How to Test Your Storytelling Powers & Make People Connect with Your Board Games

Posted on 1 CommentPosted in Start to Finish

Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the eighth of a 19-part suite on board game design and development.

Need help on your board game?
Looking for more resources to help you on your board game design journey?

This suite is based on the Five Levels of Communication through Game Development, my own personal board game development philosophy. However, I’ve brought in Dylan Cromwell, the lead designer of Seize the Bean so that you can get two viewpoints instead of just one.

Just like last week’s article, we’re going to focus on what I call internal narrative. It is true that games speak to players through gameplay – the core engine, mechanics, and rules. However, when people think of storytelling in games, they think of theme, story, art, components, and even box design. The internal narrative covers everything about the game itself as a complete product minus the gameplay. That’s what we’re talking about today.

This guide comes in five parts:

  1. Play-testing storytelling
  2. How do we make stories that resonate?
  3. Art and storytelling
  4. Physical experience and storytelling
  5. Parting advice

Playtesting storytelling

Brandon: We spoke a lot last week about how to tell stories in board games. One thing we agreed upon was the necessity of making sure gameplay and storytelling fit together perfectly. This is true even for games that aren’t considered thematic. Even abstract games like chess have an intrinsic story to them. How do we play-test our board games to make sure our stories and our gameplay match each other?

Dylan: Wow, that’s a pretty intense question because there are certainly a lot of “right” answers. We could cover a whole series of articles just on the topic of proper and productive play-testing. I think one angle – epecially true for asymmetrical characters or seemingly unbalanced strategies, as is the case with Seize the Bean – is making sure you’re aware of at least a few of the player paths you expect or want to exist in the game.

Dylan: For example, the hipster customers in Seize the Bean have a simple, understandable mechanic that is directly tied to the theme and story: they make you raise your hype. Not allow you to, but make you. That means you’re drawing more customers into your line. This pushes the boundaries of what you can handle, resource-wise. So when it comes to the over-hyped café in real life that can’t handle the sudden explosion of business, you get that feeling in Seize the Bean if a player tries to go only for hipsters.

Dylan: Making sure this is working, though, requires myself and my co-designer, Andy Couch (as well as our game developers, Joder, Remigi, and Ninja), to actually implement that strategy during our weekly play-testing. We don’t look for every possible strategy. That’s not possible and it’s not our focus, but we do tackle the ones that make up the heart of the game.

Dylan: There are two other things which definitely take us into the realm of “basics of play-testing process.”  I think they are important to mention, especially when trying to convey thick theme and rich story. Those are accessibility and graphic design.

Dylan: We had to get text sizing right. Colors were backed up by easily identifiable symbols. This is to make sure that all players could clearly see the information on the cards. The amount of people we’ve tested with who are color-blind or have sight issues definitely did not fit the statistic we’ve heard from manufacturers. If we didn’t make things accessible, they wouldn’t get to be immersed in the story as much.

Dylan: The second aspect is the general graphic design, especially when it comes to card effects or other mechanical symbols. We made the huge mistake of taking very verbose iconography to SPIEL17. We hoped people would “decode” the symbols themselves. In reality, everyone needed to look them up on a cheat sheet. If that’s the case, all of those 4 or 5 symbol strings can be reduced to a single symbol.

Dylan: This was massive because visual learners were totally shut out of the whole concept of upgrading their café with decorations since the verbal explanation went in one ear and out the other. It was made even worse because the cards were basically like hieroglyphics to them. They missed the benefit of doing so completely and therefore ignored this aspect of the game, eliminating this part of the story and experience for themselves.

Dylan: In summary: test a variety of strategies. Those are the stories your players will create. Test the accessibility because otherwise players can’t play those stories out. Test the graphics because otherwise players won’t play all parts of the game to discover those stories.

Brandon: A lot of the time you just have to test and test and test to make sure your mechanics and theme match up. You can then either change the theme or change the mechanics depending on what direction you’re going in. You can’t pursue everything – you and the team are wise to recognize that!

