I'm constantly looking at the world in game design terms, but this can lead to lots of excitable trips down dead end paths. Oftentimes, I find:
1. Modeling an interesting real-world decision process in a game does not necessarily result in an interesting game mechanic.
2. Introducing an interesting real-world effect as a rule does not necessarily make for an interesting rule, let alone interesting gameplay.
There's getting inspired, and there's getting distracted. Telling them apart is difficult.
Tuesday, July 29, 2008
gosh but designing games is hard
I worked for a while on the pirate coop game, and the asymetrical monster city game - and I think both have potential. Lately I've hatched an idea for a strange drafting / sports game that seems to have learned the lessons of previous similar designs. But its proving tough to get past a certain point with these designs.
I think part of the problem is, there is only so much you can do without a playtest group. Furthermore, I think you need hours and hours of playtesting at various levels to make any progress. And while I might have had the possibility of such a group years ago, I didn't take advantage of it, and now the possibility has largely evaporated.
What is the solution? I'm not sure, I suppose I could look for / recruit for a group locally, on craigslist of whatever. Its a bit of an intimidating prospect, but I think a groups of this kind are the only hope for moving beyond the sketches and doodles phase.
But then, is that a goal? The sketches and doodles phase is fun, and maybe that's just where I'll stay. Its a bit useless, but no bigger a waste of time than, say playing video games. And I do feel like I'm honing my sense of what will work and what won't, catching duds earlier in the process, steering designs away from pitfalls I'm learning about.
The latest draft-ball-game is a good example of this - maybe something I'll write up later.
I think part of the problem is, there is only so much you can do without a playtest group. Furthermore, I think you need hours and hours of playtesting at various levels to make any progress. And while I might have had the possibility of such a group years ago, I didn't take advantage of it, and now the possibility has largely evaporated.
What is the solution? I'm not sure, I suppose I could look for / recruit for a group locally, on craigslist of whatever. Its a bit of an intimidating prospect, but I think a groups of this kind are the only hope for moving beyond the sketches and doodles phase.
But then, is that a goal? The sketches and doodles phase is fun, and maybe that's just where I'll stay. Its a bit useless, but no bigger a waste of time than, say playing video games. And I do feel like I'm honing my sense of what will work and what won't, catching duds earlier in the process, steering designs away from pitfalls I'm learning about.
The latest draft-ball-game is a good example of this - maybe something I'll write up later.
Tuesday, June 24, 2008
updates?
I've worked a lot on Robin and my Coop pirates game, though that is a big beast of a design to really finish.
In other news, having a girlfriend is detrimental to getting board game design work done.
In other news, having a girlfriend is detrimental to getting board game design work done.
Tuesday, May 6, 2008
The Drama of Dice
Why board games over computer games? Why bother with board games at all? I think a lot of it is that they're an excuse to hang out, to enjoy face to face interaction. But its also the bits, some intangible quality of the physical components.
I've been reading this book about In the Aeroplane Over the Sea, with these impassioned descriptions of how certain fuzziness was achieved using analog techniques, how acoustic guitars trump electric, how lo-fi can be better than polished. I think a lot of the appeal of board games lies in the same subtle corners of "realness".
In particular, dice. There was this geeklist a while back where someone was saying what was wrong with American-style board games. Dice was one of the problems, too many dice. But it made me realize how much I *like* dice. Here was one of my responses, about the appeal of an important die roll.
They bounce and rattle and tease you with the face you need, spinning on end, your mind grasping for the first moment when the result is rendered, eyes darting across the seven settling cubes; a five! did I see a one and a two out of the corner of my eye? I swear that was about to fall a six! Everyone's eyes fly about, trying to be the first to declare the result. And someone yelps, and a ripple runs through the players, a mere half-second in length as everyone sees the result - success!
That dulcet anticipation of the result is terribly underappreciated, and terribly lacking in other mechanisms.
Its just not the same as flipping a tile, looking up a result on a chart, or your opponent revealing a card. The die has been cast, nothing can be done now, but to watch and hope, and try to figure out the result as soon as possible. Its like a basketball shot flying through the air, as you try to determine whether you think its going to go in, as all has been done, and soon physics will tell you the outcome.
Here's another example, from a Battlestations session report I did (that, by the way, was featured on their official site, for some reason). Note that all rolls are two dice in this game, needing a total of 8, in this case:
At this point, despite having the “lucky” perk, Leonov was completely out of luck. The ship was size 4, the speed was 6. Leonov had one point of piloting skill, and he had prepared. He *needed* a natural roll of 8 to turn the ship.
We made this clear, and got ready for the roll. We psyched ourselves up and leaned forward on the couches. Nate readied himself, and rolled the dice. The first die came up a 2. Immediately. We all agreed afterwards that there was a subtle but distinct backward motion in each of us, as we slouched backwards in defeat and disappointment. It was just instinctual, you see a 2, and its over. 2’s are really, really bad. But that damn second die just spun on its corner, I can still see it now. It spun and tumbled and came down a flippin’ 6. We totally lost it.
