Sunday, February 10, 2008

Challenges

I continue to wrangle with ways of thinking about designing games, looking for metaphors and perspectives that might shed light on which approaches are most promising. One perspective that has seemed promising is Challenges, that is, looking at designs in terms of the challenges they present to the player. Does the play have a way to translate their overall goal of winning into lower level strategic and tactical challenges? Ideally, a game has a variety of cycles of goal-setting, goal-pursuit and resolution.

For example, a game of Puerto Rico might involve a player who says "I'm going to pursue a factory strategy", "I need a coffeee roaster", "I need to get more money", "I need to get that last small market", "I need to sell my goods", "I need to make sure I sell my goods before Ted, who aslo has a sugar and would clog that market slot". Etc. There are challenges that have subchallenges, and a player can pursue them.

Challenges are good. They give the player something to strive for, and even feeling like you have chosen the right goal is itself satisfying. Plus, whenever you have a challenges, you have an opportunity for drama. Either you have victory or defeat, either you meet your challenge or fail.

So a challenge is:
- Setting a goal
- Making decisions in an effort to achieve that goal
- Resolution of the challenge, as success, failure, or a bit of both.

Challenge Establishing
It would seem that all games would have challenges, but some are surprisingly lacking, and suffer as a result. In a game like Fresh Fish, where results are largely emergent can defy challenge-making, at least the first couple of times you play. You have the challenge of "get your production facilities close to the delivery spots" but it can be hard to translate that into lower-level challenges. Strategies are not readily apparent, so you blithely throw down cubes. If you fail, you don't feel as if you're failed to meet a challenge, but rather just shrug at the situation.

An unexperienced Go player will see opportunities to surround enemy groups, and establish their capture as a Challenge. But more experienced players will know to look for sublte aspects of eyes, sente and aji, carefully choosing which battles to fight, setting up areas of power, and psychological ploys. Their challenges extend to higher and lower levels of abstraction, giving richer gameplay.

So its important that the gameplay provide opportunities for players to establish challenges in the first place. Ideally, this happens from the first play. For example, in Ticket to Ride, tickets suggest the challenge of completing them, and beneath that there are the challenges of finishing particular routes, and therefore challenges of gathering the necessary cards. The game is such a successful gateway game because it provides a rich challenge structure, right off the bat.

Challenge Pursuit
Once a challenge has been established by a player, they need to have the tools to satisfyingly pursue it. There should be uncertainty about whether you will succeed, but you should have some control over your fate. If you don't feel like your efforts affect your consequences, you're going to stop caring about the challenges before you.

A lot of well-known problems with games can be related to this idea. If a game is too luck-heavy, you can find yourself establishing challenges, trying to meet them, but being arbitrary thrwarted. Eventually, you're liable to lose interest. Similarly, there's the "runaway leader problem", where once a player gets ahead there's little other players can do to stop them (often in a racing game). This means that other players' challenge of "winning the game" might not have any subchallenges that could reasonably lead to success. Players end up disengaged from the game without challenging challenges.

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So this is a perspective on ways you engage the player, and provide them with opportunities to engage themselves in the gameplay. The encouraging thing is, I can look at a lot of my failed designs and see how they didn't present viable subchallenges. They gave the player win conditions, and choices, but not any interesting nuggets of intermediate goals, success and failure. Conversely, I can see how nearly any game I like has a good challenge structure. I hope that by seeing things this way, I can have a better concept of how to separate promising designs from unpromising ones earlier in the process.

One direct offshoot is that I think the current Monster City design has some real problems here. But the good news is that I have some ideas, albeit drastic ones, on how to fix it. More on that soon.

Thursday, February 7, 2008

Malleable Monster and Branches of Power

I talked with Chad a bit about the Monster City design, one thing we batted around was having changable sides. On the city side, there would be six possible factions, each with their own unit and set of cards, and you would choose three of them to use during a game. This would give each game a different feel. Similarly, the monster would choose a number of parts to its body, each of which provided specific move cards. The overall balance of attacks and movement would be preserved by associating them with "leg", "arm" "head" etc, card types, which would tend towards certain types of moves, and each monster wounld choose on of several options from each category.

