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Difficult Design Aspects

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Stainer
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I'm curious to hear what other people consider difficult design aspects while designing games.

For me, I've always found it hard to include simple, meaningful choices in my games. I enjoy playing games that have depth to them and as such I always try to incorporate difficult choices, or rather I always try to build depth to my games. And designing only gets harder when I try to simpilize it (is simpilize a word?).

What are your experiences while designing games? What has challenged you the most? What was the result?

Rob

Anonymous
Difficult Design Aspects

same as you I think, trying to let the game not be overwhelming but still good.

soulbeach
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Difficult Design Aspects

Simplify is the word.

For designing, yes simplifying is harder but it brings such beauty to the game. I can only share my limited experience, this is my 1st design.

The 1st version was broken, VERY complex yet the mechanics would not have been wholy original.

I attended Protospiel ( http://www.protospiel.org ) earlier this summer, played tons of different and interesting designs, lots of them were very promising. Being there exposed me to Soooo many different mechanics that were unknown to me, it gave me great ideas to advance my design to version 2.0. The ONE thing i learned being there was this: simplicity.

Every single game i tried was simple, yet many promised and delivered lots of fun moments.

A few months later, my design is doing great, it changed so much i was even wondering if it was the same game. After all this, simplicity is the main focus: is this simple enough? can i combine this mechanic with this other one? Is the game more fun or less fun because of that aspect?

And, lastly, spirituality being an important aspect of my everyday life, when something doesn't work out, when the difficulty cannot be solved with logic and hard work, i simply contemplate on it, close my eyes and let the truth flow in: i get my answers.

my 2 cents

Ben

OrlandoPat
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The Experience

Okay, I've seen this question pop up in one form or another several times over the past couple years. Everyone has their own answer, and I've always kept silent.

Maybe I've had too many cokes this today, or maybe it's the fact that Pirate Days is finally going back into playtesting on Wednesday, but I guess I'm about to chime in on what I think is an unanswerable question.

Here's my opinion: the most difficult thing to do when designing a game is to keep the focus on the experience of the game play. Complex vs. simple, serious vs. light, cartoony vs. realistic... all these are side issues to the central point: the experience of playing. When people sit down to a game, they are sitting down to an experience - just like with a movie, book or computer game.

That experience may be lighthearted and relaxing (i.e., Ice Lake), deeply challenging (like Chess), silly (Guillotine), social (Calaboose or Uno) meditative (Quarto, Go, SiegeStones), or even adventurous (HeroQuest, DungeonTwister, etc).

All of your design decisions should be based around crafting that experience. For example, complexity requires more "effort" on the player's part. Does the experience of the game justify that effort? In the "perfect" game, the artwork, production, and game mechanic all combine to put together a unique and enjoyable experience that players will want to come back to again and again.

So, for what it's worth, that's what I think is the toughest part of designing a game. It's keeping the focus on the experience of the players. Design your game, playtest it, get a feel for what sort of experience you're building, and then start sculpting that to be the best it can be.

zaiga
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Difficult Design Aspects

Bravo. Well said, Pat. It basically sums up my thoughts on game design as well.

Zzzzz
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Pat,

I think you have said it all and have stated it perfectly.

It is ALL about the players!!!!! They are the consumer and they deserve a spectacular experience! And It's your turn to bring them that experience!

--David

larienna
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Just a quick example, I my space ship rally game that I am currently brainstorming, the reason why I wanted to make the ship design rule complex, is to make sure that passing a few hours tweaking your ship's stats will give you the feeling that you are actually there experiencing the tweaking of a real ship.

Infernal
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I feel that there is a big difference between complex and complicated.
Comp0lex is more about interactions than volume, where complicated is about volume.

I feel that a game can be simple yex complex. A case in point is Go. the rules for Go are fairly simple and the board design and pieces are simple too. But Go is a complex game as there is many interactions (of the pieces) in it.

Many war games tend to be complicated (along with many roleplaying games). They have many rules covering all sorts of situations and events, and RPG's tend to also have many pages of infomation for the character.

The difficulty (and a fun chalenge) is crafting simple rules that allow the greatest complexity and minimum complication while still maintaining the look and feel of a game (and sticking to the theme and abstraction level desiered).

