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Games on auto pilot

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CIDIC
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after designing and playing several games, I've noticed that many games have a sort of autopilot game play. or what I often call "A candy land situation". these are games that barely require the player, they don't have any or enough choices that impact the game in a major way. Many games have 2 parts to the game, one part that is player intensive and one that is or tends to be a very auto-pilot sort of game. some good examples of this are Magic the gathering, and warhammer 40k. in both games you have 2 major elements setup and play. in magic you have to creafully build a deck, but often once you start to play, your tactical decisions or lack ther of make very little impact on the outcome of the game. in 40k you carefully build your army and very carefully choose your begining deployments, but after that your tactical decision making almost never effects the overall outcome of the game.

I basically wanted to ask, for any tips on how to avoid designing autopilot games. I'm working on a few different projects and am starting to run into autopilot situations, i've solved almost all of these problems, but still wanted any input on the subject i could get. In particular i'm trying to create a CCG that has tactical decsion driven game play but still has interesting deckbuilding and a variety of cards. I've seen many ccgs that are extremely tactical and strategic, but offer very bland cards, with little deck building strategys available. thanks in advance.

Anonymous
Games on auto pilot

i have one question that may allow me to help you on your problem,
How did you make the in game play more involving to the player in previous games?, i am stuck on this but after knowing how you have done it, perhaps i could come up with something.

CIDIC
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Games on auto pilot

well i have just done my best to make sure that the player has several strategic options. I try to create as many as possible without having more than the player would be able to remember. all these options have to have a signifigant impact on the games outcome, or it will be easily forgotten or dismissed by the player.creating obvious choices is also important, they are far easier to remember. a good example is warhammer 40k, you move (if you want) bascially always directly forward to toward and enemy unit. you then shoot at that enemy unit, and if you are close enough you assault that unit in hand to hand combat. you choose wich squad to target based on the stats of the unit compared to yours. these choices are pretty much always obvious. i gave a wider range of options, you could in one turn: move and shoot, run (double move), hide (take cover), charge (melee but didn't happen much in my game), you also were allowed to have any 1 model shoot any other target squad/vehicle. these decisions became very important. I also had an alternate squad activation system, that created a very strategic decision process. each squad/vehicle has 2 counters next to it, these are command counters, and the players alternate taking turns giving a squad a command and removing its command counter. some games you would alternate removing 2 counters, allowing a squad to make 2 actions, or 2 squads 1 action.

my current problem is with a wargame themed CCG, in many CCGs you basically draw your hand and emidiately know the best way to use the cards you have available. Sometimes the best choice will change depending on your opponents play style but you still emidiately know the best way to use your cards. the ccg's i have played that have a great deal of strategy and decision making, have very bland cards and eliminate random elements that make the game interesting.

Anonymous
Games on auto pilot

maybe all(or some) of the cards could have two effects or abilities, whatever, and you must choose one when you play it. Thus, when you draw your hand, you can't know the best, because one of the effects could work better if you saved it till later, but if you wait and it doesn't come you'll have wasted the card, this would require more thinking from the player to choose what to do. It would also keep the player involved when building the deck because he will still have those trademark "combos" of ccgs, but a card could have many combos because of the dual effect, and would keep them thinking in both stages of the game. This, of course, would only work if the two effects are balanced, so that one does not brecome more powerful and it turns into a 1 effect card. this could also be done with stats, say you can choose one of two stat sets, one is heavy on attack and one on defense, this would allow the playyer to customize his deck in the middle of the game in order to better suit the situation.

dete
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Games on auto pilot

just a Q,

how would label Chess?

auto pilot or not. And if so why or why not please :)

(me is a Chess person)

CIDIC
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Games on auto pilot

hum, chess is interesting, because it is very hard to calculate the best choice (unless your a computer) so i would have to say it is quite obviously a non auto pilot game.

dete
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Games on auto pilot

um I'm not sure

sedjtroll
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Re: games on auto pilot

CIDIC wrote:
...in magic you have to creafully build a deck, but often once you start to play, your tactical decisions or lack ther of make very little impact on the outcome of the game.

After playing competetive Magic for about 10 years I can say I strongly disagree with that statement. Tactical decisions or lack thereof have a very large impact on the outcome of a game. Particularly in constructed play. In Limited play there are times where I pretty much agree with you - you do the best you can with what you got and make some choices as to which cards to use, and you try not to play like a tool, but in the limited environment you can only play so well. In that regard it feels like you're on autopilot sometimes.

