | against an approach I think you see a lot in "serious"
               | board game circles of a kind of "model/view" perspective
               | on games. The mechanics are the model and the only part
               | worth paying serious attention to, and the
               | setting/fluff/etc is the essentially interchangeable
               | view. The "8 kinds" perspective is a reminder that people
               | engage with games in a lot of different ways, many of
               | which really live in the interaction between the model
               | and view.
        
               | theabrax wrote:
               | Well, to be fair, the article doesn't say anything about
               | that the chosen set of mechanics (novelty) have to
               | provide fun. Actually, this seems to be the usefulness
               | part of creativity, or as they describe it, how "playable
               | and entertaining" "appropriate observers" perceive the
               | game.
               | 
               | As you already refer to LeBlanc's "8 kinds of fun": he
               | also is one of the authors of the MDA framework - a
               | framework to analyze games - which states, that the
               | mechanics of a game are the only thing game designers can
               | influence.
               | 
               | https://en.wikipedia.org/wiki/MDA_framework (the article
               | itself is linked in there)
               | 
               | While the authors don't state it directly as this
               | framework, they refer to the framwork as an explanation
               | of why they use mechanics.
        
         | throwaway2245 wrote:
         | This matches my expectation, it's just that I'd expect the
         | household-invented games to be novel/creative _and bad_ on
         | average.
        
           | johannesgoslar wrote:
           | You haven't been at many game designer conventions, where a
           | lot of 'household-invented' games are deriatives of Risk,
           | Monopoly, Chess, Game of Life and current mechanism of the
           | year. They are still bad though.
        
         | ChrisRR wrote:
         | Exactly. And one that they can get away with making because
         | it's not quantifiable. You can't measure creativity.
         | 
         | And I wouldn't be surprised if they're not truly viewing the
         | whole indie landscape. For every truly innovative, well
         | balanced game, there may be another 100 failed kickstarter
         | clones of existing games, or just plain bad games
        
       | Kirth wrote:
       | This article sure could do with some pictures!
        
       | polote wrote:
       | I don't remember where I've read that but I remember seeing that
       | creativity starts to decrease when you are getting paid for it.
       | And it decreases even more if you are getting paid less. While
       | when you are doing it for free creativity remains at the same
       | level over time
        
         | mkl95 wrote:
         | I wonder what the results are when you are being paid really
         | well, I suspect some people would have levels of creativity
         | similar to doing it for free and others would lose all their
         | motivation.
         | 
         | There are people like John Carmack who could have retired many
         | years ago, yet they are still creating stuff, and other people
         | like Notch (Minecraft) lost their creativity the moment they
         | got "fuck you money".
        
         | fireattack wrote:
         | > remains at the same level over time
         | 
         | Probably true for the hobbyist, but I'd argue some
         | professionals may do the activity more by orders of magnitude,
         | which would affect their creativity, paid or not.
        
       | LolWolf wrote:
       | "Hobbyists beat professionals of [x] in [x]"
       | 
       | No they don't.
       | 
       | -----
       | 
       | Look, I know we can go down the rabbit hole about what
       | constitutes a good epistemology, how these notions are correct
       | only some of the time, or how the metrics can be wrong. Here's a
       | simple rule of thumb: if the result is completely
       | counterintuitive in basic scenarios, then it's probably not true.
       | 
       | Yes, yes, of course, the new response is "but wait quantum
       | physics is utterly unintuitive, yet it is correct! So is
       | chemistry! etc, etc" but look both you and I know that this is
       | beside the point. Our simple and obvious priors are much more
       | useful than we think, and they are right a lot more of the time
       | than any of us want to give them credit for. Surely, there will
       | be times when it's flat-out wrong, but those times are very few
       | and far in between.
       | 
       | Reading the paper, this certainly looks like the basic knee-jerk
       | "No" is right by most useful metrics.
        
       | travisporter wrote:
       | What do they mean by "knowledge diversity is a double-edged sword
       | that has opposing effects on [the two dimensions of team
       | creativity,] novelty and usefulness"
       | 
       | So (more) knowledge diversity = (more) novelty and (less)
       | usefulness? or is it more = less and less
        
         | theabrax wrote:
         | Did you actually read the article? ^_^"
         | 
         | Nevertheless, it's seems that the more knowledge diversity a
         | team has, the MORE novelty and LESS usefulness. It's all about
         | communication, sharing ideas, interpretation of knowledge
         | (mental models), and self-regulation.
         | 
         | Has to do something with the communication and sharing ideas as
         | well as
        
       | js8 wrote:
       | Just reading at the next post
       | https://factorio.com/blog/post/fff-364: "but then Kovarex was
       | playing and .."
       | 
       | I think simply if you dogfood your own creation then you care
       | more about it. Unfortunately, our society is built around value
       | created for someone else (selling on the free market, with
       | capitalist's investment), not value created for us, for our own
       | passion.
        
       | lmm wrote:
       | Professional designers can't afford failure, so they make "safe"
       | designs that are likely to work. This isn't a result about
       | "knowledge diversity", it's a result about incentives.
        
         | vanderZwan wrote:
         | That is a plausible hypothesis. However, without any research
         | backing it up I wouldn't be so dismissive of the conclusions of
         | paper that actually put in the legwork to test its own
         | hypothesis, without even engaging with the content of the
         | paper.
        
           | lmm wrote:
           | I engaged with the paper. They didn't do a controlled test of
           | anything. They ran some stats on BoardGameGeek.
        
         | epage wrote:
         | If you want a game from a designer that isn't safe, check out
         | https://boardgamegeek.com/boardgame/295905/cosmic-frog
        
         | johannesgoslar wrote:
         | I am not sure that holds up at least in the German market, most
         | boardgames are what most other industries would consider
         | failures with maybe 2000 copies sold and hardly breaking even
         | if you would consider all the hours put in. You make some money
         | with semi-hits if they are licensed in our contries as you
         | basically have no further effort for income. The only big money
         | pot is hitting Spiel des Jahres.
        