Scurra
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Broad generalisation follows: I wonder if what pushes a game out of the "abstract" category is generally the complexity level that is added in order to make the thematic component more fitting? Since it isn't necessary to come up with any reason why "adding a counter at each end of a row flips all the other counters over"*, the ruleset can be pretty short. But as soon as (to take an example that is rather close to my heart!) you want to make a Three Musketeers game, then you have to include rules for sword-fights as otherwise players get a little testy, and inevitably that makes for a more complex final game, although the actual "weight" of the game may be much lighter.

(*this is, of course, the USP of Othello/Reversi.)

Anonymous
Difficult Design Aspects

For me, the hardest is the ever elusive "fun factor". I have so many games that look great on paper (and I think they're perfect when I solo playtest). Then, when I go and bring in others to help playtest, they just look at me with a blank look. No fun, they say. The mechanics work, but the game just wasn't fun.

Seems no one can formulate "fun" on paper, you just have to know it when you see it I guess.

Lor
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Difficult Design Aspects

OrlandoPat writes
[For example, complexity requires more "effort" on the player's part. Does the experience of the game justify that effort?]

Spot on! Excellent points throughout. BE the ball.

But... what happens when your game-- boiled down to simplicity-- inculcates complexity and in fact thrives on it?

OrlandoPat
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Nothing wrong with complexity

Lor, if you have a complex game mechanic is the heart of the game, run with that. Craft the rest of the experience to support that complexity, and make sure that players get an appropriate sense of accomplishment for their victories.

Take Axis & Allies as an example. It's a fairly complicated game, but the design, rewards, and theme support that complexity so well that players expect and even appreciate its complexity.

Lor
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I'm a babe in the woods with regard to RPG's and historic war simulations but I've learned the rewards concept is crucial. Every action should gain the player some reward-- even if it's the satisfaction of clever positioning for future action. Reward during play-- just as important as reward afterward. That's the *fun* aspect which keeps players engaged as the board builds in complexity.

Infernal
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I tend to used these concepts to help design rewards/punishments for actions in games:
1) Presence of Reward
2) Absence of Punishment
3) Absence of Reward
4) Presence of Punishment

1 and 2 are rewards, where as 3 and 4 are punishments. 1 and 4 are the strongest effect where as 2 and 3 are weaker in their effects.

Examples for use in Settelrs of Catan:
1) Presence of Reward
Settlers of Catan: When the dice show a number of a land which is next to a settlement you own you recieve resource cards.

2) Absence of Punishment
Settelers of Catan: When the rober is moved off a land where you have an adjacent settlement

3) Absence of Reward
Settlers of Catan: When the dice show a number of a land which you don't have a settlement next to then you don't recieve any resource cards.

4) Presence of Punishment
Settlers of Catan: Someone moves the rober onto a territory that you have a settelment next to.

This can help when you are trying to workout what the results of an action could be. Also for guageing the severity of the punishment or the strength of the reward.

Lor
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Infernal's 4 points are elegantly complimentary, but talk of reward punishment mechanisms does make me feel like my players are in a Skinner box. (No offense to behaviorists, but my dad treats autisitic childen using C-D-- a Cognitive-Developmental systems approach to avoid simply shaping rote behavior but rather building on a disordered child's innate abilities-- less robot, more child. Impressive success rate. End of plug.) I wonder if primary focus on reward/puishment is a red herring.

Games model life experience or perspective in some manner. Lots of shades of grey, some reward, some punishment, often both, in single decisions or moves! They also offer a narrative, like a good short story or novel. So what drives a novel or a movie-- or a game?

It's not "theme," it's NEED. I have read about Theme here. I want to hear more examples about the Player's Need, which if it's clear, will drive a player to acquire some amazingly complex skills, motivate her to learn odd rules of movement, swordplay, weapons deployment, delegation, alliance, whatever it takes to acquire a competitive edge, to reach the goal and fulfill the need-- ultimately, to win. This is why I was so into OrlandoPat's Player experience perspective.

Theme is the underlying emotional and romantic mounting of a game. It's important, it allows dramatic license for certain rules and not others. It tlels you how to adorn the playing field. There's very little arbitrary rulemaking and graphic design about a carefully-themed game.

But the driving force is the player's Need. You see it right on the box: Kill, conquer, collect, destroy, thwart, dodge... action verbs. Okay, I confess I'm stealing some of this from Warhammer 40K boxes and other product and ads. But we've all seen the pitch to the consumer. Appeal to the players need to accomplish and succeed.

