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Maximizing difficulty of choice

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Anonymous

Maximizing difficulty in making a choice while minimizing the rules for a game. Is this the ultimate goal for a designer of a game for adults, as opposed to children? Is this what makes a game fun for people?

I know I personally like a game that has as few rules as possible making it easy to learn and get started playing.

I also know I like a game that gives me a few choices to make, but choosing one over the other is a difficult task, and requires thought each turn.

I also know that I like a game that has a tension between players, is social, and allows for yelling 'in your face sucka'.

So, first is maximizing the difficulty in choosing between a few things while keeping the rules simple a good way to make a good and fun game?

Second, is there an underlying principle that can be followed to allow for a difficulty in choosing while having simple rules and making only a few options available? and if yes, how do you go about this?

answering these questions could lead to improved designs. But these questions are difficult to answer.

My answers are to the first question, yes this will make for a good game.

and to the second question. Underlying principle? not sure, know anything about that principle, definately not.

DSfan
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Maximizing difficulty of choice

DrMayham wrote:
So, first is maximizing the difficulty in choosing between a few things while keeping the rules simple a good way to make a good and fun game?

Of all the games I design, I try to keep my rules as simple as possible, yet making it as fun as possible.

When I go out and buy a game, I try to look for a simple, yet fun looking game. (And one where you don't have to read the rules the rules for 2 hours)

So to answer your question, I think yes it will make for a good game. As I hate it when I have to explain the rules to newcomers for hours on end.

-Justin

Anonymous
Maximizing difficulty of choice

DSfan wrote:

So to answer your question, I think yes it will make for a good game. As I hate it when I have to explain the rules to newcomers for hours on end.

-Justin

This is especially true if explaining rules to your inlaws gives you a headache like occurs with me.

Anonymous
Maximizing difficulty of choice

I believe the key to all games should boil down to a simple premise:

Decisions, and consequences for them.

Games that are filled with much randomness (dice ahoy!) I find to be inherently inferior to those that do not fall back on such devices, especially when games oftentimes use too few dice:

the randomness that results from rolling a single die (even a D20) is MASSIVE and oftentimes ends up with a gaming experience that is pure happenstance and amounts to little more than a pretty way to flip coins.

If you REALLY need to use dice, going off on this tangent, use a lot. I mean: a LOT. If a game designer could convince me that he absolutely couldn't make his game without dice and then followed it up by saying that you rolled 50 dice at a time, I'd accept that.

Ending that rant ...

The most important thing I believe in games is to have every player have many decisions they have to make and then have rewards and penalties for those decisions. For this reason I keep referring to what I believe are arguably three of the best hobby games on the market (as opposed to mass market properties that are likewise quality, like Chess, Go, Stratego, Scrabble, Boggle):

Puerto Rico
Princes of Florence
Amun Re

Rio Grande knew what they were doing when they brought these three games to American audiences. Sure, there are many other great games that I could mention, but I think those three are heads and shoulders above the rest on so many levels it's not funny.

Decisions.
And consequences.

Anonymous
Maximizing difficulty of choice

BarronVangorToth wrote:
The most important thing I believe in games is to have every player have many decisions they have to make and then have rewards and penalties for those decisions. For this reason I keep referring to what I believe are arguably three of the best hobby games on the market (as opposed to mass market properties that are likewise quality, like Chess, Go, Stratego, Scrabble, Boggle):

Puerto Rico
Princes of Florence
Amun Re

Rio Grande knew what they were doing when they brought these three games to American audiences. Sure, there are many other great games that I could mention, but I think those three are heads and shoulders above the rest on so many levels it's not funny.

Decisions.
And consequences.

I haven't personally played princes or amun re, but I have heard similar complaints about them as I have for PR. The games lack fun. From many people who look at a need to mathematically optimize what you can get just don't like those games. I personally like PR, but there are games that I like more.

Anonymous
Maximizing difficulty of choice

Absolutely. There are people who don't like ANY given game. For my buying dollar, those types of games are my favorite. For others ... they'll like something else. At the end of the day, though, that's what I guess me and people who think like me like: games where you have to make decisions and are either rewarded or penalized because of them.

Personally, over the years I have grown weary of the so-called "beer 'n' pretzel" game. It must be a great selling feature for some people as I hear it constantly as a marketing tool.

That's the great thing about games and the gaming industry -- everyone has their own preferences and what I like and you dislike or vice versa is all good.

But that's my proverbial two cents on the topic: if you want to know what I like, I like games like that (Puerto Rico, Amun Re, Princes of Florence) and of the 100's and 100's of games that I have played extensively from the hobby market, they are easily my favorites.