In constructed play it also depends a lot on the deck. If you build a goblin deck and your plan is simply to play as many creatres as you can and attack as much as possible irrespective of your opponent's deck or strategy, then you're on autopilot. If you make a reactive or tricky deck then almost every play can have an impact.

- Seth

For those that don't know:
Constructed = you build your own deck from all cards available in the format.
Limited = Sealed deck or draft, you get a small selection of cards from which to build your deck

JPOG
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Games on auto pilot

We're kinda drifting off topic slightly but yeah I have to also disagree with the perception of strategy not really being a factor, I play MTG fairly regularly with my family and friends in a big 10 person slugfest every week or so, and deck changes and even just a few cards can effect the entire games and everyone in it and their playing style, and the luck of the draw and the WAY you play a deck (one game you might be cautious and focus on defense, the next you might play crazy reckless and wipe out 2 or 3 players in the first 10 turns) is THE impact on any of the games we play.

I play the same self-built custom deck (from just about every expansion) I've played for almost 5 years now, mostly black specializing in global enchantments and universal damage - I have a short attention span for MTG so my deck is built to screw everyone, including myself, and deal massive amounts of damage to everyone, including myself, and destroy a select few creatures, but includes just enough replenishment, disenchantments, life gain and direct damage to keep me in the game, if I'm not focused on, so I can continue to shorten the game. This strategy and my mood (and how much the other players want me out) has different effects each game, and surprisingly, I've WON far more games than I ever dreamed, even though I built the deck SPECIFICALLY as a spoiler to just pummel ALL players and cause plans to go awry. Sometimes though I just get bad land or useful card draws and die in the first few turns.

In fact, the LACK of "autopilot" in MTG is part of why I don't really like playing it as much as other games - it requires constant multi-directional attention, at least for the way we play it - I haven't played a one-on-one game of MTG in probably 7 years.

zaiga
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Games on auto pilot

I also disagree strongly with the statement that MtG can be played on auto-pilot. Like Seth pointed out, there are times you can play a certain deck on auto-pilot, but most of the time you have to make a lot of tactical and strategic decisions!

In fact you might argue that it's the deck building portion that can be done on auto-pilot these days. Just look up a tourney winning deck on the internet and go with that! Even when building your own original deck, often 90% of the cards will be the standard batch of "good" cards that show up in most of the standard decks.

But, it's a digression. The original topic raises an interesting question. How many of the decisions in the game should be made on auto-pilot, and how many should be tough decisions?

Of course, the answer, like always, is: it depends. The auto-pilot extremes are games like Candyland or LCR, where the game simply dictates what you do, and you don't have any influence over it. On the other side we have heavy, strategic thinkers such as Chess, Go and Euphrat & Tigris, where at every decision point there are many possibilities, all with different, hard-to-predict, long term outcomes.

It's up to you, as a designer, to decide where you want you game to fall on the auto-pilot scale. Games with a large degree of auto-pilotism are not necessarily worse than "heavy" games, they just appeal to a different audience.

larienna
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Games on auto pilot

I think the highest auto-pilot game I have seen so far is "Pay Day" where the only thing you can chose is if you buy or not an "offer".

On my point of view MTG is not an auto pilot. There is always a breach to exploit, or a strategy to use. Still, it happen sometime that you have some mana shortage, or the opponent has stronger monsters than you.

Making each card has 2 use increase strategy. Forexample, in "duel master" you can either keep a card to play it or sacrifice it to use it as mana for the rest of the game. Sometime you are not sure if you use it for more mana or keep it to cast it later. So it allows you to think a lot.

Finaly, the number of deterministic and randome element in your game can influence this. You must keep the correct balance. Look at the "Deterministic VS random" thread for more information (in fact a lot of info)

CIDIC
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Games on auto pilot

I'm not saying magic is always on auto pilot. but that anyone who has played it a few times would understand what i meant by auto pilot, because it can easily become one. and as for the 10 player games of magic, thats definately not considered much when the game was designed and it isn't really a valid... anyways trying to stay on topic, and in duel masters how often is it a really hard decision when choosing wich creature to use as mana? in my limited experience not that often. any ways, does anyone have any tips on how to acheive that balance between auto and manual strategic decision making? so far people have suggested dual use cards, and such. I've actually used this alot in my games. suggestions?

larienna
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Games on auto pilot

I don't think your game will be an auto pilot one, but here are some suggestions.

1- Make different battle ground for strategic oppening. For example, land units, air units, sea units. This mean that you can get stronger in a field and weaker in another.