I think what games do so well is to delineate a need which in everyday life is so abstracted or obscured as to exhaust. Games refresh by stripping away all the politically correct home, school, or office crap and allow us to define raw need to behave badly, betray, be devious, express outrage and defiance, to conquer, to win. Games will never go out of style.

(It's why game designers also get their games made into bad movies--but hey, the mortgage has been dissolved, the pool is being lined in laminated prototype game cards, etc. Do you need to control everything?)

In writing screenplays or even editing for other clients, when my characters needs becomes clear, I can hear them knocking on the door, each insisting on coming in. He or she or it drives the story; I'm just a traffic cop, putting obstacles in the way and poroviding those rewards and punishments which echo life.

Those of us struggling with game rules take note. Once you know your player's motivation, draw the rules from your given theme.

So what is the player's Need in SofC? Axis and Allies? Go? Magic? Twixt? Can it be boiled down to a statement, a few words? Because I think Need is THE sell point. And I suspect most of us hope to sell!

Infernal
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Difficult Design Aspects

Quote:
but talk of reward punishment mechanisms does make me feel like my players are in a Skinner box.

True it is a very mechanistic idea (I do come from computer game design). I ment to present it as a tool (like game theory and descion theory) to help designers overcome difficulties in game design. I do not think that someone should use this to design a game as it would probably be too sterile and lack the interest of a more organicaly designed game.

The need of many player seems to be: Aquisition and Dominance. The way you go about these will depend on the audience that you are targeting. Take Magic as an example: It is very much about dominance (you must remove all your opponent's life points) and the method is Aquisition (playing lands and creatues). Also it has a metagame about aquisition (its a collecter card game) , and the player who has aquiered the most tends to have the advantage (or dominance).

This view may be a little cynical, but it does have some truth to it.

Lor
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[I ment to present it as a tool (like game theory and descion theory) to help designers overcome difficulties in game design.]

Absolutely, and it conveys another important aspect to good games: balance. For every action a reaction. For every daring move, a debilitating countermove. For every gain, the threat of loss. But I also agree, without a player need working through a tightly constructed theme, reward and punishment have little purpose other than thin melodrama. A lot of the current Hollywood crap-- eh... CROP... of movies proves this!

Stainer
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I think you are using the word 'need' in the wrong context here Lor, and others who are contributing to this. I don't mean to bash people, but I just want to point it out for others who are reading this.

Going by the standard and most used definition, the word "need" is most often associated with something you can't do without (not just in relation to human beings either, but things as well - a tower NEEDS support in order to not fall down, etc.). So, you can't live without air, or rather you can't live without oxygen. In your previous posts you're stating that you should cater to players needs and build your game around that and to not build around a theme or a rewards/punishment schema.

Well, I tend to disagree with building a game around a need. Most players don't know what they need in order to win (if it's a good game design). And sometimes that need changes throughout the game. Take Settlers for example. In order to win, you need to have resources. But what resources you need change throughout the game. In the early game, most players need wood and brick in order to build roads. But in the late game, that need is diminished because they should already have their roads in place by then.

To me, in a game, whats more important than 'need' is 'want'. Everybody WANTS to win. Everybody WANTS to have fun. But not everybody NEEDS to win. And not everbody NEEDS to have fun (take chess... I'm sure we've all played with somebody who just does not have fun playing chess. It's not that they NEED to have fun, it's that they WANT to have fun. And most often they will never play again because they didn't have fun.)

Some games I really want to win, but if I don't that's perfectly OK with me. I don't need to win at chess everytime I play because I have fun challenging my opponent. But because of the effort of challenging my opponent I really want to win.

So I think you are confusing the word 'need' with the word 'want'.

Now, I'd like to relate this to the reward/punishment schema that we're talking about. One thing first though:

Quote:

I tend to used these concepts to help design rewards/punishments for actions in games:
1) Presence of Reward
2) Absence of Punishment
3) Absence of Reward
4) Presence of Punishment

I don't agree with this schema. Number 2 and 3 are the same thing. Is it possible to have an absence of punishment and no reward (number 2 in this list)? I don't think so because the fact you weren't punished is your reward. And, is it possible to have an absence of reward with no punishment (number 3 in the list)? I again don't think so, for the same line of reasoning above. So really, number 2 and 3 are the same thing. With my thoughts we only have 'reward', 'punishment', and 'neutral'. Neutral is when you aren't EXPECTING a reward or a punishment and you get neither. So your expectations are fullfilled in that sense.

