GDC is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

GDC + VRDC 2019 Session Scheduler

View, browse and sort the ever-growing list of GDC sessions by pass type, track, format, and more! With Session Scheduler, create an account to build your own GDC schedule and access it anywhere, including on the GDC app, once live.

If you've registered for GDC, you can use the same login credentials. Adding a session to your schedule does not guarantee you a seat. Sessions do fill up, so please arrive early to sessions that you would like to attend.

Board Game Design Day: Why Indirect or Zero Player Interaction Can Be Great

Gil Hova (Owner/Litterbox Cleaner, Formal Ferret Games)

Location: Room 3005, West Hall

Date: Monday, March 18

Time: 3:50pm - 4:20pm

Pass Type: All Access, GDC Conference + Summits, GDC Summits - Get your pass now!

Topic: Design

Format: Tutorial

Tutorials: Board Game Design Day

Vault Recording: Video

Many people assume that direct interaction is a given in a board or card game with multiple players. Don't you need to be able to attack your opponent in order for the game to work? This lecture from board game designer Gil Hova ('The Networks') shows that attacking players in a board game isn't necessarily a bad thing; it's just that there are other ways to design a board game.

Plenty of board games have achieved critical and commercial success without the players going for each other's throats or backs. The talk will break down player interaction from a theoretical point of view and then walk through games with indirect interaction (like 'Race for the Galaxy') and even zero player interaction (like 'Take It Easy'). Ultimately, this talk will look at how games with indirect or no player interaction can be satisfying, along with common pitfalls to avoid.

Takeaway

Indirect interaction is a powerful design tool that can open your game up to casual audiences, and offer a satisfying break from more aggressive games. It's not that direct interaction is a bad design choice, but it is not your only design choice. By the end of this talk, designers should be able to expand their design palette to allow for wider audiences to enjoy their games.

Intended Audience

Beginner and intermediate board game designers, especially designers with experience in other gaming fields.