       | avereveard wrote:
       | ok, but who moved a larger volume? they have different
       | incentives, of course that result in different optimizations.
        
       | kbird322 wrote:
       | There's another recent preprint out that goes into a bit more
       | detail on the novelty concept: https://arxiv.org/abs/2101.02683
        
       | irrational wrote:
       | https://twitter.com/gengelstein/status/1353790088942153729
        
       | Hoasi wrote:
       | Maybe there is something like the burden of knowledge at play
       | here. The more you know about design, the harder it is to design
       | unpredictable games. In other words, because they know less about
       | game design, hobbyists have less fear, are less judgmental, and
       | can come up with more mercurial results.
        
       | slingnow wrote:
       | What is the measure of novelty? This seems like a useless thing
       | to attempt to measure, and then to claim one group "beats"
       | another in it.
       | 
       | I could use an RNG to slam together a bunch of rules and I can
       | pretty much guarantee novelty. There, I did it. I "beat" a
       | professional designer. Is the game worth playing?
        
         | theabrax wrote:
         | Well, you could, but then you only would have generated
         | something "new," probably without any sense - something
         | bizarre. That's why the authors measure usefulness, too. Only
         | if both - novelty and usefulness - come together, you create
         | something really creative. There is a lot of research about
         | this, especially in the field of psychology.
        
       | supersrdjan wrote:
       | I have a friend who will love to hear this. He is an engineer who
       | spent the last six years of his spare time (together with his
       | family) developing an ambitious board game[1]. It started as an
       | after-school project to do with his son... then it snowballed
       | into something big... as he started hiring sculptors, designers,
       | illustrators... outsourced testing to board game clubs... and now
       | he's about to face D-Day... A launch on Kickstarter to determine
       | whether all the effort was in vain or not.
       | 
       | https://boardgamegeek.com/boardgame/309625/forest-radgost
        
         | ballenf wrote:
         | That looks incredible and such a cool origin story about a
         | father nurturing his son's idea into fruition.
        
       | fallingknife wrote:
       | > We began our data collection by identifying all board games
       | developed by teams of game designers published and ranked on BGG
       | between 1990 and 2018.
       | 
       | The entire paper is based on survivorship bias.
        
         | theabrax wrote:
         | Interesting. Please, elaborate why you think that is and how
         | this - against the background of the paper - would bias the
         | results.
        
       | jonplackett wrote:
       | This kind of thing has been shown in all sorts of creative
       | endeavour. But it ignores consistency, which is the main mark of
       | professionalism.
       | 
       | Yeah, if you disregard all rules and norms _sometimes_ you come
       | up with something AMAZING that no-one following the rules could
       | ever conceive of.
       | 
       | But _most_ of the the time it 's just crap.
        
         | JoeAltmaier wrote:
         | 90% of everything is crap. 90% of the 'consistent' games are
         | also more crap.
         | 
         | Idie developers came up win Pandemic, Dominion, Settlers of
         | Catan etc. Novel game mechanics that changed the board game
         | world.
        
         | vishnugupta wrote:
         | Big Macs vs The Naked Chef[1] is somewhat relevant in this
         | context.
         | 
         | [1] https://www.joelonsoftware.com/2001/01/18/big-macs-vs-the-
         | na...
        
         | JKCalhoun wrote:
         | Thats okay though. Alexey Pajitnov's "Tetris" was all he ever
         | needed to do, all the world needed.
         | 
         | Perhaps though I don't treat games like music where I need a
         | new fix constantly, am happy to find a new game I enjoy every
         | year or so.
        
         | PragmaticPulp wrote:
         | The mean quality of amateur designs is lower, but the variance
         | is much, much higher.
         | 
         | When a creative market reaches a scale where thousands or
         | hundreds of thousands of amateurs can experiment with new
         | designs, the number of outliers surpassing the quality of
         | professional designs is significant.
         | 
         | The challenge is finding a high-throughput way to filter those
         | amateur board games. We like to think the best games will rise
         | to the top, but at scale this becomes a popularity contest.
         | 
         | Furthermore, the line between amateur and professional blurs
         | quickly when the amateurs start selling their products. Once
         | someone starts a Kickstarter or opens a store to sell their
         | amateur board game, they are effectively professionals. They
         | tend to start behaving as such.
        
           | irrational wrote:
           | > We like to think the best games will rise to the top, but
           | at scale this becomes a popularity contest.
           | 
           | There are 5,000 new board games released every year (and that
           | isn't even including expansions to previously release games).
           | The challenge is sifting through thousands of new games to
           | pick out the wheat from the chaff. The games from popular
           | designers are much more likely to be successful than from up
           | and comers. I often wonder how many gems among those 5,000
           | games never get noticed.
        
           | xpe wrote:
           | > Furthermore, the line between amateur and professional
           | blurs quickly when the amateurs start selling their products.
           | Once someone starts a Kickstarter or opens a store to sell
           | their amateur board game, they are effectively professionals.
           | They tend to start behaving as such.
           | 
           | Yes, in the sense that they have to factor in "professional"
           | responsibilities, such as paying attention to costs; e.g.
           | production and marketing.
           | 
           | However, I think when many people say "professional game
           | designer" I think they may (rightly or wrongly) include
           | "seasoned" (i.e. with a track record).
           | 
           | Of course, both amateurs and professionals may be seasoned.
           | And both may have passion and dedication to their work.
        
         | phnofive wrote:
         | I mean, this is such a generic concept - there are parallels in
         | viral evolution we see in the real world.
         | 
         | There is such strong survivorship bias in comparing the top
         | slice of amateurs to all professionals, who of course have
         | different goals.
        
         | bovermyer wrote:
         | Keep in mind that hobbyists sometimes spend as much, or more,
         | time than professionals at a given craft.
         | 
         | I've known people with incredible skill at specific trades, but
         | they had something completely different as their day job.
        