2- Give your cards special abilities. It's a bit like dual usage. For example a unit could be used to attack, but it could also be used for something else. It's like tapping abilities in magic.

3-Another idea that i used for another game: In my game, each turn you accumulated N+1 token where N is the number of token accumulated last turn. So the more turn you wait the more token you have. You start at 1 token and than 2 and 3, etc.

When you decide to use these tokens, reinforment arrives. You echange all your tokens for units. So the strategy is that if you ask for reinforcement too much time, you won't get many help each time, if you wait for a long period of time, you will get more reinforcement.

So the strategy is: do I use it now or do I wait later. The example above might not suit exactly to your game, but It is just to give you some idea.

Infernal
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Games on auto pilot

To add strategy into any game you can use an oldie but goodie..

Scissors/Paper/Stone

This cyclic relationship between 3 (rather than having 1 or 2 options) allows stratigic decisions to be made (ie if I play a "stone" card now then my opponent can play a "paper" card and beat me next turn) This technique can also be used with any odd number of options (greater than or equal to 3).

hmm. could this be why magic has 5 colours?

Another way to create stratigic choices is to enforce a limit of some kind, where the player can not access all options all of the time. The options available can be influenced by choices of previous options (this could be combined with the Scissor/Paper/Stone technique above wherer the options available are in a cyclic relationship).

Instead of option choises being absolute, have the effectivness of options reduced or enhanced by choices.

jwarrend
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Games on auto pilot

I haven't played any CCGs, so I'm not familiar with this problem as it pertains to CCGs specifically, but some options for making decisions more difficult might include:

--Restricting the number/type/location of plays per turn.

--Making the outcome of plays somewhat uncertain, possibly by simultaneous play

--Allow for cards to combine as "combo attacks" or "resource sets", so that holding back a card hoping for a matching card that makes it more powerful may be viable.

--Give cards a different cost structure, so that choosing a "wimpy attack" is cheaper than "mega attack", but also may be desirable in certain situations.

--Somewhat connected to the former, introduce attrition effects so that the obvious strategy isn't always to store up for the mega-attack.

--Introduce mini-incentives for successful attacks, so that landing a "wimpy attack", while doing less damage, gives you some other (small) reward.

Without knowing more specifics, it's hard to make more specific and useful suggestions, but perhaps these might be helpful. Some may be things you're already doing.

Are you actually having a problem with tactics in your game being too obvious, or is this just something you're worried about based on past experience with CCGs? If it's the latter, I'd probably hold off on trying to solve this problem until you're sure that your game has it. It may very well not.

Good luck,
-Jeff

CIDIC
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Games on auto pilot

thanks for all the help guys, I'm basically brainstorming concepts for the game, and i figured exploring this subject/problem would help and it did thanks for all the help guys.

seo
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Games on auto pilot

Infernal wrote:
This technique can also be used with any odd number of options (greater than or equal to 3).

Why just odd numbers? Any number greater than 2 should work, as long as the X beats Y hierarchy is circular (the last option of the chain beats the first, to complete the cycle).

Am I missing something?

Seo

zaiga
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Games on auto pilot

seo wrote:
Infernal wrote:
This technique can also be used with any odd number of options (greater than or equal to 3).

Why just odd numbers? Any number greater than 2 should work, as long as the X beats Y hierarchy is circular (the last option of the chain beats the first, to complete the cycle).

Am I missing something?

Suppose you have four options:
A beats B
B beats C
C beats D
D beats A

What happens if the chosen options are A and C, or B and D? Which option beats the other one? Suppose A beats C, and B beats D, then suddenly A and B become a more attractive choices... This might lead to another interesting "I think that you think" situation, but bottomline is that all choices are not equal when using an even number of choices.

Contrast with 5 options:

A beats B and C
B beats C and D
C beats D and E
D beats E and A
E beats A and B

Now, all choices are equal again.

Infernal
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Games on auto pilot

That is a good explaination zaiga.

You can balance the relationships (there are mathematical equations, which I wont go into here - unless asked :wink: ) with an odd number, however if you use an even number one or more of the options will be dominated (not worth using) and one or more may be dominators (only worth using).

Needless to sy it would not be worth your time and effort (and money) to develop dominated options.

seo
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Games on auto pilot

Thanks for the explanaiton, Zaiga. Now I got it. I knew I was missing something, but wasn't able to find the answer. :-)

Seo
BTW, I love your avatar.