Brandon: Absolutely right that accessibility plays a huge role in making sure the story comes across. Failure to achieve a baseline level of accessibility can easily stop a story from resonating.

Brandon: Speaking of which…

How do we make stories that resonate?

Brandon: How do we make stories that resonate with others? I’m not just talking about making theme and mechanics consistent, I’m talking about making memorable stories.

Dylan: This is a great question and really applies to Seize the Bean. Not only does it claim to be about coffee, but it claims to be about Berlin, which is a pretty specific city. We ran into this early on: how will we make the theme and story universally relate-able enough that even people who don’t know Berlin can get into it?

Dylan: What we discovered was that it helps to find an overlap between your specific, unique story details and those that are more universally known. My previous example about hipsters is quite useful and another one would be tourists. Almost everyone can relate to a comical loathing of tourists, even though we’re all often tourists ourselves. The idea that serving a tourist in your shop might make other customers impatient and therefore leave or give you a bad review is pretty universally relate-able.

Dylan: Earlier on, we had our different customer groups bound to certain districts (neighborhoods) of Berlin. While this was super thematic it not only restricted our design massively, but it also ejected players who didn’t know those districts (and even some who did, when they did not agree with our categorization, such as loads of hipsters in Kreuzberg and loads of rebels in Friedrichshain). Once we removed the districts we had less design restriction and a much more accessible story for all players, not just those that know Berlin. For players who missed the districts we even found a way to include them, but I’ll let that be a surprise.

Dylan: Beyond making sure that your story is as universally relatable as possible, it’s also important to make it very unique. That’s the best way for it to be memorable. I think we’re all pretty tired of zombie games (except maybe Rahdo!), so another game about the rise of the dead is probably not going to be as memorable as a game about talking cabbages who are looking for apartments to rent. We discovered this early on with Seize the Bean, actually much to our surprise, that there weren’t that many games about coffee and especially not that many about running a café. This has helped the story of the game be more memorable as well, that it’s unique and doesn’t feel like a clone of another game.

Brandon: It’s a wise choice to focus on feelings and universal experiences instead of Berliner in-jokes.

Brandon: Similarly, I’m also making a game based on a specific location. I’ve had to strip Americana to its core feelings so I don’t alienate others. That means there’s no reliance on state names, an understanding of the country’s geography, or anything like that required to play. Likewise, I stuck to things just about everything can agree on: road trips are cool and we have nice scenery. All the other American in-jokes got the boot, now referenced only in low-key flavor text for those who pay attention.

Brandon: A good rule of thumb to make sure your stories work (whether or not you work on a game based on a particular region of the world)…

Brandon: Test with people around the world. If your basic messages work in America, Portugal, Spain, South Africa, China, and Japan, then you’ve probably made a story that is essentially human and not cultural in origin.

Brandon: (Testing through Tabletop Simulator makes this all a lot easier, by the way.)

Art and storytelling

Brandon: Before you ask for art and when you’re reviewing your artist’s work, how do you make sure your art supports the stories you’re trying to tell?

Dylan: Before you even ask for art, I think you need a discussion (internally with yourself or with your team if you have one) about what the art should convey; not literally, but what feeling, what mood. A lot of artists call the initial creation of this a type of assessment a “mood board.” It’s not that you have to visually make one, but get a sense of what would best represent your story. As I’ve said, Seize the Bean is meant to poke fun (respectfully) at all the wild diversity of Berlin, so having a cartoony, comical style would fit. Your game might need a more photo-realistic, painterly style, or even like War Co., a sci-fi, 3D style. Whatever it may be, nail that down and then go artist hunting.

Dylan: Once you find an artist (or a few), then it’s important to properly brief them about your work. We’ve learned this the hard way with Seize the Bean. Even though our artist, Mario Fernández García-Pulgar, has been a complete angel through all of our changes, we’ve definitely requested much more work of him than we needed to, due to asking for artwork far too early. This is a common mistake by first-time creators.