So, back to the need and want discussion. Each of those rewards are wants, and neither of them are a need. Nobody wants to be punished. Everybody wants a reward. And when you're not expecting a punishment or a reward, than you won't have any wants (and you won't have any needs either).

These are just my thoughts on what's been said. I really enjoy discussing and debating these types of issues and get staight to the point with them. Let me know what your thoughts are.

Rob

OutsideLime
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Quote:
I don't agree with this schema. Number 2 and 3 are the same thing. Is it possible to have an absence of punishment and no reward (number 2 in this list)? I don't think so because the fact you weren't punished is your reward. And, is it possible to have an absence of reward with no punishment (number 3 in the list)? I again don't think so, for the same line of reasoning above. So really, number 2 and 3 are the same thing. With my thoughts we only have 'reward', 'punishment', and 'neutral'. Neutral is when you aren't EXPECTING a reward or a punishment and you get neither. So your expectations are fullfilled in that sense.

Let's say we have a 2-player game where the victory condition is to be the first to earn $10. The only mechanic in the game is that each player draws one card off a deck and the instructions on the card are followed. Play goes turn-for-turn until one player wins. There are four types of cards in the deck. The deck is composed of 1000 cards, 250 of each type, and is shuffled well. The card types:

1. The player who drew the card earns $1.
2. The player who did not draw the card loses $1.
3. The player who did not draw the card earns $1.
4. The player who drew the card loses $1.

This is about as simple an example of Infernal's punishment/reward spectrum that I can think of. #s 2 and 3 are patently not the same thing.

Imagine that our game has progressed to the point where we both have $5. It is my turn. What happens if I draw a card of each type?

1. My score is $6, and yours is $5. My score leads yours by one point, I am one step closer to winning than I was previous to the draw, and you are in the same position relative to the victory condition that you were previous to the draw.
2. My score is $5, and yours is $4. My score leads yours by one point, but I am not any closer to winning than I was previous to the draw, and you are a step back from satisfying the victory condition.
3. My score is $5, and yours is $6. My score trails yours by one point, youi are one step closer to a win, and I am in the same position relative to the victory condition that I was previous to the draw.
4. My score is $4, your score is $5. My score trails your by one point. I am farther from vicory and you remain in the same position relative to the victory condition.

Each of the four card types results in the same point SPREAD, yes... 1 point difference, or in a less concrete system, the same amount of improvement/setback relative to the other player. (assuming that it is an optimistic perfectly-balanced system like this simple one.)

The overall effect of the four options is different though. Look at the scores. Consider that your goal is to reach $10 first, and rank the scores in the order of which you'd most like to see:

1. You: 6 The other guy: 5
2. You: 5 The other guy: 4
3. You: 5 The other guy: 6
4. You: 4 The other guy: 5

Personally I would keep the effects in the order that Infernal has ascribed them. Now maybe you would switch 1 or 2 with each other, or 3 and 4 with each other, but no gamer who wants to win would ever pick 3 over 2. They are not the same thing, not by a long shot. 2 results in a leading score for you, while 3 results in a trailing one.

As for the choice "Would I rather get ahead or force the other guy to get behind?" (given the choice....) That all depends on your personal preference, and on the other factors or mechanics in the game that you calculate (or hope) will make one tactic more beneficial to you than the other. As this particular example game has no other mechanics at all, I would always prefer active improvement over passive.

~Josh

Stainer
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Hi Josh,

That's an interesting analogy and I agree with what you are saying. You are right when you say you'd rather have 2 over 3 (most people would). And also, when you say

Quote:
As this particular example game has no other mechanics at all, I would always prefer active improvement over passive.

I agree with that as well.

I'd like to step back a bit though and look at it further. What you've actually got here is a game with only rewards and punishments.

Quote:
1. The player who drew the card earns $1.
2. The player who did not draw the card loses $1.
3. The player who did not draw the card earns $1.
4. The player who drew the card loses $1.

Number 1 and 2 are rewards. 3 and 4 are punishments (or setbacks rather).

This schema simply offers different kinds of rewards and punishments. But ultimately the numbers 1 to 4 are either a reward or a punishment.

