Thursday, August 30, 2007

Mistake 3: The Hand Passing Mechanic

Years ago, I spent a week's worth of inconsequential grad class sessions pondering the idea of a hand-passing game. The basic idea was that you had a hand of cards, each of which could be played to achieve some effect. At some point, you would pass your entire hand to the player on your left, thereby affecting their choices.

The Appeal
At the time I created this game, I was mired in creating game systems that had interesting interactions with the player, but didn't necessarily provide interesting opportunities for interactions between the players. I was finding ways to force this back in.

What a nice, fundamental way to affect someone else than to wholly provide them with all of their options. You would have to balance what you wanted to do against what you were providing them with. You could theoretically set them up with dangerous situations, different combinations of cards that might be disadventagous to their paticular situation.

The Office Idea
The original concept I used for this was that cards were tasks to be performed in an office. The board was, predictably, an office, with a series of spaces representing rooms. Each card told you a place you had to be, and a number of negative points (effort) that were incurred by playing that card. Your goals was to make a move that caused you to move onto another player's token, at which point you could shirk all (or some?) of your cards onto them, absolving yourself of the need to actually take on the negative points you would have gotten if you had played them yourself.

The Problem
Well, the basic problem was that there was no real game here. It was a cute idea, where I lept onto a conceit that took advantage of it, but nothing in terms of gameplay or fun really emerged.

More fundamentally, the problem with this mechanic is decision trees. You have enough on your plate worrying about you want to do, to have to get into another player's shoes, figure out what they want, balance not giving it to them against what you want. Its too much, especially in what is supposed to be a light game. It's not any fun.

Is the idea salvagable? I think maybe so, but I need:
* Very simple cards, which other players might be forced to use
* Your primary goal needs to be to mess other people up. If you're going to have to spend all this time looking at what the other players are going to do, that should be the main thrust. That's hard enough to play your moves, planning what someone else might do is really, really hard. It can't be something that you do as a side goal to advancing your own options.

I'm not sure what that would look like. I'm picturing something like Roborally, where you pass move cards to a player, trying to force them to hurtle into bad situations.

But how much control does the recipient have when they receive cards? If they can order 7 cards as they see fit, its pretty tough to really overtly enact your will on them in any effective way.

And is it any fun to have something forced on you this way?

My verdict for now: its an idea that sounds nice, but its flawed. Its a bad combination: you make basic choices, while another player makes the final choices. Trying to make that fun for the passing player is potentially impossible, and if you succeed, the recieving player is making false "final" decisions, and may not be having any fun.

Maybe its a thematic switch we need. Maybe you pass cards to a player who makes final choices with them, about *your* piece. But still, not all that fun.

Still a nice idea to have in the arsenal, just in case a situation ripe for it arises.

Wednesday, August 29, 2007

I'm suddenly awesome at playing bass!

As far as games, still on the wiki mostly. Will make a proper post soon. For realsies.

Thursday, August 23, 2007

Social Games (again)

Lest you think I'm slacking on my designerly duties, I've been dumping hours of work into a Social Games wiki Orion set up. We're using it as a place to flesh out a new game genre we hatched when I visited the Bay Area; its not public yet, but here's a bit of a preview.

- - - - - -
[From the intro page:]
Social Games are multiplayer games played as part of a social gathering.

The basic premise of a Social Game is that players arrive at a party, and are free to socialize normally, but a series of goals underlie the evening, and the actions of players throughout the party affect the result of the game. Ideally, the social and game parts of the activity support one another: the game inspires social interactions, while the social setting provides a rich mode of game playing.

The closest existing game concept to the Social Game concept is the How to Host a Murder series, or other murder mystery games, where a mystery-based game underlies a party. One or more game masters (usually the hosts) organize the game and distribute information and game materials to the players that are supposed to have it.

- - - - - - - -
[From one of my initial game sketches:]
In the Secret Amnesiac game, there are [[secret roles]], among which there is a single “amnesiac”, and no-one knows who. Specifically:

- The game is different every time you play it, perhaps using the [[combinatorial variation]] idea. Every time you play the game, the theme is somewhat different, the basic mechanics work a little differently, and the victory conditions are different, especially for a special player, called the Amnesiac.

- One player is the amnesiac, tasked with finding out what's going on in the game, who they are, what their victory conditions are (from among a set of possibilities, determined each game). Other players have partial information on these matters.

- Other players know that there is an amnesiac, but not who it is. Some of these players want to help the amnesiac, some want to hurt him - but all have other victory conditions that have nothing to do with the amnesiac, to drive the action. Each of these players is secretly assigned a role from a pool of possible roles when the game is run, and not all roles are used.

