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2-6 player games

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simons
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Joined: 12/28/2008

Working on developing my last month’s GDC entry, and have a question. How important is it for a game to be able to accommodate a wide number of players? Right now my game seems to work fine for 3 or 4 players. 2 probably wouldn’t work without some rule changes for the small game. 5 might work if I they have a special initial setup (starting with 3 scientists instead of 4), but I’m not sure (and I doubt 6 would).

I mean, it seems like designers often strive for game for 2-6 players, and yet as I think about this, Settler’s of Katan (arguably THE eurogame) is really only 3-4. Is it worth trying to expand the number of players? How much does a game really gain from that? Is it worth it if there are rule changes in a specific case (or even just setup rule changes)? Are people put off by 3-4 player games?

Or is your best advice to playtest all of these variations?

Rick-Holzgrafe
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I think it's worthwhile to

I think it's worthwhile to design for a wider range of players. Provided you're successful, you'll sell more copies that way. My wife and I like games that can accommodate 2-5 or 2-6 players, because we often play against each other as well as in groups. We have passed up a number of 3-and-up games because we can't play them just against each other, and we didn't think we could get them on our gaming group's table often enough.

That said, there are exceptions in both directions, so to speak. We will buy non-two-player games if we think our group will play them, and we won't buy a two-player game that is said by other gamers to play poorly with two. But the player count is definitely something we consider when buying a game.

Some designs simply can't be stretched to accommodate more than four or five players, or fewer than three. None of my best designs to date would work well with just two players, and (were they to be published) I wouldn't want them marked as "2-5" just to try to get the extra sales.

simpson
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Joined: 10/22/2008
Quote:Is it worth trying to

Quote:
Is it worth trying to expand the number of players?

I know a number of games that suffer horribly when expanded or contracted from 3-4. What I normally find is that unless the core mechanic is oriented towards party play, team play, or co-op, players normally get too little or too much swing (power) over the core mechanic and you start seeing more meta game playing like turtling, rules exploits, and kingmaking. A player will look to bring more game balance to himself if the game seems to be skimping him.

Think of a game as a pie with players as a table of pie-eaters...
2 eaters means that the pie must be divided with a straight line otherwise it is obvious who will get the bigger piece of pie.

3-4 eaters means that the pie is easy to divide while slices remain satisfying. Unless carefully compared, it would be difficult to see who would have the biggest piece.

5-6 eaters means that the pie must be divided more and pie slices might not be fair across the board. A pie-eater will start looking for a bigger slice for himself or giving another pie-eater a smaller slice.

For some games, the comparison of "pie-slices" between players works extremely well for them. For other games, comparison works against it causing players to seek game balance. In the end, I think the level of transparency between game information and the players will dictate how accommodating the game is towards more/less players. Information transparency would be the first place I would look at to expand a game in that direction.

simpson

metzgerism
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5 players maybe.

Some games just don't work with 2 only. If you're having serious problems making this a "natural" player-count, forget about it - include the best 2-player "variant" you can think of, or just leave it out.

Expanding the game to 5 players might be worth it - a group of 5 would be able to play (in a 3-4 player game, one of the 5 gets left out or must team-up, in a 3-5 player game, 6 players can play two games). It probably requires the smallest change to the game out of the numbers you have suggested, and expands the marketability of your game.

simons
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Joined: 12/28/2008
Specific Concerns

simpson wrote:

In the end, I think the level of transparency between game information and the players will dictate how accommodating the game is towards more/less players. Information transparency would be the first place I would look at to expand a game in that direction.
simpson

What do you mean information transparency? As in, show people everything? Because as of now the game is still fairly transparent. There are cards, but those aren't really the major element of the game. And everything else is open and non-random.

Maybe I should be more specific. In my game, you have a team of scientists, and you run around a spaceship that is being attacked by aliens, heading for escape pods. The later you make it to the pod, the more you're worth. There are a limited number of escape pods. Each player moves both the aliens and their scientists. Players play cards, which can do a number of things, including destroy parts of the space station. In a deck of 32 cards, currently there are 5 cards to destroy the labs (one each).

My worry with a 2 player game is that it is too me-vs-you. Any movement of an alien can be countered. Additionally, there is a mechanic that if a character is attacked by an alien, she must be attacked a second time before she is killed. In the absence of a third player, this would make it very difficult to kill scientists. Also I worry that there would be too many escape pods (as it stands, there would be 2 extra), and that the game would take too long (not enough players = fewer cards drawn = longer time between lab destruction cards, and more reason to not play them).

My worry with expanding the game to 5 players is 3-fold. My biggest concern is that players would go through the deck too fast, and the ship would be destroyed too quickly (this can slightly be remedied by giving each player 1 fewer card at the start, but still won't make a huge difference). Second, I worry about basic space concerns, and there being a shortage of escape pods, lest I remake the board for a 5 player game (though this can be remedied by giving people fewer scientists each). Last, I worry that in a 5-player game, each time I go, it means there are 4 opponents who get to go, and possibly attack me with aliens from long distances away. I'm not sure how I could remedy this. Maybe I could make the aliens move 1 space instead of 2, but somehow this feels like a stretch, and would cause other problems.

Thoughts?

simpson
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Joined: 10/22/2008
Quote:What do you mean

Quote:
What do you mean information transparency? As in, show people everything?

Yes. Think of the game as an environment that the players are running through -- they can see what is immediately around them, often times greatly influencing their decision making (decision-making constituting what most games are made of). They are also influenced by what they can't see but assume. Information transparency is the level of raw data the game shows the player.

In dealing with your game design situation, you could alter the info transparency to deal with your multi-player problems. I'm not familiar with your mechanics but offerings that might spur some ideas...

-In a 2 player game, you can make blind movement an option (think stratego).

-In a 5 player game, the game hoards information during a player turn for a final resolution (on their turn, a player plays cards/jots down movement, then reveal simultaneously after all players finish their turn).

-You can make the cards multi-functional, allowing players more than one option to play per card. This helps screen information between players, as a decision (when playing a card) can go several ways.

-You can make the cards be played instantly rather than draw into the hand. The random element would help screen information between a player and the game.

-You can keep components dynamic. Instead of having escape pods fixed on the board, have areas on the board where X amount of working escape pods CAN be. Introduce the player with a level of uncertainty. Are there going to be enough escape pods for everyone? Does the player need to do anything important before going to the escape pod? Will the escape pod function? Keep the component dynamic and the information put out by the game will be dynamic.

simpson

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