FastLearner
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Games on auto pilot

I am reminded of Rock Paper Scissors Spock Lizard:
http://www.samkass.com/theories/RPSSL.html

And of Rock Paper Scissors Spock Lizard Match Phoenix:
http://www.mithrandir.com/RockPaperScissors/RockPaperScissors.html

5 and 7 parts, respectively.

-- Matthew

Zomulgustar
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Games on auto pilot

You can balance even numbers of options as well, provided you are willing to either allow either draws or a finer-grained definition of victory than binary win/loss (i.e. rock gets two points vs. scissors, but paper gets only one point vs. paper).

Anonymous
Games on auto pilot

Quote:
in 40k you carefully build your army and very carefully choose your begining deployments, but after that your tactical decision making almost never effects the overall outcome of the game.

Urk.... Urge to kill rising....

okay just calm down Inquisitor it's okay.... *phew* Anywho. Just as one guy previously argued against your point on MTG I shall argue the point on 40k.

40k is in NO way auto-pilot. It is very simple to screw yourself over by one false move, I should know since I exploit these mistakes. From what you say it sounds like you believe that the stats of a unit make it too simple to play, thus the best stat. army will always win.

I play as the Imperial Guard, the highly underrated army due to their weak infantry and weak weapons. However when used correctly these men can take down any opponent, it is all about how you organize your men and how you stratigize each move. If I simply charge out I will be slaughtered, so I have to sneak around the field, bait and lure opponenets into the open, and flank them with massive amounts of firepower. Imperial Guard strategy includes using your numbers to overcome, but if you mess up and strike too early you will be slaughtered.

I understand what you mean about auto-pilot games, however Magic number one was not too wise of a comparison as this is why there are Tournies for it. and WarHammer was a VERY bad choice as the game more often than not relies on your strategies than the models you play.

CIDIC
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Games on auto pilot

i too play imperial guard, the game has some tactics too it but alot is left up to chance. Imperial guard and eldar are of the few strategic armies. Any seasoned wargamer can tell that ther is pretty much a right and a wrong answer to the decisions you make in the game, once in a while you will end up in a strategic situation but it is too rare to be worth my time. I'm also not saying every game is an autopilot game just that many are and anyone can relate to what i'm talking about. Necrons for example, you barely need another player, you march them forward and shoot, if your close enough you assault.

Infernal
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Games on auto pilot

Quote:
You can balance even numbers of options as well, provided you are willing to either allow either draws or a finer-grained definition of victory than binary win/loss (i.e. rock gets two points vs. scissors, but paper gets only one point vs. paper).

Not exactly. I am reading a book called "Game Architecture and Design" (it is mainly about computer games but it's section on game balance is usefull here), published by Coriolis.

In theis section is has an example why an even number of option wont work:

There are 4 units. Archer, Socrcerers, Barbarians and Warriors

Archers beat Warriors, tie with Scorcerers and are beaten by Barbarians
Warriors beat Barbarians and Scorcerers and are beaten by Archers
Barbarians beat Archers and are beaten by Scorcerers and Warriors
Scorcerers beat Barbarians, tie with Archers and is beaten by Warriors

Without going into the math too much:

The net payoff must be 0 (as it is a zero sum game). If a win is considered a 1, a tie is 0 and a loss is -1 and we add all the values for each unit together we must get 0.
As an equation A+W+B+S=0 (uppercase for the payoffs)

Now the total frequency of using the units is 1 (we have to select one).
As an equation a+w+b+s=1 (lowercase for the probabilities)

It gives a range of solutions for the probabilities:
Archer:Warrior:Barbarian:Scorcerer 1/2:0:0:1/2 and 1/3:1/31:1/3:0.

These state that the Archer will always be used (so it is not a choice to use it) because there is no strategy that colud afford to leave it out. Also if I play and equal number of Archers and Scorcerers then you can't win by fielding barbarrians and warriors (you might tie though). This make 2 units unnessesary (and therefore wasted development and money).

There are ways that this system could be made to work, but only if certain units had abilities outside of the combat (and thus no included in the combat balanceing), or a more uncertainty to combat (hidden infomation only available to that unit - ie the scorcerer might weaker but be able to cast spells that make it stronger for a while, but that would need it's own balanceing).