Dylan: When timing is right and your game is play-testing well and you’ve got your artist and they’ve seen your awesomely clear briefs, then reviewing their work makes sense. What I’ve found is that artists need space, but also benefit from a gentle nudge to challenge them a bit in how far they can take an idea. When I asked Mario for good and bad review tokens I simply had a thumbs up or thumbs down icon in mind. What he returned to me was brilliant: full on little comments from fake people!

Brandon: I’d recommend waiting until you have a working game and then picking an artist who you either a) know personally or b) whose portfolio fits your needs perfectly.

Dylan: This is great point, Brandon: having an existing relationship with the artist (actually, anyone on your team) is really helpful, especially if you plan to work remotely. For us, it was great for us because I had actually worked with Mario before on previous projects. And I already knew how he worked so we had a lot of trust. Trust is important because you should guide your artists but not control them. Listen closely when they aren’t feeling like an idea or direction is going to work. After all, that’s why you’ve hired them: for their expertise and creative vision.

Brandon: Artists love creative freedom. You give them flexible specs and watch them have fun. Correct a little as needed. I’ve seen great results by doing this.

Dylan: I always like to say it’s good to “let others surprise you” but great to “let them surprise themselves”.

Brandon: And yes, yes, yes, please listen to their feedback on visuals. That’s part of the benefit of hiring an artist. And this is so critical art is not only super important to feeling and storytelling, but it’s also a powerful marketing tool anyone can use.

Brandon: War Co. got sold on its art. Byways will probably be the same.

Dylan: Seize the Bean too, by far! And likely our next project for 2018, Towers of the Sun. All three of the artists on those two projects are just amazing. We’re very thankful to be working with them!

Physical experience and storytelling

Brandon: So let’s say you have a great story that matches your gameplay. Let’s say you have great art, too. A lot of solid games nail these aspects but slip up on components.

Brandon: How do you make sure your storytelling works physically and not just visually or mentally?

Dylan: Honestly, that’s been the hardest and at the same time, the easiest part of Seize the Bean.

Dylan: Earlier versions were already wrapped in the idea of shop upgrades, coffee blends and various customers; those elements have always been there. But what I refer to as the game scope (whether or not you serve individual customers or a whole pile as a unit, whether you can have more than one shop, whether there is a big city map or a small image of a single café, etc) was unclear. While testing various game scopes and finally settling on the one we have, we noticed that 3D beans were awesome to play with but a pain to count in large quantities.

Dylan: Typically our scope didn’t require pay-out of beans in large quantities but it did often involve the initial purchase of them in large quantities. Therefore the physical, semi-dexterous mechanic (and component) of the scoop was born. As fun and silly as it feels playing with it, it solved a lot of serious physical issues early on. So in this sense, my business partner and fellow game developer, Josh Wilson (who was the one that dreamed up the idea of the scoop), identified the problem (too many things to physically count) and created a solution. The beauty here is the things (the beans) helped tell the story so removing them wasn’t ideal, and the solution he dreamed up also helped further tell the story so this was a win-win situation.

Dylan: Why do I say it was the hardest and the easiest? Well, adding in 3D components like beans and milk cartons and even our super realistic sugar cubes is easy. It’s also hard though because now that we’re going to Kickstarter on January 16th we’ll really require a critical mass of backers in order to fund those premium components. If not, we’ll need to find the best way to manufacture them more affordably, say with tokens. This won’t cripple the theme or story but it certainly won’t help tell it as richly. So that’s the danger of specialty components. Whenever you can, as creator, find a way to use economically sound components, you should.

Dylan: Another interesting physical bit of our process was card size. We wanted to get the feeling that a whole city of choices (customers, decorations and products) were out there on the table, but we didn’t want the players to need a huge ballroom table just to play. Therefore we actually looked to Feudalia for inspiration, and have been testing a 75x50mm card size that’s surprisingly worked out quite well for us. That’s something else to consider often; how can you modify the shape, size or other features of your components to better deliver your story? For us it was simple: get as much out on the table as we can, hah!

Brandon: It sounds like you’ve touched on the most important thing.