That actually happened that way. So strange, that the low number slapped down right away, while the other die spun for so long. The odds of all of that coming together for maximum drama are ridiculous.
------
So I like dice. As an actual game design post, what is the conclusion? Well, its made me realize the importance of the pieces you use. I've long considered the relative merits and abilities of cards, tiles, dice, discs, etc., but another dimension is the psychological impact of the actual physical objects that are at play.
And when it comes to dice, how do you use them to determine outcomes? This came about when I was designing this superhero game today, which is really more of a candidate theming of a mechanic I like, rather than a theme I'm married to. In any case, I wanted a simple die roll to determine the outcome of a crime-fighting activity. At first I considered a single die roll + modifier check. But then I considered, this is a simple roll that will often have a very big impact on things: it needs to carry as much drama as possible. From that perspective, rather than looking at the result of a single die, it would be more exciting to have that brief moment of uncertainty as you roll. Its that moment when the two samurai have run past eachother, and you wait to see which generates a jet of blood indicating he had already lost.
So maybe two dice, as in battlestations. Or maybe a number of dice equal to your skill, requiring a particular number of successes, as in Arkham Horror, Betrayal, etc. I think its telling that those two games, theme-rich as they are, both use that mechanic, and I certainly have gotten some good drama out watching those die rolls unfold.
Plus, double counting makes it tougher to pin down the actual odds at play, vs needing a given number on two dice.
My point is, I had often seen randomization mechanisms purely in terms of the outcomes they could produce, and in what proportions. But there are also implications to the user experience of actually handing those components, and using them to determine the results of their actions. What kind of physical drama does that create, in the real act of playing the game? Its a subtle issue, and not one that I've seen get much overt attention from the game design community.
I've been reading this book about In the Aeroplane Over the Sea, with these impassioned descriptions of how certain fuzziness was achieved using analog techniques, how acoustic guitars trump electric, how lo-fi can be better than polished. I think a lot of the appeal of board games lies in the same subtle corners of "realness".
In particular, dice. There was this geeklist a while back where someone was saying what was wrong with American-style board games. Dice was one of the problems, too many dice. But it made me realize how much I *like* dice. Here was one of my responses, about the appeal of an important die roll.
They bounce and rattle and tease you with the face you need, spinning on end, your mind grasping for the first moment when the result is rendered, eyes darting across the seven settling cubes; a five! did I see a one and a two out of the corner of my eye? I swear that was about to fall a six! Everyone's eyes fly about, trying to be the first to declare the result. And someone yelps, and a ripple runs through the players, a mere half-second in length as everyone sees the result - success!
That dulcet anticipation of the result is terribly underappreciated, and terribly lacking in other mechanisms.
Its just not the same as flipping a tile, looking up a result on a chart, or your opponent revealing a card. The die has been cast, nothing can be done now, but to watch and hope, and try to figure out the result as soon as possible. Its like a basketball shot flying through the air, as you try to determine whether you think its going to go in, as all has been done, and soon physics will tell you the outcome.
Here's another example, from a Battlestations session report I did (that, by the way, was featured on their official site, for some reason). Note that all rolls are two dice in this game, needing a total of 8, in this case:
At this point, despite having the “lucky” perk, Leonov was completely out of luck. The ship was size 4, the speed was 6. Leonov had one point of piloting skill, and he had prepared. He *needed* a natural roll of 8 to turn the ship.
We made this clear, and got ready for the roll. We psyched ourselves up and leaned forward on the couches. Nate readied himself, and rolled the dice. The first die came up a 2. Immediately. We all agreed afterwards that there was a subtle but distinct backward motion in each of us, as we slouched backwards in defeat and disappointment. It was just instinctual, you see a 2, and its over. 2’s are really, really bad. But that damn second die just spun on its corner, I can still see it now. It spun and tumbled and came down a flippin’ 6. We totally lost it.
That actually happened that way. So strange, that the low number slapped down right away, while the other die spun for so long. The odds of all of that coming together for maximum drama are ridiculous.
------
So I like dice. As an actual game design post, what is the conclusion? Well, its made me realize the importance of the pieces you use. I've long considered the relative merits and abilities of cards, tiles, dice, discs, etc., but another dimension is the psychological impact of the actual physical objects that are at play.
And when it comes to dice, how do you use them to determine outcomes? This came about when I was designing this superhero game today, which is really more of a candidate theming of a mechanic I like, rather than a theme I'm married to. In any case, I wanted a simple die roll to determine the outcome of a crime-fighting activity. At first I considered a single die roll + modifier check. But then I considered, this is a simple roll that will often have a very big impact on things: it needs to carry as much drama as possible. From that perspective, rather than looking at the result of a single die, it would be more exciting to have that brief moment of uncertainty as you roll. Its that moment when the two samurai have run past eachother, and you wait to see which generates a jet of blood indicating he had already lost.
