Saturday, January 10, 2026

An Improvement in Brainstorming Game Ideas

I have used brainstorming exercises in my game design classes for many years. When I first started, the goal was to fill the board with ideas within one class period—and we did. But it wasn't that helpful. Brainstorming is recommended in Richard Lemarchand's Playful Production Process, and so I used it in my 2023 and 2024 game studio preproduction classes, following his helpful rules. These exercises can result in unexpected items, but it seems like every time, no matter my framing, the participants failed to grasp the point of the exercise: game ideation. Instead, what overwhelms the list is inspiration for theme, setting, or characters, but these are not game ideas.

I saw a different possibility when I watched Joe Baxter-Webb's video on ideation methods. The video recommends seven different approaches for ensuring that one is pursuing worthwhile game ideas. One of the approaches is to describe a game in terms of "Action Action Goal." An example he gives describes Into the Breach: destroy the kaiju and upgrade my mechs so that I can save the cities. It struck me that this simple formula might help my students stop listing things like "bacon" which everyone likes but which is not a game idea. 

I explained the structure and goals in class yesterday, and in twenty minutes, my small group of students came up with forty game ideas. The very first one was only a goal, but with a little prompting, it was revised into action-goal. The next was fully robust in its action-action-goal structure. A few of the entries were quick "Yes, and..." entries, where someone riffed off of another idea, but most were standalone ideas.

Forty is much less than previous teams have made, and that's a good thing. Everything on the list can be turned into a game, although many of the actions seem to describe narrative events rather than player actions. For example, one of the concepts was to "embarrass" someone else, but turning this into a player action would require some interpretation. 

Each student brought an original game idea to class, inspired by Baxter-Webb's video, and I hoped this would warm them up for the exercise. However, I am not sure that items on the list represent the games that the students actually want to make. I say this in part because, earlier in the week, I had them do a short analysis of a game they enjoy, but in the brainstorming list, I don't see elements of those games. In retrospect, I could have been more transparent, telling them that they should expect to be doing creative ideation in class. To me, this is clear from the preparatory exercise, but that's because I have the whole class plan in my head already.

As I was writing this, I looked at my blog for old brainstorming notes and came across my notes from Justin Gary's Think Like a Game Designer. My plan for Monday's class was to have my students start greyboxing, but I realized last night that we should some more time narrowing down what we want to make. I think I may review the notes from Gary's book more carefully and have those as a back-up plan to help the students figure out what they want to make. 

Thursday, January 1, 2026

The Games of 2025

It's time for that annual tradition: a reflection upon the board games of 2025. This year involved a significant change in my play patterns since my eldest son went away to college. He is the one with whom I have played the most games by a long shot. I miss having him home, in part because he is such a good tablemate, always eager to join in a game.

Without further ado, here is the list of my top-played board games of 2025.

  • Clank!: Catacombs (31)
  • Arydia: The Paths We Dare Tread (25)
  • Heat: Pedal to the Metal (20)
  • Planet Unknown (17)
  • Race for the Galaxy (17)
  • Clank! Legacy 2: Acquisitions Incorporated - Darkest Magic (13)
  • The 7th Citadel (12)
Clank!: Catacombs is one of our favorite games. It's one of the few games that my wife will always join in. We got the new Underworld expansion for Christmas, and it's definitely worth it for fans like us. In fact, we've played seven times in since Christmas and enjoyed every one. Clank! Legacy 2 was something I picked up to play with my younger three boys on the nights that the eldest was out with his weekly TTRPG group. We enjoyed it, and we played it once post-campaign, but it has not proven to have staying power, even though there are still many unlockable elements we have not completed.

Arydia provided some of the most fun and memorable moments of any campaign board game I have played. Three of my sons joined me on that adventure, and we loved it. It's hard to tell too many stories without giving spoilers, but if you're on the fence, I suggest going for it. The two included adventures of 7th Citadel were enjoyable, although if you play it, don't forget to keep a good map. I know that there are expansions that extend the world, but I felt satisfied with completing just the base box.

Planet Unknown and Heat both accommodate six players, and so those are easy to get out when everyone wants to play. Both got to the table more often than Quacks, which also fills that niche.

I only included games with ten or more plays in my list, but other favorites also got to the table this year. I am surprised Ark Nova was only seven and Castles of Mad King Ludwig was only three; I would have guessed higher for both of them.

This was another year of declining plays. It coincides with playing larger games more often, but also of course with my son at college and the others involved in scouts, robotics, and other events. 

2025 board games by the numbers:
  • 55 different games played this year
  • 293 logged plays this year
  • 3779 logged plays in total
  • 36 game h-index (+1 from last year)
  • 19 player h-index (unchanged)
It was also a pretty good year for tabletop roleplaying games, at least by my modest standards. Although I was unsuccessful in my attempt to get a regular group together, I did run play seven games, and I was the gamemaster for each. These included three sessions of Torchbearer, two of Fate, and one each of Knave and Mythic Bastionland. Extracting this data from RPGGeek makes me realize that I need to be more consistent in whether I log plays as "RPG" or "RPG Item."