Brandon: Physical accessibility comes first. No matter how pretty it is, you have to make the game functional before anything else. Easy to use, easy to see, easy to count. Fail at any of these and your story gets lost in the shuffle.

Brandon: When you can add stylish stuff like beans, milk cartons, and sugar cubes without running up the manufacture price or losing accessibility, by all means, do it.

Brandon: The way you use parts is a lot more important than the parts you use. That’s why so many games are still using plain old plastic cubes, punch-out tokens, and so on. It works and it doesn’t hurt the gameplay experience.

Brandon: I will say, though: component upgrades make fantastic Kickstarter stretch goals.

Parting advice

Brandon: Okay, last question.

Brandon: If you go back to when you started in game design and give yourself advice, what would it be?

Dylan: There’s too many, why only one!? Hahaha…

Dylan: …but I think above all: don’t forget to have fun.

Dylan: That’s why we’re all in this, after all, isn’t it?

Dylan: I would let my past self know it’s gonna be a long journey: no matter how well you play-test, how perfectly timed your art briefs hit the artist’s desk, how costly your bits and pieces are, how big and friendly your fanbase grows to be…you’re in for a looong ride, so enjoy it. Do whatever you gotta do to make it something you love every step of the way.

Dylan: That, and maayyyybe drink a little bit less coffee.

Brandon: It’s a marathon, not a sprint. As a coffee fan, I can’t back you on drinking less coffee, though. Thank you very much, I look forward to sharing this!

Dylan: You’re welcome. Thanks for having me on-board the Brandon Game Dev express! It was a pleasure to chat about War Co., Highways & Byways, and Seize the Bean!


Telling stories is one of the most essentially human instincts. Whether or not we mean to, we tell stories through games. It’s best to embrace storytelling no matter how thematic your game is and perfect its tone. Through art, physical components, and clever use of language, board games can transcend their parts and become rich experiences.

In next week’s article, I’ll be bringing a special guest to talk about bringing everything together for your board game project – mechanics, rules, stories, and business. What does a board game look like when everything finally comes together?

For now, please leave your questions and comments about storytelling in games below 🙂





How Many Blind Play-Tests Does Your Board Game *Really* Need?

Posted on 1 CommentPosted in Dev Diary

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & BywaysJust here for Highways & Byways updates? Click here.


In my quest to test Highways & Byways 100 more times before I release it to reviewers, I’ve found myself with relatively little to say. That’s a good thing! After all, I’m checking to make sure there are no serious balance issues that come out of repeated plays. I’ve already play-tested this game a ton. People like it, it’s been blind play-tested for over two months now. I even blind play-tested it at a game design convention.

Need help on your board game?
Looking for more resources to help you on your board game design journey?

In absence of a Byways-related update to inspire this week’s Dev Diary, I’m answering a question I got from a new game designer a few months back. “How many blind play-tests does your board game really need?”

“I wish I could Photoshop as good as Brandon the Game Dev,” said no one.

Predictably, my response to that is “it depends.” Blind play-testing has a set of very specific purposes in board game development. You need it for five reasons:

  1. It confirms that the core engine and mechanics of your game make intuitive sense.
  2. It confirms that your rules are not unnecessarily difficult to pick up.
  3. It can help you identify accessibility issues before you get farther along in development.
  4. It puts your game in a situation where people are less likely to protect your feelings, since you’re not directly involved.
  5. It’s great marketing.

It makes an intuitive sort of sense that more blind play-testing is always good. I’m not convinced. Don’t get me wrong, I’ve had dozens of people blind play-test Highways & Byways, but there are diminishing returns once you hit a certain point. Let’s take this apart reason by reason.

It confirms that the core engine and mechanics of your game make intuitive sense.

If three or four different game groups all play your game and have no trouble understanding the strategy and tactics of the game, you’re probably good to go here. Granted, it might take you a long time to get to this point, but if your first three or four blind play-tests go well in this regard, you’re probably fine.

It confirms that your rules are not unnecessarily difficult to pick up.

Again, if the same three of four different game groups understand the rules just fine, you’re probably good to go here as well. That means no misunderstandings, no deer-in-headlights looks when reading the rules, and no major suggestions. They might find a typo or two, but that’s different.