I can't see how some find them not fun, though -- myself and my friends have literally played dozens and dozens of games of each (probably more like 100+, especially when it comes to Puerto Rico) and they are a blast.

At least for us.

(I'm going to cry now that I have learned I like unfun games :lol: .)

Anonymous
Maximizing difficulty of choice

I find PR fun, and have never played the other two. I was just trying to stimulate some discussion.

what is this 'beer and pretzel' type of game anyways?

Anonymous
Maximizing difficulty of choice

First, if you like PR, you'll likewise like Amun Re and Princes of Persia. I've played PR with probably a dozen different people and have introduced them all to the other two and all like the other two about equally, so it's a decent sample size to say that most who like one will like the other two about equally.

(Even though to someone who knows none of the three I ALWAYS recommend PR as PR is known / played by far more people and one of the obvious benefits of games is having someone to play against.)

When you hear "beer 'n' pretzel" think "lots of luck." Few decisions, ease of game play, random mindless "fun." USUALLY applied to non-collectible card games, you could equate it to a board game like Candyland. Perfectly fine and enjoyable by some but ... not for me.

Again: some like one thing and some another.

Back to the topic of this post that we've hijacked on this tangent, when it comes to rules designs, ideally you want to appeal to as broad of a group of people as possible. This is tricky (some would say downright impossible).

But Chess is an easy to learn game BUT it is obviously one that rewards careful decision making. Same with Chess, Stratego, Scrabble, and other mass marketed games. ("A minute to learn and a lifetime to master" as othello goes.)

IF your game requires long rules, there should be a big payoff for them -- amazing game play that will obviously be for a narrower group of folks that will hopefully turn into a cult following of sorts.

Back to the Beer 'n' Pretzels thing, a part of their appeal (and designers should be mindful of this) is that some people don't want something ultra competitive. And that's fine, as people are free to like or not like what they want. But some people are less competitive and when you have games with extreme luck you'll often have results like equalized winning where four players will each win 25% of the time, and maybe the "best" player in that game will win 10 out of 38 games for a slightly better than "average" win percentage, but it will be severely less than when you get people together for a game like, well, let's go back to PR.

This is another aspect of the game that should be addressed when determining what you are marketing towards (the question many publishers will ask: who is this game intended for?).

A big question, as the people who like PR won't necessarily play Candyland, and vice versa, so it's a tricky test to realize who is who and what is what and to remember all of this when creating your game engine.

Anonymous
Choice in Nintendo's "Mario Party"

When Nintendo put out their first Mario Party game several years ago, I was really happy/excited, cuz (for those of you unfamiliar with the game) it's Mario + Board Game + Video Game.

The game basically plays like this: Players roll a die, move spaces and land on either blue or red spaces (or numerous other special spaces specific to that board). Once everyone has played their turns, everyone plays a randomly selected mini-game based on their colors that turn (e.g. if 2 players landed on blue, and 2 on red, a 2vs2 game would be selected). The goal of the mini-games, despite their vastly differing mechanics, is to collect coins. Once you have collected enough coins, and you pass a special spot on the board to buy a star. The winner has the most stars when the game ends.

Now, the game is quite a bit more complicated than that, but basically the only choice that the game offers you (besides choices on how to play the mini-games) is which path on the board to take when you move. A lot of time that is not even an issue, and you just move forward mindlessly.

All of this goes to the idea of is this a fun game? Yes, it is fun on many levels: to someone serious about winning, the game rewarded skill in the mini-games. To a very casual gamer, the rules are simple enough to get the point quickly, and playing the game was fun, but a large amount of randomness kept things more level between players with vastly differing skill levels.

The problem with the sequels to this game was a vast increase in the amount of randomness. That is, you could win every mini-game, collect ALL the coins, buy a star everytime that you had the opportunity, and someone else could get lucky, get stars randomly out of nowhere (actual game mechanic), and win the game.

That made the game very easy for a casual gamer to pick up, but also very pointless to try to win at, for effort was penalized. That game was rotten for people like me who want to work to win, but it was great for getting any and everybody else to play with me, because they could jump in so fast, and even beat me (on account of my rotten luck).

So here's a game that has rules so low on the complexity scale that they are ultimately unimportant. Playing a game like that is frustrating for me, but I am not sure that's part of an Adult-Child dichotomy. I have been able to get a lot of older, non-children to play this game with me, and they enjoy it, but on the level that I would previously have called child-like.

I think a better category for it is "Casual" versus "Serious".

-Peter-

Scurra
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Maximizing difficulty of choice

Yes, "casual" vs "serious" is probably a better differentiator at heart. The problem comes with defining the terms, rather than anything else.