The “normal” players go about their business of playing the game as normal, trading, stealing, gambling, whatever - while keeping an eye out for the amnesiac.

The amnesiac tries to learn what they can, but most importantly tries to remain hidden. They should try to appear to be playing the game normally, maybe going so far as pretending to have one of the “normal” roles (though this has its own risks). This can be tricky when they know so little about the game, and it may be safer to try to find one person they think they can trust, who can tell them enough to get by on.

The problem with this game is that the amnesiac might be revealled very early on. The game will have to either be designed so that it can be played many times in an evening, or will have to continue to be compelling once the amnesiac is revealled (simply becoming a Bourne Identity-like game as mentioned on the [[secret roles]] page).

- - - - -

I don't know if that all works out of context, but I wanted to provide a taste. The wiki is actually getting quite robust - I'll get a guest account set up soon, so let me know if you're interested in checking it out.

Thursday, August 16, 2007

Social Games

I love the way that games, especially board games, have the power to provide a social experience. The giant joystick in this clip certainly got me thinking about that idea:

http://www.areyouindie.com/showcase/profile.php?id=19

Part of why I'm down on video games lately is that, while they can provide a heck of an experience, its generally not a social one. That often makes the experience empty, somehow, if you ask me.

Mankind's earlier games, from board games to general acts of vaguely organized frollick, were inherently social, at very least by nature of involving one or more people. One could argue that this was out of necessity.

Let me back up a step: one major difference between a game and a non-game activity is unpredictability. You don't know what's going to happen next when you play a game, and trying to affect that outcome, and experiencing the results, is part of the joy of it. This is why we don't play games that are "solved", why we shun the broken strategy, why a game without depth loses its appeal quickly. We don't want to go through the motions, we want the thrill of uncertainty, and the challenge of affecting it.

So, early on, the easiest way to provide challenge and uncertainty was to pit players against one another. You want X, he wants not-X, conflict ensues, the outcome is uncertain.

But computers can do a bunch of stuff under the hood, can cut decision outcomes along time-discretions so fine that our performance is at the mercy of our more base reflexes, they can provide an uncertain outcome in our interaction with them.

And sure, a deck of cards for solitaire can provide uncertainty. A ball-and-cup game, through the finer points of physics can provide the unexpected bounce and twitch.

But for many people, the social end of gaming has become the exception.

Some people are fine with all this, I'd reckon. 'Gimme uncertainty, via a person or a magic box or whatever, I want to impose my will on the world. Thank god I'm not at the mercy of having other people around to get my game on'. I can't imagine anyone actually uttering that statement, ever. But you get the point, I don't think some people see the loss of a human element in games as a problem.

For me though, I feel like I need that social element. Believe it or not, this isn't even meant as some screed in favor of social interaction, its just what I'm finding I want from games lately. When I play video games, I strive for coop gameplay when I can find it. Even when I play a video game alone, I find myself looking for games that are going to promote social interaction after-the fact. I like my ownership-of-experience games (I don't think I've done my rant on this yet here) where I can tell someone a story of what I did that is different from the experience that every player has. I want something where I can compare achievements and high scores. Bioshock's coming out, and I'm stoked to play it, but its at least partially because I want to talk about (what's shaping up to be) a landmark game, with other game lovers.

Side note, I played the demo, god damn. An enormous, abandoned 1950's underwater city, ready to collapse under the weight of the ocean at any moment, filled with period propaganda, magestic architecture, and crawling with maniacs. Abandoned, underwater, 50's, metropolis. Jesus! Best video game atmosphere ever? So yeah, I'm still a sucker for the solo elements.

This comes into board games too. They're inherently social, but I'm finding I want to weild this in ways other than outright competition. Not just because of my game-based neuroses, though I'm sure thats part of it, I feel like there are other kinds of interaction that can be inspired by games than I-win, you-lose. I'd like more cooperative games, and even games that encourage creative expression, for example. That's a lofty enough goal, I'll stop short of games that let you share your feelings.

To get back to the initial inspiration, I love the idea of the giant joystick. It's collaborative, but furthermore, it allows people to choose their own approach to the collaboration. Its cooperative, but there's a negotiation there, I can imagine. Its a creative act, just playing it, just deciding how to play it, and one that multiple people participate in. All this despite being a video game. Delicious.

I can only dream of a board game design like that: one that allows people to choose their own mode of interaction, while providing enough of a framework so that the whole exercise doesn't fall into disarray.

It seems impossible, but as if often the case with these posts, I'm warmed by the promise of the idea's distant glow.