There's a part of me that likes this for the replay value. The balance would be wonky at times, but this isn't an abstract asymetrical strategy game, its just meant to be fun. More Memoir '44 than Fox and Geese. Players would have more ownership over their abilities, and would be able to try drastically different approaches.

There's a part of me that is aesthetically repulsed by it though, it seems so messy. I'd want to really clean up the basic mechanics down to nearly nothign, and keep the cards themselves very elegant.

Also, because I would no longer be trying to perfectly balance the game, some games would be a little lopsided. So I would design it more as a "one more game" game, with a quick play time.

The end result being, I need to really streamline this down. I think shrinking the board *way* down might also be in order. The district idea might go away.

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Also, I realized I need some kind of drama that rises and falls over the course of the game. Something that makes each turn different than the last, and provides a secondary concern. I know this is at odds with what I just said, and if I streamline the game down enough, maybe I can avoid this. But everything seems very linear these days. A "rage" value that rises and falls might be a step i the right direction, where more powerful moves are enabled by a higher value. Conversely, there might be a "morale" value for the city troops. Some secondary concern to strategically balance against, to carefully judge the importance of at a given moment.

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I wonder if cards are even still the way to go for the monster. Dice, in a particular way, are starting to become appealing again. Its a long story.

Tuesday, January 15, 2008

Monster City update

Still working on this design. I've got some stuff in place that I think is generally working, but I think I need some outside input. I am just too damn involved in the design to be able to think about it rationally any more, too invested in particular avenues and concerns, and I need a fresh set of eyes to say "well, obviously this part is the problem."

The basic innovations of this version are:
- A more interesting city map. No more straight grid, but a series of city blocks and alleys with some character. I should have done this in the first place, it is already much more interesting.
- An unconventional movement model. The city is broken up into 6 districts. Each unit can undertake "normal movement", moving X spaces on the board. But they can also use "strategic movement": if they are outside the district the monster is in, they can move directly to any other space outside the monster's district. What this means is, your units are never completely out of the fight, they're always a move away from the border of the area where the action is. So far this looks to have some very nice emergent strategy as the monster considers when to change districts, and the city player tries to prevent or anticipate these changes. Credit Europe Engulfed for inspiration on this matter: thematically it means that its easy to move through uncontested areas, but a lot tougher when you're implicitly being careful, being attacked, or otherwise moving through a warzone.
- Finally! The "damage" model. As I mentioned previously, the monster can't destroy buildings when its within range of a unit's attack. This feels really right, giving the city player just the right amount of control over the monster mechanically and thematically.
- Card-based movement. This is giving me the kind of semi-predictability I wanted, I think, though this is the part of the game I am least certain of.

The game feels a little slow right now. but I need to playtest a bit because:
- Games always seem slower and more boring when you're self-playtesting, need to see how much that carries over.
- I think the basics are in place, and I think it could just be missing some changes to the board and cards, rather than fundamental rule changes. This is something I definitely need another head for.

Things I'm looking for:
- Keeping the pace brisk
- Balancing the sides
- Avoiding a runaway winner
- That pop. Right now, each turn is a bit like the last, needs some ramping tension, som buildup of power, some unexpected turns. This is probably my biggest issue, but one that should be fun to try to fix.

Maybe I'll employ Robin for this, though I will certainly bring the prototype to Seattle for some poking on my visit.

Tuesday, January 8, 2008

slow days

Between the holidays, workshop papers, and general turmoil, I've not been on the game design train lately, but hope to be back next week. In the meantime, I started this blog. It's everything this one isn't, and will hopefully help keep the toxins away from here. Until soon - Alex

Thursday, December 20, 2007

Romantic Bits


I was looking at a board game book on Amazon, and noticed this cover of a related item. I'm a big fan of bits/pieces/tokens/components in a game - I liked the little gems in Niagara so much that I bought 7 bags of them in various colors for use in prototypes. I just wanna touch em.

For some reason, the little dice with an Anchor on it, in the top right of this picture, really appeals to me. I want to roll a dice and hope for an anchor.

