We returned home last night from Gen Con... exhausted but with huge smiles on our faces. Our experience was largely shaped by the fact that I was there primarily intent on doing research that consisted mostly of interviews with board game designers. And indeed I was able to interview 10 designers as well as make quite a number of incredible connections and continued to build some great relationships. Some of the designers we were able to meet with were names that almost any gamer would recognize and all of the interviews and other goings on were awesome.
One interesting event we attended was a seminar called "The Basics of Tabletop Game Design." A question asked by someone in the audience was regarding whether or not they should consider hiring a mathematician to help develop their game. Nearly every one of the five designers on the panel enthusiastically agreed... "screw the math! Do not worry about the math... Math should never be a primary consideration!" My impression from their comments is that, while math
might...
sometimes...
eventually... need to be considered, it is far towards the bottom of the list for the design process.
This has caused me to reflect quite a bit on not just board game design but on other types of design and on research as well. Now, as I reflect on this it occurs to me that, if design is fundamentally the creation of a system, that this non- or anti-math philosophy works rather well. Get the framework in place first. If we use basic systems thinking as described by Donella Meadows in her book "
Thinking in Systems," we can create a system framework. We can work on that framework, refining and adjusting and designing the complete system before we may or may not need to introduce any mathematical considerations.
We can design the
structure of the system and represent that structure using visual diagrams — this may require little or even no math. I often think of these diagrams as system maps or
concept maps. Then when we begin to examine the
behavior of the system we introduce math or perhaps in some cases not even math but rather numerical elements. The behavior of a system over time may be represented using visual graphs. So you can think of it in this way — we design the system using
system maps. We can then if we choose to do so or if we need to do so reflect on the behavior of the system mathematically, possibly by using
graphs as behavior is over time and graphs provided a useful tool for examining behavior over time.
Throughout my interviews and observations I have encountered many comments similar to those of the aforementioned Gen Con panel about math in the design of tabletop games. For example in one of my
previous posts I quoted a designer as saying,
"I was thinking about why we are here play-testing. It's not so much
to work out the mechanics because you can do that very mathematically or
through easily testable means. What we are actually play-testing here
is ..." These comments by board game designers that down play the mathmatics has lead me to be very curious and desirous to one day interview Reiner Knizia. Knizia, a full-time board game designer (an extremely rare thing), has a PhD in mathmatics and is widely know for his smooth but extremely mathematical game mechanisms. I wonder where in his design process mathematics begins to play a role?