When it was said that

Quote:
I tend to used these concepts to help design rewards/punishments for actions in games:
1) Presence of Reward
2) Absence of Punishment
3) Absence of Reward
4) Presence of Punishment

I was simply showing how number 2 and 3 are similar, or even non existant in some cases (like the game you've provided). What I had said earlier was: how can an absence of punishment exist without being a reward? In your example, you say

Quote:
2. The player who did not draw the card loses $1.

But if you are the player drawing the card, you are in fact being punished, and you are in fact rewarding the other player. So when we say "Absence of punishment", in your example we can clearly see there is punishment for the drawing player - the fact that his opponent went up $1 is a punishment for the drawing player.

Now, if there was a card that said "nothing happens", then we have neither a reward or a punishment and in fact we can combine number 2 and 3. That is actually what I meant when I said they are the same thing. It's that you can combine them. And I don't agree with having them as separated items.

But, I still agree with what you are saying in your post. I too would prefer active improvement over passive as that's the type of player I am (and I'm sure most people are). But, if by random chance (since the deck is shuffled) my opponent goes down a point, I still consider it a reward for me.

Thanks,

Rob

OutsideLime
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Difficult Design Aspects

Actually, all 4 states are both punishments and rewards, if you choose to look at the situation from the perspective of all players.

Let's not do that. Try it from the perspective of one player only. Let's call that player "Me."

Change the wording to:

1) Active reward for me. (I move towards the goal)
2) Passive reward for me. (My opponent moves away from the goal)
3) Passive punishment for me. (My opponent moves towards the goal)
4) Active punishment for me. (I move away from the goal)

I think this illustrates better Infernal's spectrum and cleans up the semantics of what he meant. (I hope... Infernal do I read you right?)

The spectrum you seem to be suggesting is this:

1) Relative positive change for me. (which encompasses both 1 and 2 from above, though I maintain that both are different.)
2) Relative negative change for me. (which encompasses both 3 and 4 from above, though I maintain that both are different.)
3) No change at all. (which does not encompass 2 and 3 from above as you are suggesting.)

Both are valid spectra for punishment/reward, though

a) I might challenge the existence of an action in a game which truly has an effect of Zero.

and b) Infernal's is simply more detailed.

I am enjoying this dialogue. Please respond... anyone else, opinions?

~Josh

Stainer
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Hi Josh,

Quote:
Actually, all 4 states are both punishments and rewards, if you choose to look at the situation from the perspective of all players

This is the essence of what I'm saying. Perfectly said. There can not be a reward for one player without a punishment for another player since everything in the game is related. Real life is a game. And if I fail to get promoted in my job, it is a punishment to me and a reward to the person who did obtain the promotion.

I disagree with your schema still. The fact that in order for your schema to be valid (in a gaming sense), you would need to look at if from the perspective of one player only (you called that player "me"). But no game is like this - no game ever has only one player (even a solitarie game pits the player against "The Thing", or rather the player against the rules, or the logic of the rules.). So your schema is really not a valid one.

That's the way I see it. The game should be designed around everybody, not a single player since everybody effects the game in some way.

Quote:
Both are valid spectra for punishment/reward, though

a) I might challenge the existence of an action in a game which truly has an effect of Zero.

and b) Infernal's is simply more detailed.

A also agree with having a Zero effect on the game as being bad. In another thread http://www.bgdf.com/modules.php?name=Forums&file=viewtopic&p=24760#24760 I'm emphasizing fun as the fuel for a game, and having zero effect would not be fun. Nor would it be un-fun, but as designers we aim for fun!

Quote:
I am enjoying this dialogue. Please respond... anyone else, opinions?

I too am enjoying this!

Rob

OutsideLime
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Quote:
I disagree with your schema still. The fact that in order for your schema to be valid (in a gaming sense), you would need to look at if from the perspective of one player only (you called that player "me"). But no game is like this - no game ever has only one player (even a solitarie game pits the player against "The Thing", or rather the player against the rules, or the logic of the rules.). So your schema is really not a valid one.

You misunderstand me here. I am not saying that the schema works for a game with a single player in it. I am defining it so that it applies to every player, separately, in a game with any number of players.

Using the sample game again. We are both at $5. I draw a card that earns me $1. The result is that my score has increased, while yours has stayed the same, widening the spread to $1.

If we look at the schema from my perspective, the action is #1 - Active reward for Josh. If we look at it from your perspective, it is #3 - Passive Punishment for Rob. Every action taken in a game must be viewable from every player's perspective, but that doesn't prevent us from isolating one player's perspective and determining where the action stand's on Infernal's punisment/reward spectrum as revised by me.