           | svachalek wrote:
           | Good point. Einstein is probably the most famous example of
           | this, doing his early work while working in a patent office.
           | 
           | Gene Wolfe (Wikipedia: "He was often considered to be not
           | only one of the greatest science fiction authors, but one of
           | the best American writers regardless of genre.") is another,
           | he wrote most of his famous works while working a day job as
           | an engineer and editor.
        
           | boogies wrote:
           | So true. Microsoft Encarta was never going to out-compete
           | Wikipedia. And Windows Shell is never going to rip out bloat
           | as ruthlessly as dwm, or lay it on as thickly as Compiz, or
           | be as customizable as anything other than GNOME 3+.
        
         | tialaramex wrote:
         | But I don't have to play _most_ of the games produced this way.
         | So I don 't experience the crap. If you make six wildly
         | different board games, five of which are utter trash, and one
         | is genius, I never have to play the five trash games _at all_.
         | 
         | This is the same in a lot of creative fields. Novels, pop
         | music, video games, movies. A handful of professional reviewers
         | might see dozens at a time, but I see a couple based on their
         | recommendations, and maybe I like half of what I see even
         | though Sturgeon's revelation is correct.
        
         | ChrisRR wrote:
         | This is the basis of so many products on kickstarter.
         | 
         | Either that they have a good novel idea but lack the knowledge
         | of the professionals to make it a polished, (and balanced in
         | the case of games) product, or that they think they have a new
         | idea but they don't realise it's just a bad idea that the
         | industry has avoided for a reason.
         | 
         | I don't disagree that there's been some great indie games, but
         | there's been a lot of highly advertised crap too
        
         | boogies wrote:
         | > But most of the the time it's just *bleep*.1
         | 
         | In other words, Sturgeon's revelation
         | (https://en.wikipedia.org/wiki/Sturgeon%27s_law)
         | 
         | 1(as my browser displays it bc
         | https://greasyfork.org/en/scripts/23624-profanity-filter)
        
         | ballenf wrote:
         | Maybe amateurs can more easily escape local maximas _because_
         | they don 't know the ingrained rules that lead to them.
        
           | xpe wrote:
           | Yes, perhaps.
           | 
           | Also, perhaps expert knowledge of common tendencies can help
           | to avoid local maxima.
        
         | Gravityloss wrote:
         | That's why it's so fun to go to things like band competitions.
         | Everybody plays about four songs. You see so much variety
         | there. I guess it doesn't suit those people who just listen to
         | the radio. Same about random small cafes or bars with live
         | music.
        
           | jonplackett wrote:
           | The good thing about that is you're not expecting too much -
           | the secret to happiness is low expectations.
           | 
           | But it's not a great method of doing business!
        
             | xpe wrote:
             | Well, I don't think it is "the" secret, and probably not a
             | "secret" at all. (At least, I hope not.)
             | 
             | Regarding happiness, Maslow's model [1] is well-known and
             | makes sense to me. As I understand it, happiness is built
             | on a foundation by satisfying:                 1.
             | physiological needs       2. safety needs       3.
             | belongingness & love needs (i.e. connectedness)       4.
             | esteem needs       5. self-actualization
             | 
             | Though, per Wikipedia:
             | 
             | - "There is little scientific basis to the idea: Maslow
             | himself noted this criticism."
             | 
             | - "However, it has been pointed out that, although the
             | ideas behind the hierarchy are Maslow's, the pyramid itself
             | does not exist anywhere in Maslow's original work."
             | 
             | And my views:
             | 
             | - I question the universality of #5. There are many people
             | who could, technically, accomplish 'more' that are happy
             | doing 'less'. Perhaps #5 would be better explained as
             | "agency" -- the ability to choose a path in life?
             | 
             | - That said -- I agree with you -- there is something to be
             | said for expecting 'less'. This idea is compatible with
             | "make the most of what you have". But less relative to
             | what? For example, should one expect to be safe from
             | violence, at least most of the time?
             | 
             | - The studies around "good" stress versus "bad" stress come
             | into play too. This is consistent with sayings such as "the
             | bad times help us appreciate the good times" and "we better
             | appreciate the things we work for".
             | 
             | - Still, I believe that people, in general, are happier and
             | more developed if they are not unnecessarily constrained.
             | Unpacking this idea probably would requires a discussion of
             | how individuals relate to society as well as normative
             | theory of justice.
             | 
             | [1]:
             | https://en.wikipedia.org/wiki/Maslow%27s_hierarchy_of_needs
        
               | jonplackett wrote:
               | I found this to be a much better explanation and takes
               | into account the weird ways some people seem to be sad
               | when they should be happy vice versa.
               | 
               | https://www.ted.com/talks/dan_gilbert_the_surprising_scie
               | nce...
        
           | Mauricebranagh wrote:
           | There is the equivalent at gaming conventions. I remember at
           | games expo (Birmigham UK) playing an alpha version of a game
           | in the main convention bar one evening.
           | 
           | While reminds me I really must try and put some of my ideas
           | for doing a 'Allo 'Allo! / Colditz mash up
        
         | andrewon wrote:
         | Survivorship bias is also relevant -- what we can find in the
         | market from hobbists got to be the good ones or happened to
         | find niche markets that the professionals overlooked/passed.
        
         | dalbasal wrote:
         | A group of 20 year old musicians wrote a better song than
         | professionally trained composer with 40 years of experience...
         | once.
        
           | itronitron wrote:
           | or just compare "White Rabbit" to "We Built This City"
        
             | cookie_monsta wrote:
             | I don't think I even have a starting point to make that
             | comparison
        
               | [deleted]
        
       | superMayo wrote:
       | There may be a huge selection bias in their study: insiders are
       | more likely to publish their game, weather they are bad or good.
       | In comparison, hobbyist have to propose better games in order to
       | have the chance to be visible and then published. This would bias
       | the study into thinking that hobbyist are more innovative than
       | professionals.
        
       | dijereedan wrote:
       | That's because there are more hobbyists than professional
       | designers.
        
       | technics256 wrote:
       | Does anyone have any board games they recommend for groups of
       | 3-5? Something that isn't too terrible to learn, and lasts max an
       | hour?
        