It's strange. Suppose there's a game where you can take a number of actions, as determined by a dice roll, and one of these actions is to move your ship. I'm not that excited about a game where a standard dice is used, and a 6 corresponds to ship movement. But when I need to roll an anchor to move the ship, now I'm stoked.

This is tough to get past when I'm prototyping. You don't have time to do every little thing right in an exploratory prototype, and you certainly don't have the ability to get custom pawns/dice/etc made. So you make do. But sometimes when a game is missing some spark, I have to wonder if the spare physical composition is to blame. I feel like a Niagara prototype, without the canoes, waterfall effect and gems, would belie the appeal that the finished game ended up having.

I even let this problem impede me in the monster city game, where I wanted to use the Memoir 44 dice (depicting tanks, infantry, grenades, etc) so badly that I let it dictate some probabilities I might not have gone with otherwise. The effect wasn't all that profound, but I found myself drawn by the components in a strangely seductive way.

I suppose the answer is to learn to see past the components during a prototype, but that's tough. At very least I need to separate my emotional dissatisfaction with the feel of a game from whether or not its actually working. If its "working" in some sense, I might need to gussy it up a bit and see how it feels then. The more I think about it, I know of plenty of games that would have seemed pretty lame before a proper componenting out.

Tuesday, December 18, 2007

More Monster City

This game continues to plague me. There are just a very large number of ways you can take the game, so many ways to do the monster actions, so many ways to do city actions, so many city layouts, so many extra twists, all exploding combinatorially. This is the nature of game design, but its especially tricky this time.

I've tried to focus on my actual goals, to back out of assumptions about how things should be done. What I've come up with is:
1) City units should be able to hinder the monster, getting in his way.
2) The city players should not be able to damage the monster. This emerged over time, that it just felt wrong for the city to slowly damage and kill the monser. The city is in a desperate fight to avoid getting obliterated, but they are not an actual threat to the monster's supremacy.
3) The way the city player wins is to survive until a point where they get an ultimate weapon done, which is the one way they can kill the monster and win.
4) The way the monster player wins is to do a boatload of damage to the city, and return to the sea before the ultimate weapon destroys him.

So, the monster is trying to screw stuff up as fast as possible, and the city player is trying to keep the monster from screwing too much stuff up until they can get the weapon online, and either kill the monster with it, or use the threat of it to drive the monster back to the sea.

So how do the city units do anything useful? Well, for one, they can contain the monster, who can't use his big long-distance moves if there are units in the way. So we get a bit of fox-and-geese, where the city units try to slow the monster down and cut off his options. Second, and this is a fairly recent idea that I'm not completely cemented on: the units have an attack range, and they don't do damage or anything, but the monster can't attack a building while he's in the attack range of a unit.

So this leads to an interesting interaction. A city player piles up a bunch of units near the monster. The monster might try to kill all those units, and then will be able to wreck the nearby buildings, but this might take a while, especially if the city player keeps bringing in reinforcements. So the monster is liable to just head off to some other part of the city, where the resistance is less stiff, and wreck that freely. But the city player can use units to try to slow the monster's avenues of movement, to keep it in the areas where the city is well defended. But if the monster breaks free, its going to rip stuff up for a while, until the city player can stop it.

If this happens, does the city player desperately send in a single unit to buy himself some time while the monster kills it and goes back to wrecking? Does he send in a big force, which the monster might just avoid? Does he start cordoning off the main routes out of that area, and then send in a big force, to reestablish control? Or some combination of these effects? I think the strategic depth has a lot of potential.

In addition, I like the thematic feel better than some other versions I've come up with. The monster shouldn't actively seek out tanks, he should just wail on the ones in his face and then go back to beating up the city. And the city player shouldn't be able to control the monster, but can still limit its options, make stands, block certain streets. They will never be in control, but they just might buy themselves enough time...