Quote:
That's the way I see it. The game should be designed around everybody, not a single player since everybody effects the game in some way.

Of course. Agreed. Wholeheartedly. Like most designers here I think, I tend to invent "equal-forces" games, where all players begin on an even footing, so by designing the game from one player's perspective really results in designing the game from ALL players' perspectives.

Let's say I am designing a 4-player game, a game where all 4 players start with equal assets/limitations etc., and all have the same goal. If I design the game entirely based on Player A's perspective - assigning all of A's possible actions positions on the Infernal Spectrum - I feel confident in assuming that I could plug Player B's name into the design instead and have all the assignations remain coherent and true.... I have merely switched perspectives. If instead I attempted to DESCRIBE A's game from B's perspective, then certainly many or all of the actions taken would have different assignations. That's pretty much perspective defined.

Designing a game in the above way is not designing it to the benefit of one player, and yes, you are right, one must look at the consequences of A's action on B, C, and D to truly weigh the impact of an action in the game and determine where on the Spectrum it lies. (in even a slightly complex game that determination might prove effectively undiscoverable, but I digress....)

However, the point of the Spectrum as I understand it is not to assign a universal quality of Reward/Punishment to any action, but a Subjective quality of same.

Quote:
A also agree with having a Zero effect on the game as being bad.

Oh, I'm not saying a zero-effect action would be bad or good, I'm doubting the possibility that such an action could exist in a game. There are many possible actions that will not affect the final outcome of a game... there are plenty of obvious examples of those... but an action that creates literally not one iota of relationship change between the players of the game. Any examples of such an action would be welcome for scrutiny here!

Keep it coming...

~Josh

Lor
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Stainer writes-
[ Most players don't know what they need in order to win (if it's a good game design).]

Great post.

When I speak of Player need, I am speaking of player's adoption of the game goal or object, and nothing more material than that. It is the force which drives game play. Every good game draws it out. If your player can't climb into need and make it personal, you have no play. I always ask: "Do I need to play this game?" "Want" is secondary; it boils down to innate need.

I was watching 60 Minutes! last night, an item on the Molken (SP?) a sea peoples near Burma. In their language, they have no word for "want." But they need to fish to survive.

The need can be as simple as "I'm here to have some silly fun" to dominating the galaxy in TI3.

The point is, I always regard the player's need as the most important driving principle and try not to lose sight of it, for two simple reasons, 1) it helps me avoid cluttering the show with dishonest gimmickry, 2) games don't play themselves.

Lor
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Josh writes-
[I tend to invent "equal-forces" games, where all players begin on an even footing, so by designing the game from one player's perspective really results in designing the game from ALL players' perspective.]

I would be curious to know of any published games which don't do this-- handicaps, et al.

[Let's say I am designing a 4-player game, a game where all 4 players start with equal assets/limitations etc., and all have the same goal. If I design the game entirely based on Player A's perspective - assigning all of A's possible actions positions on the Infernal Spectrum - I feel confident in assuming that I could plug Player B's name into the design instead and have all the assignations remain coherent and true....]

You are in fact describing a proper point of view for devising the rulebook for a game! ('Tis another important thread.)

Stainer
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Quote:
However, the point of the Spectrum as I understand it is not to assign a universal quality of Reward/Punishment to any action, but a Subjective quality of same.

Yes, these discussions are providing me with more insight into game design. I now better understand the reward/punishment schema. I think it should be pointed out that there exists two levels of reward/punishment. The Infernal one, which was first described as:
1) Presence of Reward
2) Absence of Punishment
3) Absence of Reward
4) Presence of Punishment

and is from the player perspective.

And the other one I'm speaking of,
1)Reward
2)Punishment
3)Neutral
Is from the game perspective. In this one, each reward leads to a punishment for somebody and vice versa since all aspects of a game are related.

Interesting. I wonder which schema is more valuable to a designer? I'm starting to think the Infernal Spectrum is more valuable since if you build around it, you are in part building around the second one as well.

Quote:
When I speak of Player need, I am speaking of player's adoption of the game goal or object, and nothing more material than that.

I see what you are saying now. Tell me if I'm wrong, but basically it's "what do I need in order to win the game" or if you're playing Settlers, "what resources do I need in order to win the game".