         | blindluke wrote:
         | Sure, I added the following assumptions:
         | 
         | - stuff I play myself
         | 
         | - something I can explain to the 70yo parents in a few minutes
         | before the game
         | 
         | - easily available (either recent, or a classic)
         | 
         | Here's five recommendations:
         | 
         | - Cacao (https://boardgamegeek.com/boardgame/171499/cacao)
         | 
         | - Carcassone
         | (https://boardgamegeek.com/boardgame/822/carcassonne)
         | 
         | - Alhambra (https://boardgamegeek.com/boardgame/6249/alhambra)
         | 
         | - Ticket to Ride
         | (https://boardgamegeek.com/boardgame/9209/ticket-ride)
         | 
         | - Samurai (https://boardgamegeek.com/boardgame/3/samurai)
        
         | mtm112 wrote:
         | Below are some common gateway games that I've had good success
         | introducing with non-gamers.
         | 
         | Cooperative: Pandemic
         | 
         | Language Based: Codenames, Taboo
         | 
         | Competitive: Ticket to Ride, Splendor, Munchkin
         | 
         | Card: Monopoly Deal, Exploding Kittens
         | 
         | Notably absent is Catan, which has a steep gap between those
         | who have played before and novices, with an especially
         | punishing snowball effect.
        
         | tuzemec wrote:
         | I really enjoy Wingspan
         | (https://boardgamegeek.com/boardgame/266192/wingspan)
         | 
         | It's not that hard and it's beautiful.
        
           | InitialLastName wrote:
           | Wingspan is a beautiful and fun game, but the instructions
           | are incomprehensible. I don't have concrete examples, but I
           | needed to read the entire book twice to have enough context
           | for info at the beginning to make any sense. In a lot of
           | ways, this is because of the thing that makes the game great
           | (deeply interlocked systems) also makes it hard to find a
           | point to insert the read pointer for the explanation.
        
             | irrational wrote:
             | Watch the How to Play video instead:
             | 
             | https://www.youtube.com/watch?v=lgDgcLI2B0U
        
               | InitialLastName wrote:
               | I agree, that's a much better way to learn it. I've also
               | had no problem teaching people the game without the
               | manual.
               | 
               | Lastly, the "new player" card pack that comes with the
               | game works well to get someone up to speed and
               | competitive quickly (and is an idea other games could
               | afford to learn from).
        
         | Tepix wrote:
         | Check out "Deep Sea Adventure", a cute fun japanese micro-game
         | where you try to salvage stuff from the ocean floor while
         | sharing the limited oxygen supply with your competitors.
         | 
         | https://boardgamegeek.com/boardgame/169654/deep-sea-adventur...
         | 
         | You play three rounds, if you're fast you can even squeeze it
         | into the lunch break.
         | 
         | This game manages to be fun and also teach you a lot about
         | human greed.
        
         | prawn wrote:
         | My wife bought me Trekking the National Parks recently, which
         | is designed by a hobbyist. It seems very complex at first, but
         | you catch on within the first round or so. You often don't know
         | who's won until the points are tallied at the end, which makes
         | it intriguing.
         | 
         | Enjoy playing it against my 8yo but have also had a few nights
         | playing with friends who've enjoyed it also.
         | 
         | https://boardgamegeek.com/boardgame/255708/trekking-national...
        
         | matthiaswh wrote:
         | I would recommend going to Board Game Arena and finding a few
         | games that seem interesting to you, then give them a try.
         | Here's a filter roughly matching your criteria:
         | 
         | https://boardgamearena.com/gamelist?section=all&playernumber...
         | 
         | From the top options presented I can recommend
         | 
         | Kingdom Builder - incredibly easy to learn strategy game with
         | just enough depth to keep it interesting over multiple plays
         | 
         | Love Letter - one of ourmyregular games to kick off a game
         | night. Quick to pick up, quick to play, and fun.
         | 
         | Coup - similar in many ways to Love Letter, but with bluffing,
         | which makes it much more cut throat, but it plays quickly
         | enough that no one gets angry, they just get back at you the
         | next game.
         | 
         | Colt Express - exciting game with a unique "programming" like
         | mechanic that's very simple to pickup, and allows for some
         | playfully grievous player interactions.
         | 
         | Gaia - underrated game that shares a lot of mechanics with the
         | more popular Carcassone. Very strategic, and the advanced
         | version amps up the competitiveness.
         | 
         | Carcassone - one of the most popular games around. Can also
         | recommend Hunters & Gatherers.
         | 
         | Stone Age & Puerto Rico - great entry level worker placement
         | games.
         | 
         | Granted, it doesn't have every game imaginable (Catan,
         | Munchkin, Risk) but its selection is large enough to find good
         | games for just about any group.
         | 
         | If you want something more advanced, this doesn't exactly fit
         | your criteria, but I highly recommend Terra Mystica. One of my
         | favorite games of all time.
        
           | tialaramex wrote:
           | We've been playing a fair amount of Kingdom Builder (whereas
           | normally we'd play longer games of Terra Mystica or Through
           | The Ages that would definitely not quality for this "under an
           | hour" constraint)
           | 
           | I think with five players an hour is pushing it for Kingdom
           | Builder, but of course this will vary if you've got players
           | who are just generally faster at playing board games.
           | 
           | Note that the boxed Kingdom Builder game is actually _four_
           | player, BGA is providing a five player expansion (because it
           | 's a web site, so the extra little wooden pieces don't cost
           | anything) but if you are in the real world that's an issue
           | for five.
           | 
           | I feel like Stone Age is a better introduction to worker
           | placement than Puerto Rico but I wonder how often you'd
           | really get a five player game in an hour. We generally take
           | 90+ minutes for four players.
        