The Euro RPG

I've worked out the begginings of a list of attributes for Chad's suggested approach to the drawing game. Perhaps I'll post it here for discussion in a bit.

On the subject of RPG's, one more time, I've been considering how RPGs, at least as I know of them, have been distinctly American.

That is to say, in the American tradition of fringe board games, often wargrames and fantasy games, there is an emphasis on ensuring that every case is covered, usually by piling on rules as needed. Meanwhile, Euro-style games demonstrate an efficiency of rules, even if this means streamlining away certain choices or themes.

Its strange to me the way that every RPG I've come across (and I've seen my share, just as research, if nothing else) is distinctly American-style. To some extent, in a game where any action is supposed to be possible, and you are up against a subjective game master, having rules for every case doesn't seem like such a bad idea. But there is this weird lack of:
- Efficiency in rules
- A willingness to allow for abstraction and improvisation
- A willingness to adopt an elegant solution that might provide slightly less realistic results
- Challenging, subtle decision-making during combat or other moments of crisis

There's a couple counter-examples: the luck-point system in Battlestations, and some improvements in 3rd edition DnD, but its not great out there.

The assumption in RPGs, shared with many 80's style American games, is that you want answers, even if the game's willingness to provide them hinders smooth, elegant gameplay. The fact is, I want a system where I can keep every rule in mind, without ever having to refer to a book or chart. If anything has been guiding my design process, it is that I don't want you to have to ever stop playing the game to look something up. Such moments are killers of board-game sessions, and I don't think RPG sessions are any different - RPG'ers have just come to accept them.

No! I say.

Maybe this is all nonsense to anyone who hasn't given any thought to RPG design, I reckon its an especially esoteric interest. Just to entice said folks, possible upcoming subjects:

- The pass-your-hand mechanic: its alure and pitfalls
- Scoring card/tile configurations: Rummy vs. Koi Koi vs. Scrabble
- A rant about shallow fantasy sports systems

Sunday, August 12, 2007

Twin Peaks

I just finished Twin Peaks, part of an impromptu scouring of Lynch's stuff I've been doing recently. I really disliked large parts of the 2nd season, but man, the last couple episodes really pulled it together, especially the last one. It's surely hyperbole to say that that its the scariest thing in the history of TV, but I found it pretty intense (albeit at 4am after a couple drinks), and can't think of anything offhand that matches it. While I couldn't quite call the final wrapup satisfying, I was somehow pretty stoked by it.

Just to give a little bit of game-oriented content, I found myself really inspired with regards to the RPG system / setting I've been working on, now and then, for the last year or so. It started as a swashbuckling kind of game, focusing on over-the-top acts of derring-do. But I find myself adding an undertone of pseudo-Victorian high-society, whose members include gatekeepers of places beyond reality. The players, as duelists, brawlers, inventors and great orators, seem powerful compared to the coddled controllers of the port towns they visit. But these patricians and magistrates know of realms long lost, and the forces that dwell therein.

It would be fair to call the concept Lovecraftian, but I'm thinking less about chaotic realms of unseeable geometry and more about Twin Peaks' subtly twisted dreamworlds, or House of Leaves' merciless infinities. I'm hatching icy worlds with internal logic stronger than reason. The endless streets of identical, stark white pueblo-style houses. The long, clean hallways, leading to the well-dressed artisan, who crafts hundreds of marble statues of you. I want to build worlds inside the world, and ensure that they have their own compelling consistency, however strange.

This long-term RPG thing is less of a real project than a mind-occupier for dull moments, an exucse to dump out world ideas without being constrained by devising elegant game rules. But Twin Peaks certainly did a great deal to make me think bigger, and provided some inspiration about how to tease and trouble.

Wednesday, August 8, 2007

Artist - Album (Favorite Song)

I don't really have a personal blog these days, so I guess this is where I have to let the music overflow trickle. These are right rocking me lately:

Los Campesinos! - Sticking Fingers into Sockets EP (We Throw Parties, You Throw Knives)
Blitzen Trapper - Wild Mountain Nation (Sci-Fi Kid)
Genesis - A Trick of the Tail (A Trick of the Tail)
Dan Deacon - Spiderman of the Rings (The Crystal Cat)
Je Suis France - Afrikan Majik (California Still Rules)
Queen - A Night at the Opera (I'm in Love with My Car)
Ratatat - Remixes Vol. 2 (Glock Nines)

Edit: Fuck! We Throw Parties, The Crysal Cat, and Glock Nines make up my definitive 10 minutes of love transpastic right now.