Some questions remain as far as making this work:
1) How can I balance the monster and unit mobility so that these sort of questions are interesting?
2) How can I keep things unpredictable within the game? I don't want it to be complete information, where the monster can say "well, if I go here, there is no way he can stop me". I feel like in a game like this, it could get frustrating, and I'm not interested in crafting a perfectly balanced, open information, asymetrical, thematically sound game, its plenty challanging as it is. It'd be nice if he could instead make a reasonable guess about how likely the city player was to be able to stop him, based on some secret or unpredictable element, and had to weigh that. Think Memoir '44, but with more reasonable mission balance.
3) Can I keep the tension high throughout the game, or will one side clearly be doomed 2 turns in. This relates to the win condition, how many points does the monster need to win? Does he know, hits it, and escapes? Or should it be a press your luck affair, where he wants as many as he can get without dying. Could it be secret somehow?
4) I want to encourage the monster to get to the heart of the city, and the city player to want to stop that. But I also want it to be a bad idea for the city player to just hole up downtown, letting the monster bulldoze the shoreline. Its a tricky business, and might involve the scoring system somehow.
5) How do I give the game some pop? I still need that OMG turn, that memorable sequence that turns the game around.

Lots of open questions, but I think I'm on an interesting track. I have a new city design that I think will be more compelling, and a card-based approach to actions that just might work. I think this is maybe where the pop will come in, through narrowly applicable but powerful cards that can have a splashy effect if used just right.

In any case, I need to mock it up and playtest it again; there's too much theory swirling that needs to be confirmed or refuted.
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Also, I went back and added lables to all the old posts. Might be useful?
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Note to myself: I should do a post on "pop" and how it relates to "the bomb" from that Games Journal article. It's been coming up a lot.

Saturday, December 15, 2007

Flexibility in Representations / Racetrack Design

I've been sketching lots of maps for the Pirate Co-op game, just trying to get a feel for the design space. But it occured to me it would be really nice to have a way to be really flexible about this, to have a physical map that could be readily rearranged during playtesting.

Heroscape tiles might be nice if we ended up with a hex-based game (this is still not certain, believe it or not!). But just starting with a map with a blank grid, and then placing island / trade route / dangerous seas tiles on it could work too. Its strange, I assumed we would have a printed map, but there's really no reason that must be the case, especially not during playtesting.

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The concept of a flexible, intermediate representation of design ideas is something that I've been thinking about a lot. When you're designing, its often a matter of finding a medium that reflects the properties you're looking for and then:
1) creating a representation of your ideas in that medium
2) evaluating that representation to see if it has the qualities you're looking for
3) adjusting or creating a representation based on what you saw

Ideally, you end up in Schon's of Reflection in Action, where this all happens as a unified, creative thought process, where you're evaluating as you create.

So, you want a representation that is easy to create, but that tells you what you need to know. These are the two steps I've always focused on when thinking about this stuff, ignoring that third step of adjusting course. Maybe that's because most of the books I've seen on this subject focus on sketching, where you usually make sketch after sketch, rather than trying to adjust a previous drawing.

But what about a representation that lends itself to changing its configuration? That is, rather than sketching map after map, should I be creating a physical set of objects that can be nudged around as I see fit?

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So I was already thinking about this a bit, but what prompted me to post was seeing this show about a guy who designs racetracks. They had this footage of his studio, and I immediately started to wonder, what sort of representations would you use for this? As he pointed out, you need to consider making the course challenging to drive, interesting to watch, you need to work with the topography of the land. They showed these drawings of course layouts, but I didn't see how you could get to those just by drawing squiggle after squiggle and saying 'that looks like a good one!'

About 5 minutes later, I wasn't disappointed. They had built a topographical model of a location out of layers and layers of cardboard, and were using pins with yarn between them to lay out possible course routes. They had multiple routes in different colors, and when one guy placed this red segment, they talked about how it had this nice drop down the hill, and how the cars would really fly down it given the angle and the speed they would have. How cool is that?

The lesson I got from this was how to build prototypes so that you can readily adjust them as you're playtesting. More specifically, don't assume that the approach you're going to use in the final game is the approach you have to use for a playtest: even if you plan to use a static map in the end, tiles might do you good in the meantime. For reasons I won't get into here, I firmly believe playtesting is one of the only good ways to get feedback about a board game design, and ensuring that third "adjusting" step is as easy as possible seems like a good idea.

Is this obvious? Maybe? Its something I overlooked though, and it seems like an observation worth holding onto.

[Finally started adding labels. Will maybe go back and add them to the old ones some day.]