Using Reviews to Improve Games

Post by: Grant Rodiek

I don’t like reviews. I’ve been a professional video game developer for 9 years now and I’ve released quite a few titles. Loading up Metacritic.com or a review site is always nerve wracking, to the point where I have just stopped looking at them. BGG’s community is no different. If you’ve published a game, you know that scrolling past that first page is just asking for pain.

But, reviews are quite valuable. They provide a quick aggregate view of your customers’ feedback. Not only that, but reviews are often coming from your most vocal and enthusiastic (for better or worse) customers. You know, those who care enough to go onto a website to review your game. This sub-group is very important as they will be your evangelists and detractors.

For perspective, just a bit over 10% of the people who own Farmageddon have noted that they own it on BGG. A tiny fraction have commented.

Today, I want to discuss simple ways to take advantage of your reviews to make better games and have a better relationship with your customers. As Farmageddon is my only released title, I’ll use it as my primary example. It’s not quite appropriate for me to use The Sims from work for this forum.

The Extremes Serve Nobody: I believe fairly strongly, with no data to back this up, that the extreme reviews aren’t terribly useful. By this, I mean the 10s, 1s, 2s, and 3s.

A 10 should mean the game is perfect and could be played for years and is just outstanding. Also, it means you, the reviewer, just love it. A 10 holds great personal appeal. Some of us try to relegate our 10s sparingly, others do not. And while those games DO exist, it’s difficult to really take advantage of such feedback. A 10 is a deeply personal reflection of something the reviewer loves. Understanding it requires you be them.

A 1-3 should mean the game is utterly broken, does not work, and is just a shameful creation. While these games exist, most of the time, a game isn’t that bad. I find 1-3s are often a backlash against a particular mechanic, play style, creator, or pet peeve.

For Farmageddon reviews below about 4, you’ll see the same complaints over and over: Purely random. Purely luck. No strategy. Take that. Waste of time. The 1-3s aren’t people who love take that filler card games. It’s not that Farmageddon is the worst of its kind (for them) and they love Gubs or other such games. They don’t like this type of game.

A 1-3 is a deeply personal reflection of something the reviewer hates. Understanding it requires you be them.

You’ll notice I repeated myself. You cannot rely on those who just get it to represent most or even many of your customers. Nor should you try to chase people who just fundamentally don’t appreciate your offering. Farmageddon will never be the game that a reviewer who gave it a 2 will appreciate.

The extremes serve nobody.

Pluck Low Hanging Fruit: Ignore all numbers, not just the extremes, and instead catalog the qualitative complaints against your game. You cannot action against whether your game is a 5.7 or an 8. That’s just not quality input.

Instead, scroll through the comments for reviews between the 4 and 8 range. Create a spreadsheet and group the comments by type. You’ll often find a few consistent notes.

For Farmageddon, the game’s recurring thorns are:

  • Can Mirror Bean be destroyed with a Flame Fruit?
  • Can I steal a Crop using Genetic Super Worm?
  • Can I Foul Manure a Foul Manure?
  • And a few others…

These are clear and easy opportunities to improve your relationship with your customers in a few ways:

  • Create and update an FAQ.
  • Respond to forum threads with clarification.
  • Write blog posts and designer diaries explaining your decisions.
  • Create How to Play videos that maximize focus on these key areas.

All of these demonstrate your commitment to the product, are easy methods of customer support, and will increase the enjoyment of the play experience for your customers. After all, if someone is playing incorrectly, 9 times out of 10 that means the game is less fun. Unless, of course, you didn’t test your game sufficiently to determine that. But, we don’t do that, right?

Also, if you’re lucky, you can include these tweaks in future editions and printings. For Farmageddon’s second printing, we made 3 tiny rule tweaks, one of which was a change in one word. It makes a big difference. Being responsive to your consumers shows humility, dedication, and is such an easy win for all parties.

Find the Holes: In addition to the easy, low-hanging concerns for people learning the game, you’ll also find holes or criticisms of the design itself. You’ll find opportunities for expansions to address concerns, or you’ll learn for the sake of future games. For example, with Farmageddon, I found a few issues that I wanted to address with the expansion, Livestocked and Loaded:

  • People wanted a little more strategy amid the volatility. Farmageddon will never be Agricola, but adding in Livestock as a long-term strategy really broadens the game in a great way.
  • There needed to be more uses and decisions around low-level crops. Now, you can discard planted Sassy Wheats to Feed animals.
  • Some people felt frustrated by lack of control of Action cards. Some of that comes with the game, but the Farmer’s Market Action, as well as the Livestock Actions, give players more choice over their path.
  • With Livestock and Loaded, the 2 player experience is far richer and more compelling. It becomes less a slug fest and a little more cat and mouse.