It can help you identify accessibility issues before you get farther along in development.

If your game is blind play-tested by lots of different people, the most common visual, physical, a cognitive inaccessibilities should become clear to the perceptive game developer. If you don’t find any after a while, you’re probably good to go here as well.

It puts your game in a situation where people are less likely to protect your feelings, since you’re not directly involved.

If your game is loved or even merely liked with a few minor suggestions for changes, you’re in a good place with blind play-testing. If your game can get a consensus of 7/10 on feedback surveys with some consistent and easy-to-implement suggestions for improvement, you may not need additional blind play-testing.

It’s great marketing.

Of all the reasons to keep blind play-testing once you confirm your game is clear, accessible, and likable, this is the most compelling. People who play a game in its early stages are more likely to buy it later on. This is a simple fact. However, blind play-testing can be time-consuming and difficult to arrange. I would argue it is more effective to use your time and money generating email leads online through social media or going to conventions to mingle.

You don’t need hundreds of blind play-tests. You don’t need hundreds of blind play-testers. All you need is enough to confirm that your game is clear, accessible, and likable. That might take 10 games. It might take 200. There is no hard and fast answer here.

Every once in a while, a fresh project will try to wow everybody by posting astronomical numbers showing how much a game has been play-tested. I’m sure there is a benefit to blind play-testing on a massive scale, but it’s not so great that the new game developer working on a very tight budget with limited time should feel the need to pursue. My approach to blind play-testing is one based on lean business process design: figure out exactly what I need and how to get it efficiently.

To conclude, let’s flip these five reasons into a five-prong test you can use to tell if you’ve done enough blind play-testing.

Your Game Has Been Blind Play-Tested Enough If…

  1. Your game is intuitive.
  2. Your game has clear rules.
  3. Your game has no major accessibility issues.
  4. People like your game or you have consistent and easy-to-implement feedback that would resolve outstanding issues.
  5. You have played with enough people to spread the word OR you have a good marketing plan.

Most Important Highways & Byways Updates

  • With the physical prototype in my home right now, play-testing is going much, much, much faster.
  • I’m still aiming for 100 play-tests.





How to Tell Great Stories Through Board Games

Posted on 1 CommentPosted in Start to Finish

Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the seventh of a 19-part suite on board game design and development.

Need help on your board game?
Looking for more resources to help you on your board game design journey?

This suite is based on the Five Levels of Communication through Game Development, my own personal board game development philosophy. However, I’ve brought in Dylan Cromwell, the lead designer of Seize the Bean so that you can get two viewpoints instead of just one.

For this and the article that follows, we’re going to focus on what I call internal narrative. It is true that games speak to players through gameplay – the core engine, mechanics, and rules. However, when people think of storytelling in games, they think of theme, story, art, components, and even box design. The internal narrative covers everything about the game itself as a complete product minus the gameplay. That’s what we’re talking about today.

This guide comes in four parts:

  1. Who is Dylan and what is Seize the Bean?
  2. Why is storytelling important?
  3. How can you tell stories through games?
  4. How do you make stories match their games?

Who is Dylan and what is Seize the Bean?

Brandon: Thank you very much for agreeing to help with this post!

Brandon: Tell me a little about yourself and your project, Seize the Bean.

Dylan: I’m a long time artist and creative person – started out drawing and blowing glass. I’ve always had games in my life since being a dungeon master in D&D as a child. As I grew, I got more into technology and found myself doing mostly programming jobs.

Dylan: Recently I’ve learned to grow and manage great teams as well. I’ve just had my first child (a daughter!), so I’ve time off of work. Whilst spending it with my family, I’m also utilizing it to attempt to launch my own games publishing company, Quality Beast. Our first project scheduled for release is Seize the Bean, a comical, super thematic deck-builder based on our HQ city, Berlin.

The Seize the Bean prototype has little sugar cube pieces to tell its story. Do not eat!