         | irrational wrote:
         | You'll probably get better responses by asking your question
         | here:
         | 
         | https://www.reddit.com/r/boardgames/comments/l7kypq/daily_di...
         | 
         | However, some of my recommendations include Parks, Wingspan,
         | Splendor, Azul, Castles of Mad King Ludwig, Potion Explosion,
         | Kingdomino, Lanterns, Ticket to Ride, Pandemic: Iberia,
         | Carcassonne, Concordia or Concordia Venus, Quacks of
         | Quedlinburg, Treasure Island, etc. There are literally
         | thousands of games that could meet the criteria of 3-5, simple
         | rule set, 60 minute play time, and fun game play.
         | 
         | See also this ranked list of family board games:
         | 
         | https://boardgamegeek.com/familygames/browse/boardgame?sort=...
         | 
         | Pretty much every game on the first page of that list would
         | meet your criteria.
        
         | theshrike79 wrote:
         | Love Letter and its variants (I like the Batman one myself).
         | 
         | You can explain it to a person who's two-three beers in and
         | they'll get the rules well enough to start playing. Rounds last
         | 5-10 minutes depending on how much people start analyzing the
         | cards on the board. You can play as many rounds as you want.
        
           | Tepix wrote:
           | Love Letter is great, i like the variant "Lovecraft letter"
           | even more!
           | 
           | https://boardgamegeek.com/boardgame/198740/lovecraft-letter
           | 
           | I've got to try the Batman variant!
        
       | tomaszs wrote:
       | It is an interesting research. I can not imagine how hard it is
       | to design multiple board games, so that every one is fresh and
       | new.
       | 
       | With Summon The JSON it was easy for me, because it is a well
       | known card game format but combined with programming learning
       | gamification and set in fantasy world, a genre that i always
       | loved. All of these things were known to me and was passionate
       | about.
       | 
       | That was the main part of the success. But there is really a
       | limited number of things a person can be passionate about at a
       | given period of time.
       | 
       | Maybe that is why hobbyists seem to be sometimes good at
       | designing board games.
        
       | 60654 wrote:
       | Gamedev here. Sigh.
       | 
       | One, the measurement of novelty is bad: it's basically the
       | measure of whether the game exhibits a novel mashup of mechanics
       | according to the BoardGameGeek ontology of mechanics.
       | 
       | This is a _terrible_ definition of novelty, as it ignores all of
       | the other aspects of game design, both in gameplay (interesting
       | systems, challenges, loops) and non-game play (fiction, setting,
       | presentation, etc). Who measures novelty as  "mashup of
       | mechanics"?
       | 
       | Two, the measure of knowledge diversity is based on BGG reports
       | of how many genres the designers have worked in. This is, again,
       | not only questionable, but also leads to weird effects: imagine
       | knocking Salman Rushdie, JRR Tolkien, or Umberto Eco for having
       | low knowledge diversity because Amazon says they write books in
       | only one or two genres!
       | 
       | But fine, even assuming that, the actual effects are not strong.
       | Looking at the figures, the scatter plots are all over the place,
       | and the trend lines fit poorly.
       | 
       | And finally, the main problem is: sure, if you compare hobbyists
       | (who make what they want for fun) with professionals (who are
       | making a product that needs to sell more than a small handful of
       | copies), of course you're going to find that hobbyists are more
       | free to experiment with wild permutations of mechanics. But in
       | doing so, they conflate personal ability with situational
       | constraints. What about professional designers if they were able
       | to work without commercial constraints, like hobbyists?
        
         | mumblemumble wrote:
         | There's also a part of me that wonders if novelty is overrated.
         | I'm less familiar with the history of board games, but, at
         | least in video games, my impression is that many really clever
         | ideas never really go anywhere, and, of the ones that do, the
         | first game to incorporate a mechanic rarely ends up also being
         | one of the ones that put it to the best use.
        
           | JKCalhoun wrote:
           | When a game does put a novel mechanic to best use ... was the
           | novelty overrated? Or the game that first introduced it
           | (poorly) overrated?
           | 
           | Regardless, I think we both agree we want novel games. No one
           | still wants to be playing Senet. ;-)
           | 
           | https://en.wikipedia.org/wiki/Senet
        
           | whatshisface wrote:
           | Your argument sounds something like, "Mining is overrated,
           | the true source of our materials is smelting."
        
             | mumblemumble wrote:
             | It's more meant to be an, "Ideas are cheap, execution is
             | everything," kind of sentiment.
        
               | tines wrote:
               | Strong disagree. Good ideas are rare, and nobody knows
               | how to come up with them reliably. (For example, in the
               | world of cinema, see how the writers of the subsequent
               | Pirates of the Caribbean movies, and the people around
               | them, had no idea what made the first one good.)
               | 
               | An idea without execution is still valuable, but
               | execution without an idea is worthless.
        
               | irrational wrote:
               | > the people around them, had no idea what made the first
               | one good
               | 
               | That's easy - Johnny Depp in black eyeliner.
        
               | a1369209993 wrote:
               | > > Ideas are cheap, execution is everything
               | 
               | > Good ideas are rare, and nobody knows how to come up
               | with them reliably.
               | 
               | The operative word there is " _good_ ideas are rare ".
               | The claim is that you don't know whether a idea is good
               | until it's been executed on (which seems plausible, and
               | at any rate you haven't contradicted that), and that good
               | ideas are rare, so most ideas are crap (which you
               | yourself just asserted). Thus, the expected value of a
               | given idea (absent execution) is very low, aka cheap.
        
               | tines wrote:
               | I mean, I think it's obvious that the OP meant "good
               | ideas" when he said "ideas are cheap." His entire point
               | was "novelty" and "many really clever ideas" are not
               | worth anything without the execution to go along with
               | them.
               | 
               | > The claim is that you don't know whether a idea is good
               | until it's been executed on
               | 
               | I don't think his claim was just epistemological the way
               | you're interpreting it, and if it was, then I will
               | withdraw since it's not the idea I meant to engage with.
        