So maybe two dice, as in battlestations. Or maybe a number of dice equal to your skill, requiring a particular number of successes, as in Arkham Horror, Betrayal, etc. I think its telling that those two games, theme-rich as they are, both use that mechanic, and I certainly have gotten some good drama out watching those die rolls unfold.
Plus, double counting makes it tougher to pin down the actual odds at play, vs needing a given number on two dice.
My point is, I had often seen randomization mechanisms purely in terms of the outcomes they could produce, and in what proportions. But there are also implications to the user experience of actually handing those components, and using them to determine the results of their actions. What kind of physical drama does that create, in the real act of playing the game? Its a subtle issue, and not one that I've seen get much overt attention from the game design community.
Monday, April 28, 2008
The Strategizing
I think the clues were all there. This will maybe be no big epiphany to most of my readers, who mostly know me well. But the full realization came as something of a surprise to me: I like talking about games more than I like playing them. In fact, I think one of the main reasons I even bother playing games is so that I can talk about them afterwards, or even during.
Whatever it might be, the design of the game itself, the way the game played out, or the strategies that one might employ. The latter of these was what really got my attention yesterday. I was playing a bit of this flash game proximity, and was mulling over the strategies one might use. The game was fun, but it was mostly a testing session to puzzle over what the overall strategies might be. And when I came to interesting tradeoffs, about defensive moves vs offensive ones, for example, I wanted to chat over them. If I'd been playing with a person, I would have found that much more interesting than continuing to play the game in isolation of one another.
What does that mean? Some offshoots:
1) It help explains some of my issues with being chatty during games.
2) This explains why I like games like Magic, where discussing new cards, decks, strategies, formats, are totally part of the game. Similarly, I like that Apples to Apples is mostly about discussing the choices (at least for me), and can see how I might come to like an open-ended game like Race for the Galaxy once I could talk competently about the cards.
3) Maybe this means I'm cut out to design games, in that I like thinking about games and externalizing said thoughts. But maybe it means I'm a lousy choice - I mean, if I don't even like playing games, just theorizing about them, does that disqualify me from doing it right?
4) Is there a way to leverage this appeal into a game? Cooperative games are a start, where you discuss strategies. Nomics are a start, but sort of too fiddly. I guess the problem is that it can't be competitive, at least not openly. Maybe what I want isn't a game at all, but a conversation. Is there a way to structure an activity that would scratch this itch? Now I'm just getting out there. Maybe there is room for something like this in a Social Game (a topic I've not really touched upon yet properly here, but likely will some day).
Games are more interesting than they are fun, for me, these days. A troubling realization, perhaps.
Whatever it might be, the design of the game itself, the way the game played out, or the strategies that one might employ. The latter of these was what really got my attention yesterday. I was playing a bit of this flash game proximity, and was mulling over the strategies one might use. The game was fun, but it was mostly a testing session to puzzle over what the overall strategies might be. And when I came to interesting tradeoffs, about defensive moves vs offensive ones, for example, I wanted to chat over them. If I'd been playing with a person, I would have found that much more interesting than continuing to play the game in isolation of one another.
What does that mean? Some offshoots:
1) It help explains some of my issues with being chatty during games.
2) This explains why I like games like Magic, where discussing new cards, decks, strategies, formats, are totally part of the game. Similarly, I like that Apples to Apples is mostly about discussing the choices (at least for me), and can see how I might come to like an open-ended game like Race for the Galaxy once I could talk competently about the cards.
3) Maybe this means I'm cut out to design games, in that I like thinking about games and externalizing said thoughts. But maybe it means I'm a lousy choice - I mean, if I don't even like playing games, just theorizing about them, does that disqualify me from doing it right?
4) Is there a way to leverage this appeal into a game? Cooperative games are a start, where you discuss strategies. Nomics are a start, but sort of too fiddly. I guess the problem is that it can't be competitive, at least not openly. Maybe what I want isn't a game at all, but a conversation. Is there a way to structure an activity that would scratch this itch? Now I'm just getting out there. Maybe there is room for something like this in a Social Game (a topic I've not really touched upon yet properly here, but likely will some day).
Games are more interesting than they are fun, for me, these days. A troubling realization, perhaps.
Wednesday, March 19, 2008
I'm a bad blogger
Just been too busy. I think the monster game is really coming together. It is COMPLETELY different than when it started, much cleaner, though still evolving out from under me all the time.
I've also rekindled ideas of a software design game. Uh oh.
I've also rekindled ideas of a software design game. Uh oh.
Thursday, February 28, 2008
Stuff I've been doing
I made a pretty substantial post over on my brain dump blog about some of my recent non-game projects, which might be interesting to some of you.
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