Dylan: In Seize the Bean, players take the role of pretentious baristas (no offense!) who believe they can do everything better than their boss. They quit their job and grab their measly savings to open their own hot café in the diverse city of Berlin. The only problem is that all their friends (also pretentious baristas) have done the same thing!

Dylan: It was our intention from the beginning to create a silly, tongue-in-cheek game that acted as a window into the diverse and distinct social archetypes of Berlin: hipsters, tourists, artists, start-up employees, unemployed expatriates, street freaks, tech nerds, families, fashionistas, society rebels, and more. We knew we wanted to allow players to attract certain types but also wanted that players would need to manage who came and how they were served. Would a hipster like it if you also served tourists?

Dylan: The trick about the game and the theme is that no one agrees on what makes things the best. Is it hype? Coffee quality? Social dynamics? A quiet place to work alone? We wanted the game to allow a variety of strategies to be victorious, thus allowing the players themselves to show their own diversity. We wanted some people to play it with careful resource management whilst others treated it like a push your luck game of scarcity.

Dylan: This was our challenge in trying to flesh out appropriate mechanics for Seize the Bean’s wild and almost untame-able theme.

Brandon: That’s an exciting theme! It seems we’re both working to capture physical locations through gameplay, so this resonates with me.

Brandon: Berlin, in particular, is one of the most culturally eclectic cities in the world. The coffee shop – real or in game – provides a common ground for all these different sorts of people to gather and mingle.

Brandon: Because we are all, of course, addicted to caffeine 😛

Why is storytelling important?

Brandon: A lot of people who first get into board gaming are surprised how rich and immersive their worlds can be. Why do you think storytelling is important in board gaming?

Dylan: I’ll try to answer that both personally and professionally.

Dylan: For me personally, I must admit I’ve heard people (especially those in my team) refer to me as “the theme guy.” I’ll see a piece of art or hear an ancient myth and – boom – I’m inspired. My design visualizations always have a rich thematic beginning, even if that theme is abstract. That story is really crucial to me because it pulls me in. Sure, once I’m in, abstract strategy is fine and I can get really deeply focused on it (in fact our next release will be an abstract strategy game), but having some layer of make-believe lets me fully enter that world.

Dylan: Chess is such a fantastic example: it’s really a geometric puzzle. But the pieces have such honor, prestige, and allure to them that it gives way to a rich and complex history even without having any formal story at all. Almost no one I know begins chess with a story of “you are a king / queen at war.”

Dylan: On a professional level, whilst I am new to the board game industry, I’ve found that art and theme are the major components that can bring people in without having heard anything about the gameplay. I don’t ever want to proclaim this is more important than mechanics; it certainly is not. I’ve found that the majority of players who may be attracted by art and story are just as easily pushed away if the mechanics aren’t fun and don’t back up that story that’s been told.

Dylan: In fact, we faced this dilemma with version two of Seize the Bean, where the game mechanics were becoming some sort of grindy euro engine builder which completely betrayed the story that the art and theme was selling to the players. I think not everyone needs this, but on some level a lot of players appreciate the presence of a rich and thought-out theme and art basis upon which the mechanics lay, because it allows them to dive more deeply into the experience. It gives them a universe to explore; it brings what would otherwise be pretty dry mechanics to life.

Brandon: “Theme guy” has been reading ancient texts again and claiming it’s for work…

Brandon: On some level, humanity is built to see stories no matter where we look or whether they’re really there or not. You can even see this in chess or abstract euros simply through the actions you perform within the game. Now you mention earlier that sometimes theme and mechanics can clash and work against players’ expectations in a negative way. I’ve actually touched on this before. I use the phrase theme-mechanic unity to describe when the theme and the gameplay perfectly line up.

Brandon: Failing to achieve theme-mechanic unity can feel really off-putting, especially in modern gaming.

How can you tell stories through games?

Brandon: All this said, what tools do we have at our disposal to tell stories through games?

Dylan: The most obvious is art. The second is language. These are two I’ve found come most naturally to me. Especially with English – thankfully a super blurry language to begin with – there is a lot of room to work around the theme, finding new names for things that might be more convincing and thus more immersive for the players.