I’ve been very fortunate that Farmageddon has sold well enough to allow me to improve the overall game and address the critiques of my fans. Now, let’s say it hadn’t sold well and therefore no expansion would be forthcoming. It’s still useful to know the critiques so I can address them with future games. Some ways to see this in my current designs include:

  • Putting more thought into iconography and graphic design sooner to facilitate learning.
  • Creating a glossary up front for a game so that cards use fewer words that are more consistent.
  • A better understanding of balance sooner.
  • A better understanding of broader strategies.
  • A better understanding of luck, interaction, and variance.

Your critiques are a gift, especially those in the middle range. I believe, again, without data, that those in the middle range have played your game, understand it, and are providing a more rational critique. Those at the extreme ends of the spectrum are on a tilt, either an extreme high or low, and are less likely to provide you actionable and honest input.

Thanks for the Review: This is a parting note, and a suggestion from years of observation and experience. If you receive a negative review, and you will, you’re allowed to do one thing: Post, “Thanks for the review.” You may also try, “I’m sorry you didn’t enjoy the game. Thanks for the review.” Not everyone will like your game, especially when you make a game with certain highly contentious elements. You have to recognize that opinion. Note, I didn’t say you need to respect that opinion.

By appearing to say “Thanks for the review” you do a few things:

  • Demonstrate that you read all reviews, not just the good ones.
  • Demonstrate that you’re an adult and can take the criticism. This is a VERY important skill for designers.
  • Gives you an opening for dialog. When they see points 1 and 2, they might engage with you further. Making a friend now will pay off in the future.

As a personal example, I sent Josh Edwards of Board Game Reviews by Josh an EARLY prototype copy of Farmageddon. This is back when it was on The Game Crafter. He really didn’t like it and he gave me a lot of input. I responded to it and used it to develop the game further. A year or so later when he reviewed the final game, he did so far more favorably. Yes, I made a better game. But, I also did the work to be a reasonable person.

Finally, upon reading the review, you may find the reviewer made some mistakes in reading your rules. This is an opportunity!

“Thanks for the review. I’m sorry you didn’t like the game. One thing I wanted to note was that you made one slight error in regards to a rule. I’ll make sure I update the FAQ so others don’t miss it! Thanks for pointing that out. Instead of doing X, you want to do Y. Hope that helps.”

It is unlikely, honestly, that you’ll win that person over. But, others will see this dialog, will learn from it, and will appreciate you being a reasonable person.

I hope this was useful for you. What advice do YOU have for taking advantage of reviews?

Within Your Reach

Post by: Grant Rodiek

If your mother was anything like mine, you may have heard the phrase: “Don’t worry about what they are doing. Worry about what you’re doing!” We tend to over think and overreach towards the things outside our control instead of focusing on what we CAN control.

That’s the silly side of human nature — chasing what we can’t manipulate instead of firmly gripping what we can. In discussing this with a friend, we realized there was a simple blog post to be had. After all, so much of our time as designers is spent fretting over publisher feedback, play tester feedback, reviews, BGG comments/ratings, and more. It’ll kill you if you let it.

As a designer, your first and only task is to focus on the things over which you have direct control. Not everyone will like your game, as people have opinions, tastes, and preferences. But, reasonable players, who are the only ones with whom we shall concern ourselves, will appreciate a basic average of quality and craftsmanship. Your goal should be that the worst review you get says “It’s a good game, just not for me.”

The question then is “What can I as a designer control?” For a moment, let’s pretend the publisher won’t change every little detail. And for some designers, who use Print-On-Demand and Kickstarter self-publishing methods, this is an accurate assumption as YOU are the publisher.

Things firmly under your control include:

Game Length: One of the first decisions you should make is about the length of game you’re targeting. This is a front of box detail that will greatly dictate who buys your game and when it’s played. Aside from absurd analysis paralysis folks, this is under your control with the game’s end condition, length and complexity of player turns, overall complexity of decision making, and more.

