Q&A with Rustan Håkansson

Q&A with Rustan Håkansson

 We got to have a talk with Rustan about his design process and how the upcoming Cities: Skylines boardgame adaptation was developed. Read on below to find out more!


Can you talk me through how you design a game? Do you have a process or does this change from game to game?

Each project differs in how it begins and in all the details, but the overall process is similar. There are 3 main phases, experimentation, focusing and tuning. A game can be in one phase for a long time, or go back to a previous phase depending on how it proceeds. The phases are most easily described by their goals.

Experimentation: The goal is an interesting and new prototype that playtesters ask to play again and again. Most of the testing is done by me alone, often testing parts of the game separately, trying out performing the tasks players will perform, for example holding cards in hand and playing them the way they should be played, even if the cards are blank.

Focusing: The goal is to find the core of the game. I want to cut away the parts that do not fit or are not needed, to make sure the game is the best it can be and that all parts contribute to the whole. I test to cut away everything. The parts that cannot be cut are the core of the game.

Tuning: The goal is to make the game the best it can become. Testing variations within the core, tweaking, and a huge amount of playtesting is needed.


For this design (Cities: Skylines – TBG), did you start with the theme and build the game mechanics around it, or find mechanics that work together first to fit the theme?

This game started with the goal to make a board game adaptation of Cities: Skylines, it should be true to the computer game in as much it can. It is such a huge and sprawling computer game, where the computer does so many things that cannot be directly translated into board game form, that I needed to dig deep into finding the core of the computer game. So it started with research and experimentation to find out what can be represented, what must be represented, how to represent the parts, how should player interaction work, how to win/end the game etc. So I definitely started with the theme.


How important was getting the right ‘feel’ for the game, being based on a popular franchise?

Extremely important. It was a clear goal for all involved, and it goes both ways. A computer game player coming to the board game should feel at home, and a board gamer who plays the computer game should feel at home too. The details will differ greatly, they are very different mediums, but the experience should match as closely as it is possible. The switch from a competitive game (how the development started) to fully cooperative was a very important milestone.


Is there anything else you would like to add about Cities: Skylines – The Board Game?

Do not play the complete game immediately, it will be way too hard! There is a reason the scenarios exist to introduce all the elements. A very experienced player might skip every other scenario though, it will likely be ok. Choosing any of the scenario levels to continue playing on, using new map setups, will provide a fresh experience for a long time. You do not have to add everything to get a complete experience. However, the complete game is the one that most closely matches the computer game.

One of the parts I am really happy about is the emergent behaviour of the city as it grows. The players choose every single placement of buildings, but what players have available and choose to do varies so much between games that you feel you experience the growth of an organic city. This matches the feeling of how the computer game city grows, and is much more strongly represented in the board game than any other board game I have played.

Thank you Rustan!

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