Scurra
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Games on auto pilot

But that example is obviously flawed, without even looking at the maths, as it is evident that losing to two unit types is going to be worse that losing and tieing. So the combat table has to be even:

Archers beat Warriors, tie with Sorcerers, lose to Barbarians
Warriors beat Sorcerers, tie with Barbarians, lose to Archers
Sorcerers beat Barbarians, tie with Archers, lose to Warriors
Barbarians beat Archers, tie with Warriors, lose to Sorcerers

Now, inevitably that produces two "pairs" of unit types, but neither pair is so clearly superior to the other as to make it the natural choice, so it would come down to other factors (such as range rules or terrain modifiers etc.)
I appreciate that two armies comprising the same "pairs" of units will therefore stalemate, but that surely ensures a diverse army?

Or am I misunderstanding your argument here?

Infernal
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Quote:
But that example is obviously flawed, without even looking at the maths, as it is evident that losing to two unit types is going to be worse that losing and tieing. So the combat table has to be even:

Archers beat Warriors, tie with Sorcerers, lose to Barbarians
Warriors beat Sorcerers, tie with Barbarians, lose to Archers
Sorcerers beat Barbarians, tie with Archers, lose to Warriors
Barbarians beat Archers, tie with Warriors, lose to Sorcerers
In this situation no one could win the game, as one player can always force a stalemate. This stalemate would only be short lived as the end result would be that small fluctuations in the position of either player would be masively amlified, this would make luck the deciding factor in the game and any strategy becomes almost usless (this also ties in with the runnaway leader situation and the role of randomness in games).

The combat table does not have to be even if an odd number of options/units/etc.

Take for example a system that I am working on (for a computer game):

Fire Elementals beat Air Elementals and Earth Elementals but are beaten by Astrals.
Air Elementals beat Water Elementals and Earth Elementals but are beaten by Astrals.
Water Elementals beat Fire Elementals and Earth Elementals but are beaten by Astrals.
Earth Elementals beat Astrals but are beaten by Fire, Air and Water Elementals.
Astrals beat Fire, Air and Water Elementals but are beaten by Earth Elementals.

This combat table at first seems very imbalanced. It would appear at first glance that Earth elementals are not much use (as everything but Astrals beat them).

However if I initially played just Fire, Air and Water Elementals then all you would have to do to beat me is play Astrals. The only thing I can do is to then play Earth Elementals. This shows that the earth elementals are an nessesary part of any optimum strategy and therefore worth the development time and are a valid choice in the game (it would be worth useing them).

If you want to avoid any "best chioce" situation (which isn't a real choice at all) then you must create a situation where there is no best choice (obviously :roll: ).

If you were to include a unit just for "flavour" (eg The Elvish Knight has the same statistics as the Human Light Cavalry, but is only available to Elves) then you can get away with even numbers.

Quote:
Now, inevitably that produces two "pairs" of unit types, but neither pair is so clearly superior to the other as to make it the natural choice, so it would come down to other factors (such as range rules or terrain modifiers etc.)
I appreciate that two armies comprising the same "pairs" of units will therefore stalemate, but that surely ensures a diverse army?

All that would take to topple this is for one unit is a pair to be cheaper or have a slight edge in some other way for it to completely topple the balance of this duel pairing and eliminate one of the pairs as a vaild chioce. It could be done but it would have to be so finely tuned (for every posable situation that can occure in your game) that the development cost would not be worth the effort (and any expansions would almost surely destroy this balance).

So this two pairs of unit types would not lead to a more diverse army, but to a less diverse army (unless extremely careful balanceing takes place).

This might be causing some confusion:

To requoate:

Quote:
You can balance even numbers of options as well, provided you are willing to either allow either draws or a finer-grained definition of victory than binary win/loss (i.e. rock gets two points vs. scissors, but paper gets only one point vs. paper).

This is not a zero sum game. In this situation Paper vs Paper gives both players a win. Win/Win situations are not part of zero sum games (what you win I loose) and are a quite different, and you will need to look at other aspects of game theory.

Scurra
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Infernal wrote:
In this situation no one could win the game, as one player can always force a stalemate. This stalemate would only be short lived as the end result would be that small fluctuations in the position of either player would be masively amlified, this would make luck the deciding factor in the game and any strategy becomes almost usless (this also ties in with the runnaway leader situation and the role of randomness in games).

Hang on, I didn't say it wasn't flawed either - I just noted that it was less flawed than the example you quoted!
As for whether or not it would make luck the deciding factor: as there was no context associated with either example, it's not possible to tell. I was simply observing that if you quote a deliberately unbalanced system then you can't really follow that by pointing to the imbalance and saying "look, it's not balanced"! (I am aware it wasn't your example btw.)