Quality of Rules: The rules are a publisher’s, player’s, and reviewer’s first exposure to your game. It is the foundation of their entire experience. If your rules are poorly written, poorly laid out, and of insufficient quality for explanation, you are unlikely to have happy players. Take the time to proofread, test, and iterate. You control this. If you have confusing elements, fiddly exceptions, or pockets of “whaaa?” step back, refine the mechanic, and try again.

Theme: The quality of your theme is very much within your power as a designer in a few ways. Firstly, the quality of its integration. Does it fit, or did you just tack-on steam punk to make it more marketable? Do the art, text, and components reinforce the premise of your game? Also, is the theme appropriate for your audience? If you’re targeting a broad gender neutral market or a younger audience, half-naked females (I hate this cliche) aren’t appropriate.

Theme is most assuredly a preference. Some prefer elves to space marines. BUT. How appropriate and well-suited it is executed is in your court.

Number of Supported Players: One of the first questions a designer must answer is “how many people will play this game?” Although it is tempting to expand what you say the number of players is, you need to do what’s right for the product and your customers.  2-6 players looks way more marketable on a box label, but if 3-5 is correct, you need to say 3-5.

In addition to your honesty, it’s also within your power to do the design work to make your intentions a well-executed reality. Modifying the rules and content to support that extreme player number is a pain, but you never want a review to ding you for bad player numbers.

Art and Layout: As noted above, art is purely suspect. However, there is a quality bar that you can avoid, namely, does it resemble a piece of work made by a child using MS Paint? The layout of your board, cards, and rules is also very controllable. You can prove that it works through testing and iteration. Furthermore, there are best practices like using clean, easy to read typefaces, using a sufficient font size (6 point font is a no), avoiding distracting or aggravating colors, and putting things together in a way that lends itself to how people read and process information.

If all else fails, blatantly lean on the best layout work of some of the well-established publishers. If you know a game has a great card layout, use it. Start from there.

Mental Accounting Required: One of the things most designers overlook, especially on initial prototypes, is that players can only account for so many things. If they are holding 5 cards, each with 6 pieces of information, and must examine a board, and a reference board, and dice, and 6 opponents, their heads will explode. Focus your design such that the key elements towards making decisions are the ones in play. Strip away the rest.

Things firmly outside your control include:

One’s appreciation or fondness for your mechanic: Some players hate deckbuilding games. Or dice, or randomness at all for that matter. Take-that can be hugely controversial and some people absolutely despise direct interaction between players. But, for all those examples I listed, there are more people who love them. Hell, there are people who love Monopoly and the original Risk. Do your best to focus on those who might love your game, not those who absolutely won’t.

Empire has random turn order. This will probably be noted in every review of the game. But, those who play it find it’s not a problem and that it works for the game. So it goes.

Bad Players: You simply cannot count on player skill. If you create a game that has strategy, depth, and at times complex decisions, some people will simply play your game badly. For example, Trajan hurt my skull and I’m not really inclined to play it again. Between the mancala bowl puzzle and the broad range of choices, I couldn’t quite make heads or tails of things. The game isn’t bad, it just wasn’t for me. I was bad at the game.

One of the things that was most difficult to balance for Empire is that some factions are less obvious and straightforward. Skilled players had a fair and balanced experience. Poor players would be trounced by the more straightforward factions. You can deliberately choose to widen or narrow the skill requirement, but at the end of the day, some will simply play poorly…and many will curse you for their mistakes.

A Group of Random Players: If you’ve attended a board game convention and played with a random assortment of people, you may notice the game experience varies wildly than when you play with close friends. For better or worse, this will affect everyone’s opinion of your game and you can’t quite control that.

For example, I played a very interactive, take-that game at KublaCon. It was a 6 player game with me and one other solo player, then a boyfriend/girlfriend couple and a father/son duo. The game quickly became tedious and not fun because the two couples played as a team, so I was a solo player versus two combined factions. It wasn’t fun or fair and I don’t look on the game experience fondly.

On the opposite side, I notice when playing Farmageddon at GenCon that some children ALWAYS pick on their sibling or their parents. They aren’t playing “to win” per se, but they are playing for schadenfreude and the poking often accompanied with families. This didn’t ruin a parent’s experience — they are used to it! But some siblings grew VERY angry. When asked if they want to play my game again, I would wager many would shout “No!”

Your game simply might falter in a convention demo or at a random game night. It happens.

Did I pick all the right elements? Did I miss something? Do you disagree with me? Let’s chat in the comments.