               | a1369209993 wrote:
               | > I mean, I think it's obvious that the OP meant "good
               | ideas"
               | 
               | Eh, I consider "Ideas that are _known for a fact_ to be
               | good (ie useful) are useful (ie valuable, provided they
               | aren 't already devalued by ubiquity[0])." to be
               | sufficiently tautological that I would not expect someone
               | (intellegent and good-faith enough to be worth engaging
               | with) to be arguing against it. Although note the
               | distinction between merely good ideas, versus ideas that
               | you actually _know_ are good, since the work of turning
               | the former into the latter was what I assumed they were
               | attributing to execution.
               | 
               | > I don't think his claim was just epistemological the
               | way you're interpreting it, and if it was, then I will
               | withdraw since it's not the idea I meant to engage with.
               | 
               | Fair enough; I'm not sure we even have a disagreement
               | over facts so much as over how we're categorizing things
               | and the terminology therefor.
               | 
               | 0: Eg, "writing" or "general-purpose computers" are
               | almost _incalculably_ valuable ideas, but they 're not
               | worth anything in a supply-and-demand sense because
               | everyone in the world already knows about them.
        
               | JKCalhoun wrote:
               | Agree, life and the internet have taught me that "nothing
               | new under the sun" is true.
               | 
               | Novelty and ideas are golden. There would be no good
               | execution of said idea if the idea wasn't put first first
               | (of course).
        
               | TeaDrunk wrote:
               | > An idea without execution is still valuable, but
               | execution without an idea is worthless.
               | 
               | FIFA?
               | 
               | (Not trying to be snarky, but genuinely motioning to
               | something I believe to be execution without novel ideas.)
        
               | tines wrote:
               | I know what you mean. But I don't think that disproves my
               | point, it just shows that people like garbage.
               | 
               | And that's ok. I love garbage sometimes, there is
               | absolutely zero harm in garbage. But that doesn't make it
               | anything other than garbage. The harm comes when you
               | think the garbage is gold.
        
               | tialaramex wrote:
               | The international association football/ soccer governing
               | body? Or the video game series?
               | 
               | FIFA the organisation was much more corrupt than you'd
               | expect, and so I suppose to the extent this organisation
               | was novel (there are a _lot_ of international sports
               | bodies) the novelty was apparently undesirable.
               | 
               | But I think the FIFA video game may have been the first
               | to introduce several awful ideas, which were nevertheless
               | novel. Blind buy "lootboxes" were introduced to the FIFA
               | games fairly early because fans were familiar with the
               | idea of buying a pack of "trading cards" in the real
               | world which are also blind buy.
        
             | a1369209993 wrote:
             | It sounds more like, "Mining is overrated, 90% of the work
             | in getting useful materials is smelting.", actually.
        
           | Nasrudith wrote:
           | Novelty is overrated due to a selection bias - it implicitly
           | tends to mean "novel and at least good for a change of pace".
           | 
           | Adding in a feature that say previous winners become the new
           | boss and losers get a bonus inheritance from their prior run
           | could be hailed as novel and doing good things for pace.
           | 
           | Having to randomly roll 10 dice x 365.25x days x 18 years for
           | events to create your starting character would be very novel.
           | Especially if it is a commom occurance that all four players
           | to die before turn zero due to childhood disasters resulting
           | in the winner being the one who lived the longest at eight
           | years old before dying of cancer would be terrible to
           | actually play.
        
           | irrational wrote:
           | > the first game to incorporate a mechanic rarely ends up
           | also being one of the ones that put it to the best use
           | 
           | This definitely applies to board games. Dominion was the
           | first deck-builder board game and is still fairly popular,
           | but it has been superseded by many other superior deck
           | builders that came out afterwards.
        
             | bobbyi_settv wrote:
             | Definitely disagree. There are other successful games that
             | use deckbuilding as an element of a larger game (in the
             | vein of Clank or Quest for El Dorado), but no pure
             | deckbuilding game has come close to overtaking Dominion as
             | top dog.
             | 
             | If we use logged plays for the past month on BGG as one
             | datapoint, Dominion has more than than Aeon's End,
             | Ascension and Marvel Legendary combined.
             | 
             | Sure, there is a specific population of people who log
             | their plays and it differs from the gameplaying public as a
             | whole, but if anything it veers more towards "cult of the
             | new" and away from people who still play an older game
             | because it's what they have.
             | 
             | EDIT: It looks like Star Realms has almost as many logged
             | plays this month as Dominion, but I would still maintain
             | that Dominion is in no way "superseded" even if it is no
             | longer the only relevant game in its genre.
        
             | Marazan wrote:
             | I have yet to come across a better deck builder than
             | Dominion.
             | 
             | It is so pure and focused that it is absolutely the best
             | deck builder there is IMO.
             | 
             | So many other deck builders either completely mess up the
             | extremely careful calibration of chance that exists in a
             | deck builder or the 'other' game that is tacked on to the
             | deck building engine interacts badly or in very swingy
             | ways.
        
         | grawprog wrote:
         | >And finally, the main problem is: sure, if you compare
         | hobbyists (who make what they want for fun) with professionals
         | (who are making a product that needs to sell more than a small
         | handful of copies), of course you're going to find that
         | hobbyists are more free to experiment with wild permutations of
         | mechanics. But in doing so, they conflate personal ability with
         | situational constraints. What about professional designers if
         | they were able to work without commercial constraints, like
         | hobbyists?
         | 
         | This last paragraph reminds me of the video game world and
         | common arguments on indie games vs AAA/big studio games.
         | 
         | Indie games with their hit or miss experimentation, AAA games
         | with their formulaic selling strategy.
         | 
         | But in the video game world there have been professionals who
         | have stepped back into the indie world to make something lower
         | budget and more experimental. Those end up being about as hit
         | or miss as the 'actual', for lack of a better word, indie
         | games.
         | 
         | So I guess my point is, I think the constraints themselves do
         | play a part in hobbyist type games and a professional under the
         | same constraints is likely to produce the same kind of thing.
         | 
         | Something experimental that may be awesomely fun or it could be
         | kinda lame.
        
           | scollet wrote:
           | I think you both are hitting on that thin slice; the Venn
           | diagram of strong design, managerial pressure, and resources.
        