You say

Quote:
All that would take to topple this is for one unit is a pair to be cheaper or have a slight edge in some other way for it to completely topple the balance of this duel pairing and eliminate one of the pairs as a vaild chioce.

That's quite true. But given that this was in a discussion regarding simple systems (from a digression about Rock-Paper-Scissors) that doesn't matter. Since there are no costings or outside influences cited, it is a perfectly balanced system that does, indeed, come down to luck (or at least as much luck as RPS.) I said that outside influences would come into play if you wanted to make this into an actual game - or even interesting! - but as far as the basic system goes there are clearly no balance issues.
(IOW I dispute your assertion that it would lead to a less diverse army. Remember, we're only working with the units as defined here: no external influences. We'd probably actually end up with identical armies.)

Your Elementals example is another way to approach the same scenario, but rather than make everything equal, it unbalances things in a different way. And clearly that's more likely to lead to an interesting outcome than a dull, perfectly balanced set-up (again, assuming no other external factors are involved in the outcome.)

Infernal
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I see your point about it bening less flawed as your example would be easier to balance than the one from the book.

Quote:
Since there are no costings or outside influences cited, it is a perfectly balanced system that does, indeed, come down to luck (or at least as much luck as RPS.)

There is always costings to any choice. Namely that you have to make a choice. As for outside influences there is alwayse at least one: The other player.

Luck may not just be a roll of the dice, it come in as the choices that a player and their opponent makes as well as board layout, curent position of playing pieces, etc (you get the picture).

Quote:
Archers beat Warriors, tie with Sorcerers, lose to Barbarians
Warriors beat Sorcerers, tie with Barbarians, lose to Archers
Sorcerers beat Barbarians, tie with Archers, lose to Warriors
Barbarians beat Archers, tie with Warriors, lose to Sorcerers

Taken as a purely thoretical excersize (where each player puts out one unit at atime and the loser removes their unit and ties are left on the board), the players have a non-symmetrical starting posiotion (it could be because one player goes first), and if there are no dice or other outside effects, and all other things being equal, then one player would have, from the start, a runnaway leader effect.

The loosing player must rely on chance (bad moves made by the leading player while making good moves themselves) to end their loosing streak, and even then they would have to be seriously bad moves made, especialy towards the middle or late game. The game would essentualy decided from the early game and the rest is there to achive the victory conditions.

Without knowing the exact details (as this is just theoretical) then the losing player may only achieve victory in a very limited number of situations (many of which are completely out of there control as they rely on the bad choices of their opponent rather than their good choices). This would make the game seem more of an autopilot of game as the scope of useful choices are eliminated.

Attibuted to Sid Meier (of the Sim City fame):

Quote:
A game is a series of interesting choices.

With even number of options balance can be forced on the system, but this balance is precarious and easily broken. Limiting the number of interesting choices.

Using a Scissor-Paper-Rock type of system, that balance is part of the system, and to break it (it is possable) is harder to do.

As a designer I would rather spend my time thinking up interesting units than repeatedly testing a mechanic that may break in some untested situation.

As a player I would rather my skill and stratigic choices determine wether I would win or loose (I know that with equally skilled player then chance would ceretainly come into it).

Zomulgustar
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I was going to actually work through the game theory on this question, but since you're apparently thinking in the domain of tactical-scale wargames rather than matrix games already, I remembered the perfect counterexample already exists:

Vantage Master.

Note that there are no randomizers in the game engine, aside from possibly something to give a little variety to the AI's behavior. Well, that and the dialogue seems to have been translated with a few monkeys short of the proverbial million, but it's freeware, so I can't complain. ^_^

Fire beats Air
Air beats Earth
Earth beats Water
Water beats Fire

If you're still convinced that the game is imbalanced after trying it, consider yourself hasii to being challenginged. ^_^

My sincere apologies to anyone who loses their next year's worth of free time as a result of clicking the above link.

Scurra
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Joined: 09/11/2008
Games on auto pilot

Infernal wrote:
As a designer I would rather spend my time thinking up interesting units than repeatedly testing a mechanic that may break in some untested situation.
But of course. That's why I don't consider these examples to relate to any actual games :-)

(Having said that, I've got a game that uses exactly this "four suit cycle" because it was the simplest way to implement the idea. It doesn't play (quite) on auto-pilot since the players have hands of cards so they do choose which one to play, but it can feel pretty close at times. This turns out not to be a problem with this particular game, in which it's the very "deterministic" nature of the theme that makes it work...)

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