I think "want" is more powerful than "need" in game design. If you can disect what a player wants in order to fill the game, then you shouldn't worry about need. I think Magic the Gathering is a good example here, because it's so popular. In Magic, most players simply play what ever they want too. They know the goal of the game is to kill the other player, but they are able to choose their cards and game pieces to do it however the want to. There is very minimal need in the game of magic. To force which drives game play is want. How do I want to win? Some players use big creatures (timmy), others use crazy combos (Jonny) and others use effecient spells (spike).

Rob

OutsideLime
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Quote:
[I tend to invent "equal-forces" games, where all players begin on an even footing, so by designing the game from one player's perspective really results in designing the game from ALL players' perspective.]

I would be curious to know of any published games which don't do this-- handicaps, et al.

Axis & Allies pops into my head instantly... both (all) teams have extremely different force quantities, arrangements, territories, and incomes. Many wargames where the starting setup is prescribed, especially those based on historical events, will be unequal in this way.

Personally I don't include RISK in this description. Although the map is wildly assymetrical and favours (debatably) certain starting positions, the players themselves choose their starting deployment. The deployment is part of the gameplay. All players start with the same units of the same strengths and have the same options from the get-go. (until the first player places the first unit to create the initial imbalance of the game, of course.) The definition of an equal-forces game to me is one where all players are on absolutely equal (not BALANCED, but EQUAL) footing up until the moment where the first action is taken. (Equality in player skill is discounted, of course.)

~Josh

Lor
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Thanks, Josh.

This reveals my stunning ignorance of classic battle games.

I remember RISK to be pretty evenhanded. With regard to A&A, if oyu look at the starting game overall, not inequities among attributes like money, materiel, etc-- is it really unbalanced? That seems odd.

How about handicaps among the newer tabletop universes?

Opening balance is indeed a difficult design aspect.

OutsideLime
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You will get your ear talked off if you want a discussion about how balanced Axis & Allies is. The original game design is actually considered "broken", that is, imbalanced, in favour of both the Axis AND the Allies by separate factions of diehard A&A players. The recent 2004 Revised edition of the game does much to rebalance the game more equitably, and I personally think that it is a great improvement over the original.

However, for the purposes of this thread, I am talking about Equal, not Balanced. Exactly that. Each player has the exact same pieces with the exact same dispersion, the exact same goals, the exact same limitations, and the exact same (or symmetrically identical) access to the gameboard, if there is one.

~Josh

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Rob writes-
[basically it's "what do I need in order to win the game"]

Fior me, that's just the surface need of tools and materials. Spell out the need which drives the need. Example: I need to build a inexpensive version of the game to ship it it out. For this, I need to order plexiglas, hire a starving machinist, and I need a flexible board printer so it'll roll up in a tube; I need mailing tubes.

Of course I WANT them. All these needs express a giant Want, but they're all driven by my underlying need to achieve some significance in the game design industry, so I can meet interesting women. There you go, right to the core.

All game imperatives stem from deeper human needs. Player need marries game goal-- adopts game goal-- for personal reasons. It happens right in the store. (The degree of imperative is variable-- we've all seen casual players and fanatics. What's driving them?) The player is conveniently allied emotionally with the game goal and will do whatever it takes to accomplish it, not due to wants, but needs, some of which are never ever spoken except on a therapist's couch! Yet, games encourage us to express them and even expose them through play, which is a very healthy thing. We are the therapists! We should all be inducted into the APA as therapeutic toolmakers.

[I think "want" is more powerful than "need" in game design.]

It's more tangible, yes, for sure - game designers MUST address the player's wants. It would be obtuse to ignore them. But just think about it. You can't want something without expressing a driving need.

We need to socialize, so we play. We need to show off skill, learn, conquer, kill, thwart, outbid, immolate, etc-- so we play specific game types. We need specific game tools to satisfy the player need. Those become "wants."

This is not really semantics, it's crucial to giving your game a soul. I believe if you build a game from a unique underlying need which you identify, which touches a nerve, you have a winner and a following-- assuming as you indicate, player wants are addressed.

[If you can disect what a player wants in order to fill the game, then you shouldn't worry about need.]

If you dissect a player's wants you will uncover the need and know better how to serve it. They both stream underground to the same source!