           | meheleventyone wrote:
           | A big part of the actual success of a game is the aesthetics
           | and the marketing. How good the actual game is doesn't
           | necessarily correlate.
           | 
           | Indie games these days are as conservative as regular
           | studios. Loads of a proliferation of the last big thing etc.
           | The real standout indie genre is porn games and even those
           | stick to a generally similar design.
           | 
           | The problem for developers from larger studios is that the
           | bizdev side of things is largely kept apart from them. So
           | they might make something within a niche that's great but is
           | never going to find an audience.
           | 
           | Which is a long winded way of saying no one bar hobbyists or
           | people taking an extreme roll of the dice are operating
           | without commercial constraints.
        
             | GuB-42 wrote:
             | Genuinely curious about porn games. They all seems to be
             | either a show of pretty models with somewhat controllable
             | animation or a "nothing special" game with explicit scenes
             | thrown in for your enjoyment.
             | 
             | Some of these games can be excellent, I am thinking about
             | some Japanese visual novels here, but they all seem to be
             | rather formulaic.
             | 
             | Maybe I am missing something big here. I am not too much
             | into porn games, and you are unlikely to stumble upon them
             | unless you are actively looking for it.
        
               | meheleventyone wrote:
               | Honestly I defer most of those questions to someone that
               | understands the landscape better. It was an underserved
               | market though and lots of people enjoy unrealistic
               | depictions of sex so combining that with games is hardly
               | rocket science.
               | 
               | The bit I find interesting is despite the porn industry
               | in the west being big on tech like streaming and VR it's
               | not really there on games. Too much reliance on real
               | people or something?
               | 
               | More generally I think it's super interesting how
               | puritanical the games market is in comparison with books
               | or movies. Even within serious games.
        
         | 99_00 wrote:
         | >And finally, the main problem is: sure, if you compare
         | hobbyists (who make what they want for fun) with professionals
         | (who are making a product that needs to sell more than a small
         | handful of copies), of course you're going to find that
         | hobbyists are more free to experiment with wild permutations of
         | mechanics. But in doing so, they conflate personal ability with
         | situational constraints.
         | 
         | Is that the main problem with the article, or is it the main
         | point of the article.
         | 
         | >voluntary teams of users...are driven by different incentives
         | and motivations
        
         | burmer wrote:
         | > What about professional designers if they were able to work
         | without commercial constraints, like hobbyists? Exactly, they
         | should look at indy developers like Nate Hayden, Hollandspiele
         | and others who make niche games, but professionally.
        
         | JKCalhoun wrote:
         | "A camel is a horse designed by a committee." (Although I heard
         | it as 'A donkey is a horse....'.)
         | 
         | I don't question the professional designer's skill sets: just
         | that they have a committee that has to vet the idea/game. And
         | that's where things could sour.
         | 
         | As I have heard professional artists (writers, film-makers,
         | musicians, journalists) describe it, the professional begins to
         | self-censor: not even pursuing ideas they perceive will likely
         | fail to pass muster with the "committee".
        
         | IAmAtWork wrote:
         | I know what you mean. I have same issue with card games now and
         | rts craze before. It is insanely hard to properly balance a
         | game and when I see people going crazy over one man made card
         | game I already know what reviews will be. This is not to diss
         | any indie developers. I am one of them. But can we actually
         | talk about game design theory and how games are designed. Can
         | journalist check Gamasutra nad gdc vault before writing blog
         | post on genre
        
           | JKCalhoun wrote:
           | > But can we actually talk about game design theory and how
           | games are designed.
           | 
           | That is antithetical to how I view art.
           | 
           | Let the people playing the games sort the wheat from the
           | chaff. There's a reason why "Settlers of Catan" and "Ticket
           | to Ride" are on big box store shelves now.
        
             | tubularhells wrote:
             | It's because they aim at normies, not boardgamers (normies
             | are the risk/monopoly crowd). Also they were on the market
             | 'first' with a mass appeal. They are, however, not good
             | games.
             | 
             | A million flies eating shit doesn't make shit good.
        
           | krisgee wrote:
           | >Can journalist check Gamasutra nad gdc vault before writing
           | blog post on genre
           | 
           | No because if they take time to do research they'll miss the
           | views they could have gotten if they just slam out a piece
           | and (basically) nobody is going to pay extra for a journalist
           | who's also an expert on board game design.
           | 
           | It's the biggest problem with journalism today.
        
           | andredz wrote:
           | Is this the vault you are referring to:
           | https://www.gdcvault.com/ ?
        
       | im3w1l wrote:
       | One leg up hobbyists can have on professionals is hyper-local
       | audience targetting.
       | 
       | At my alma mater there is a tradition of putting on shows. They
       | are a mixture of situational comedy, singing, and basically
       | anything entertaining you can do on a scene. Crucially, they are
       | _by the university_ , _for the university_ , and _about the
       | university_. They are some of the funniest things I 've ever
       | seen. And they achieve this by having an incredible amount of
       | injokes and references, that just wouldn't work for a general
       | audience.
       | 
       | So this would be my message to hobbyist board game makers: Make
       | one aboout your university, company, town, or maybe about your
       | other hobby. Tell your own story. Reference people and events
       | that will be familiar.
        
       | toyg wrote:
       | Sometimes I think researchers do not understand second-order
       | effects of their pet theories.
       | 
       | The societal/market result of stuff like this will inevitably be
       | something like "Let's crowdsource more of these creative
       | activities, so we can drive down the already rock-bottom
       | compensation rates of the few jobs that cannot be automated -
       | this research says we're not going to lose anything on the
       | quality side anyway". In the (laudable) quest to make amateurs
       | respectable, they might well end up stripping even professionals
       | of what little respectability they had accrued.
       | 
       | It's likely that democratization of creativity is a fundamentally
       | unstoppable force in itself (like we've seen in photography,
       | music, video etc); there is no need to hasten its rise though.
        
         | scotth wrote:
         | I'm curious about what you see as the end state.
         | 
         | What does this possible outcome mean for the people who are
         | making games now?
         | 
         | What does it mean for the entrants?
         | 
         | Both short term and long term. How do you see this going?
        