Dylan: But art and language can only get you so far. Discovering physical or mental actions that players embrace in the game helps a lot to deliver the story; not just because they may fit the theme, but because the players do these things themselves. In essence: they drive the story.

Dylan: In Seize the Bean, for example, we knew that the player had to have a way of stylizing or building their café so that it attracted the type of customers they were going after. It took a lot of variations until we found the right approach, but something a simple as installing a tourist upgrade (like free Berlin city maps) gives the player the ability to now take a tourist customer card during an open draft. This really helps to put the player in the driver’s seat of their own story within the game’s universe. What we found was this went beyond our expectations of a pre-established story: it allowed players to create stories we hadn’t even thought of yet.

Brandon: Art, language, and mechanics sell the story in a big way.

Brandon: I’d say that components and the physical or social behaviors you are compelled to perform should be included as well. A really simple example from my own work is that Highways & Byways is about travel, so all the Travel Markers (placed to show where you’ll be traveling), have little GPS symbols on them.

Dylan: You’re right! How can I forget: Seize the Bean’s components fuel the theme for almost all our players. We’ve created our own 3D printed coffee beans (literally modeled after a real coffee bean), miniature milk cartons and even super realistic sugar cubes. Not only do we provide these in the game, but there’s a fun and light-hearted scooping mechanism in which players get a variable amount of beans with each go. That and some small, silly good and bad review tokens with funny statements on them all work together to really bring out the theme.

How do you make stories match their games?

Brandon: How do you make sure the story you’re telling is consistent with the gameplay?

Dylan: That’s a hard one. We discovered that our story was more about humor, which is typically a lightweight feeling, so the game shouldn’t feel overly heavy or go on too long. We also noted it was bringing in a crowd of very diverse gamers, even groups that had a diverse range of game experience and different approaches to the learning curve. This meant that brutal penalties or lack of rubber-banding were a really bad thing in our game.

Dylan: Early on, our story and mechanics allowed shops to go out of business, literally ejecting players from the game. It became obvious that while this could be part of the story, it betrayed the ideas of fun and humor and thus didn’t fit the game’s true ethos. I think this is important for creators to remember: your story is how you write it and it can change. Watch and listen to your players and how they react, they are going to be your compass, guiding you back on track to keep your story and gameplay consistent.

Dylan: I also think you should talk to your team and ask again and again “what is our game about? How should it play? What is its weight? Who are its target players?”

Dylan: These question are super easy to only ask once and forget or even overlook completely. But they help set your goal. It took us until the third version of Seize the Bean to finally say “this is not a grindy engine-builder euro, it’s a kennerspiel, yes, but one that’s quick to explain and not to long to play”.

Editor Note: Kennerspiel translates to “connoisseur/expert game.”

Brandon: I agree that humor and game length are connected tightly. Part of the magic of good jokes is that they’re gone just as soon as you process them. You can’t overstay your welcome! In games, that means keeping humorous ones under an hour (usually…always play-test this stuff). Same thing with game weight and learning curve.

Brandon: It sounds like you had to experiment a lot before you found what you ultimately wanted Seize the Bean to be about. This is something that happens in game design a lot.

Brandon: To share some examples from my own experiences about making gameplay and storytelling consistent…

Brandon: War Co. is about scavenging the remnants of a very, very old war and using them to fight in an endless cycle of retaliation. Such a waste of human potential! You see this reflected in the fact that the entire game is about reducing your enemies’ supplies to nothing. You feel the effects of scarcity because you always have to throw out one of your own cards at the end of the turn, too. It’s a harsh, unforgiving game (and a lot of people are surprisingly into that!)

The world of War Co. isn’t exactly heaven.

Brandon: Highways & Byways is about constantly being on the move, a narrative borrowed from some pretty extreme road trips I’ve taken (like 5,000 miles in 9 days). That’s what the whole game is about – moving physically on the board and travelling real roads. Every turn you have to deal will something that happens to you. You try to plan for the future. I’m relentless about keeping the underlying story consistent in the way it plays, looks, and feels.