I try to appeal to the source emotion, not all the cool stuff the player uses to play the game. Without a need, the accessories get stale. Call me a Method Designer. I think a player will check out your game container, determine if his or her underlying play needs matches your game look, feel and goal and will either tip the wallet or pass.

[I think Magic the Gathering is a good example here, because it's so popular. In Magic, most players simply play what ever they want too. They know the goal of the game is to kill the other player, but they are able to choose their cards and game pieces to do it however they want to.]

This is a very rich lode, Rob. I wish I knew more about MTG; we all learn from the winners. I have certainly seen tournament players at the game store filing one by one to the counter to have their cards tallied-- there are so many categories that have to be sorted out! I've studied some of the zillions of characters to get a feel for it. It looks very rich for a card-driven game. Every card seems a tool to be played in a certain way or on a certain event to enhance player progress or impede others.

MTG doesn't appeal to me off the bat because being card-driven it seems too passive. I like to move pieces about; I like to see a record of my efforts on the board. Warhammer 40K on the other hand looks like overkill.

[There is very minimal need in the game of magic. The force which drives game play is want. How do I want to win?]

Well, don't you think that question can only follow "I need to win"? Really?

What I'm stressing here is an emphasis on first determining personal player need, not game mechanics. Start from the source and determine what need your game appeals to, and then how to satisfy the needs and wants with tools and cool stuff.

I think this is the sort of value system most savvy game reviewers and publishers apply, even as they celebrate the glossy or detailed components-- and even if they don't know it! Some will clal Player Need the "subtext," which is off the mark, or even the "theme' which along with the "tone" is to me the romantic mounting of the game.

[ Some players use big creatures (timmy), others use crazy combos (Jonny) and others use effecient spells (spike). ]

Along with play decisionmaking and degrees of consequence that you map out (not too transparently or robotically I hope), I would view this as a choice of tools which enhance the player's emotional game need. Want comes from need. Need doesn't come from want.

Unless of course you want a need? I have several available you can design around... but I want a fee! (Can you figure out my need? LOL)

I didn't invent the concept. Compelling character (player) need underlies every good movie screenplay and drives it start to finish-- if we glom onto the need, we are "involved"-- "immersed"--engaged." We live for a great need we can exploit in every movie and every game.

Even the Rolling Stones said this. Sing it with me now... ;-)

"You can't always get what you want..."

Infernal
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I havent been online for a couple of days. I didn't think that 1 post of mine would spark such an informitive dabate. :)

With the Reward punishment schema:
I got that from a child psychology course I did in year 12. I aggree that 2 and 3 seem to be the same, but this is only on the surface.

If you stole a cookie from the cooky jar ("Presence of Reward") and you didn't get caught ("Absence of Punishment").
This is different from:
Your sibling stole a cookie from the jar ("Absence of reward") and got away with it ("Absence of Reward"? :-) ).

This schema is a way to help break down the results of a player's actions.

If you combine them then it does make a big difference (you combine them when more than 1 player is considered).

For example:
In magic I can have a card that says: "Gain 4 life" this is a presence of reward for me, but is it an absence of punishment for the other player. If however I had a card that says: "Deal X damage to target player and gain X life" then this is a reward for me and a punishment for the other player.

With the needs and wants I have seen it as a player "Wants" to win, and to do so "Needs" to perform certain actions. This is only within the context of the game however.

The other "Needs" I was talking about probably should have been "Drives" or "Desires" rather than "Needs" as it was in the context of the psychology of why someone plays a particular game.

The resons that people play games can be very varied, but a big factor is that we are social animals and the environment of games and play allow us to "test" the social waters in a safe environment, we can do and say things that would be otherwise unacceptable (like trying to conquer the world or betrying a close friend) and only have a consiquence that exists only in the game environment. So we can let loose our antisocial side in a social environment. So games that apeal to these drives will be more attractive (but not nessasarily fun - that is a different kettle of fish) to players.

Two of the strongest of these drives tend to be "Aquisition" or Greed and "Dominance" or Territoriality. Thus games that appeal to these (or both) will be more appealing.

Take trivial persuit. This is considered a fairly social game, but it has these aspects to it. Dominance: The aim of the game it to show that you are smarter/more knowledgeble than your opponents by answering the questions corectly. Aquisition: You must answer questions from different categories and you gain a token (pie slice) for each category.

There are other drives that games use but from all the game sthat I have seen (both board games and computer games) these two drives are the most prevalent.

Keep it comeing this is a very interesting thread...

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