           | faceplanted wrote:
           | I'm not him, but looking at the other markets this
           | "democratisation of creativity" has happened in, it seems
           | like we're going to get more of the patronage model where the
           | professionals and better hobbyists can individually put their
           | work up for subscribers with some free content as
           | advertising.
           | 
           | I don't know how this will work with board games which have
           | physical products that need creating and sending. It might be
           | the right place for distributed "print shops" with card
           | printers, 3D printers, and laser cutters to provide the
           | actual game pieces.
        
         | krok wrote:
         | If person A wants to get paid to do something and person B
         | wants to do the same thing to a similar quality for free as a
         | leisure activity, isn't it sort of expected that it will become
         | hard for person A to make a living? Doesn't it make sense that
         | to make a living they will have to either produce something far
         | better than the amateur, or do the parts that amateurs don't
         | want to do, or differentiate themselves in some other way?
         | 
         | It seems to me that it would be an odd society which didn't
         | even allow people to _ask questions_ about the relative merits
         | of person A and person B 's work, in case they found out
         | something which would be disruptive to person A's business
         | model.
        
         | ballenf wrote:
         | Predicting second- and subsequent order effects accurately is
         | basically impossible for any non-trivial issue.
         | 
         | Here I'd argue that the effect may instead be that
         | professionals are able to figure out what the amateurs are
         | doing differently and incorporate it into their discipline.
         | 
         | If you hold up the research trying to figure out which second-
         | order effect is more likely, you'll never get any research done
         | on anything of substance. (You see, the second order effect of
         | your suggestion is an overall suppression of research. Damn,
         | arguing from second-order effects sure is tempting!)
        
           | toyg wrote:
           | Suppression, no; but choosing priorities carries an element
           | of ethical responsibility. You can choose to dedicate your
           | time towards improving chemical weapons or towards improving
           | harvest yields. Better chemical weapons will likely come
           | about anyway, but why hasten their arrival?
        
             | ballenf wrote:
             | Isn't that a first order effect though?
             | 
             | A second order effect would be researching a life-saving
             | drug for a lifestyle condition. You research means people
             | have less incentive to live healthily and end up dying even
             | sooner from some other diet-related disease. The disease
             | you cured would have scared them "straight" diet-wise.
        
         | PeterisP wrote:
         | In general, researchers don't try to understand second-order
         | effects of their pet theories, because the consequences of the
         | theories are not relevant to the theories being true or false -
         | it's an "is-vs-ought" distinction.
         | 
         | This is an article that observes and describes aspects of how X
         | influences Y. The question whether Y and its implications are
         | good or bad is orthogonal to that; any discussion about whether
         | Y should be hastened or slowed down would be simply offtopic.
         | Discussion about which _other_ factors would hasten or slow
         | down this effect would be relevant though.
         | 
         | I'd go even beyond and argue that researchers should explicitly
         | and intentionally _avoid_ considering such  "second-order
         | effects". Let's assume that this research is true (perhaps it's
         | not, I have no strong opinion on that) and, as you state,
         | acknowledging that "this research says we're not going to lose
         | anything on the quality side anyway" will cause some unwelcome
         | consequences. In that case, what should we do about it? Should
         | we avoid saying the truth because we don't like it? Should we
         | _lie_ and say  "oh, we _are_ going to lose on the quality side
         | " because we don't like the second-order social effects of
         | acknowledging the truth? I'd argue that allowing the social
         | consequences (how things _ought_ to be) to affect your view of
         | reality (how tings _are_ ) is anathema to the concept of
         | science, we should instead strive for objectivity even if (and
         | especially if) we don't like what the looking glass is showing
         | us.
        
           | toyg wrote:
           | See my other answer to the sibling comment.
        
       | johannesgoslar wrote:
       | The article seems to not talk about the difference between game
       | designers and game developers which seem quite relevant in this
       | context. It is even explictly naming "developers" in companies
       | but using it wrong in context, it isn't a game developer's job to
       | come up with a novel idea, that would be the company game
       | designer. (Though people might fill both roles). To most people
       | the amount of changes a a publishing company makes will be quite
       | surprising, it will change a lot to everything about a game if it
       | arrives by an author's submission and is gonna hit the market.
       | The author might have submitted a novel idea and interesting
       | core, but the raw games are often bad in pacing, balance,
       | scoring, emotional engagement and the most people would just
       | dismiss them. Good developers will be able to turn the
       | interesting bit into a good game and dismiss the rest.
        
         | SeanBoocock wrote:
         | This is a good point and probably lost on people who aren't
         | board game enthusiasts. In video games a "game developer" is a
         | broad characterization that could apply to anyone on the
         | development team. "Game designer" is a specific role on that
         | team.
         | 
         | In board games developer and designer are distinct roles. If
         | you have a familiarity with modern, you may know the names of
         | the designers of certain games, but the developers of those
         | games are essential for turning the raw specification of the
         | game into the box of tokens and cards you buy at Target. A lot
         | of hobbyist games don't get that development work and while
         | they might have unique ideas, they are essentially prototype.
        
       | mkl95 wrote:
       | This is not exclusive to board game design. When I work on a
       | personal project, I can be really creative and produce some good
       | looking applications. However, as a professional developer
       | working for someone else, I have to follow some guidelines that
       | can result in boring, generic-looking stuff. This boring,
       | generic-looking stuff allows me to consistently make a decent
       | living, though.
        
         | KineticLensman wrote:
         | Yes. Like writing reports for a company versus personal
         | writing. You often have to use corporate templates and follow a
         | house writing style.
        
           | mkl95 wrote:
           | Bethesda is a great example of this. Up until Fallout 4 or
           | so, the company kept producing games with similar versions of
           | Creation Engine.
           | 
           | Despite many fans hating the buggy engine Bethesda was using,
           | and the fact their new games were basically spinoffs of their
           | previous work, some of them are among the best-selling games
           | of all time.
        
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