Brandon: So let’s say you’ve done some play-tests and you’re ready to start ordering art and making physical components. How do you make sure that your art and components are consistent with your storytelling?

Dylan: Art direction and component choices are a tough piece of the puzzle. Finding the right artist is key. It’s better that you align with someone’s natural instinct and style so they are at their most comfortable. There are some extremely professional and highly talented artists and graphic designers who can create a wide array of styles but mostly people already have a vibe and matching this to your game – and what your audience is going to expect and like – is pretty key.

Dylan: Once you’ve done that, making sure to set up a good working arrangement with your artist and/or graphic designer is also very important. People work best when things are clear and fair for all. Beyond that, making sure to supply them enough info about that game up front is also very important; even better if they’re able to play the game and get a feel for it. Not a single creative person I’ve ever encountered wants to be told exactly what to do, so it’s a good idea to explain how their work should feel in the end, but not precisely outline what it should look like; give their creativity space to grow and stretch your story. Many artists are fantastic storytellers and if you let them into your universe they’ll likely expand it beyond your expectations.

Brandon: Finding the right people is so, so important.

Brandon: If you do that you can give them a paragraph or two for each piece. Otherwise, let them run with it. The results then wind up that much better because you’re not nailing art to a spec document, though documents are important.

Dylan: For components, the trick in the end is always going to be the price. Board games aren’t easy to manufacture or sell unless you’ve got a lot of funding up front, ready to spend, and a lot of confidence on the back side that your game will sell enough to replenish the investment. We’re lucky enough at Quality Beast to have team members who can 3D model and 3D print so we’re able to experiment in those areas.

Dylan: On a more simple level, though, thinking about how each component represents something in your game world is a good exercise. Does this card allow the players’ imaginations to run wild? If not, ask yourself what else could it be that would further the game’s immersive environment. We’ve gotten away in a lot of areas of Seize the Bean by converting things like “victory points” to “good reviews” but had a tough time getting the player board to be both functional and represent a café environment accurately!

Brandon: Components are hard. You’re right that especially for the newer designers, you need to find what’s available and work with that when you can. If you customize, you better make it really, really count.

Brandon: If you can’t do custom components, I’d argue the next best thing is using them creatively. I’m turning tarot cards into postcards for Byways. If memory serves, Colt Express turns interlocking pieces into a train.

Dylan: Sometimes it’s even about removal of components completely. Often we designers try to cram too much into one game, constantly demanding that it fit our original vision.

Brandon: Yes, absolutely. And that’s something you have to train yourself out of. Creation requires reduction.

Dylan: We had this issue with “coffee blend” cards, trying to make Seize the Bean into a dual-deck-builder (customers going into one deck, blend cards going into another). I’m very happy we wised up and scrapped that idea. It was just too much going into a game that ultimately wanted to be about customers not coffee itself.

Dylan: So, in summary, getting the art and components to match the story is also about letting go. The same could be said for mechanics too, I think.

Brandon: Similarly, Byways has left behind an impound yard of abandoned mechanics. War Co. had 500 cards at first and 200 of them never made the cut.

Dylan: Hahaha, yes, I know that exact process. “Kill your darlings” I think some have called it. A typical writing technique.

Brandon: I’ve heard it called the delightfully morbid “drowning puppies”

Brandon: Which…god…what an awful and vivid metaphor

Dylan: Ouch. That’s a game whose story I wouldn’t like to see fleshed out in component, art nor mechanics. I’ll say that much!

Brandon: So next week, we’ll talk less about what storytelling is and more about how to do it right. Stay tuned, everybody!


Telling stories is one of the most essentially human instincts. Whether or not we mean to, we tell stories through games. It’s best to embrace storytelling no matter how thematic your game is and perfect its tone. Through art, physical components, and clever use of language, board games can transcend their parts and become rich experiences.

In next week’s article, Dylan and I will continue to discuss storytelling in games. We will focus on testing our stories instead of simply creating them. For now, please leave your questions and comments about storytelling in games below 🙂