What's interesting is when a game can cross over between the two categories. The stand-out example of this is "Magic: the Gathering", which works on both levels (albeit a definition of "casual" that includes "know the rules" in this case.)

Games like PR, PoF and AR are clearly on the "serious" side of the spectrium, in that they are much more dependent upon players paying attention whilst playing, rather than having a more social experience. (Incidentally, I noticed that "Euphrates & Tigris" was missing from your list; was this because it's not published by Rio Grande in the US? For me, it's right up there with at least two of the games you cite in terms of serious multiplayer strategy*)
That's not to say you don't have a social experience playing them, but many players will get understandably upset if your conversation about last night's football distracts you from proper play.

(*nb, at the risk of upsetting Zaiga ;), I don't consider Amun-Re to be quite in the same league as PR or PoF - or E&T! - it's a fine game but not in my top ten.)

And please don't use "Candyland" (or Snakes and Ladders) as an example of a casual game - I thought it was pretty well established that it isn't a game at all in the usual definition of the word! "Fluxx" is perhaps a better example of a casual game. You do have slightly more choice, but the game is still essentially random.

btw, does Settlers of Catan fail your "dice rolls = random outcome" test?

zaiga
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Maximizing difficulty of choice

It takes a lot more to get me upset, David ;)

Johan
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Maximizing difficulty of choice

Scurra wrote:
Yes, "casual" vs "serious" is probably a better differentiator at heart. The problem comes with defining the terms, rather than anything else.

I don’t like to dive games into casual and serious games (Its like saying that there are class A and class B games). What is a serious game???
- Games with no theme???
- Only games with history connections? (Take away all fantasy and SF games).
- Games with no dice? (Let's remove nearly all war games).
- Games with no random elements involved? (If we also could remove the randomness of other player's actions, then the game would be absolutely the best!!!).
- Games where you have to concentrate and not talk about other things??? (If players are dong that they don’t want to play).

So:
- I know people that take a game of Monopoly really seriously.
- I normally play Diplomacy on a casual base (I only play that game contests and I normally come in first or second on the table).
- If you give the winner of a game of casual styled game $1.000.000, then that game turn into a really serious game.

I don’t think that there are casual or serious players. I normally depend on the occasion. Some players like to play casual better then serious.

Then we are done to casual or serious game sessions (some games are more to play in a serious session, but that does not make the game serious).

// Johan

jwarrend
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Re: Maximizing difficulty of choice

DrMayhem wrote:
Maximizing difficulty in making a choice while minimizing the rules for a game. Is this the ultimate goal for a designer of a game for adults, as opposed to children? Is this what makes a game fun for people?

I know I personally like a game that has as few rules as possible making it easy to learn and get started playing.
I also know I like a game that gives me a few choices to make, but choosing one over the other is a difficult task, and requires thought each turn.
I also know that I like a game that has a tension between players, is social, and allows for yelling 'in your face sucka'.

So, first is maximizing the difficulty in choosing between a few things while keeping the rules simple a good way to make a good and fun game?

It seems to me that you have a string of non-sequitirs leading up to your question. I don't see how yelling "in your face sucka" has anything whatever to do with the simplicity of a game's rules or the quality of the game's decisions.

At any rate, I must confess that the current mantra of "games must be learnable in 5 minutes" is lost on me. I don't mind a game that takes 20-30 minutes to learn, if the gameplay is worth that investment of time. PR takes probably 15 minutes or so to learn, but I've probably played it 30 times since learning, so it's a fairly minor issue to me.

I also don't think your question is well defined. Is a game that has many choices but few rules likely to be good? Maybe, but maybe not. I think this is a question you can only answer on a case-by-case basis, and anyway the premises are not all that easy to achieve in practice. If it were just as simple as waving a magic wand and out popped a game with few rules and many difficult decisions, then we'd all be Reiner Knizia!

From my point of view, I wouldn't worry about trying to make a game with few rules as a design aesthetic per se, so much as from a desire to make a game as compact as it can be. There shouldn't be any superfluous or unnecessary rules that don't contribute to the interesting decisions in the games. But some games are "compact" in this sense yet they still have a lot of rules: if the decisions in the game are interesting enough, they will justify the size of the ruleset. Moreover, I think that games with more rules may in some cases have better theme evocation and/or more depth, and so they may be more enjoyable for me long term than a game that can be learned quickly.

Quote:

I haven't personally played princes or amun re, but I have heard similar complaints about them as I have for PR. The games lack fun. From many people who look at a need to mathematically optimize what you can get just don't like those games.

I think that to say PR and Princes, the 2nd and 3rd ranked games at BGG "lack fun" suggests little more than that perhaps you're running in different circles than a lot of gamers. Nothing wrong with that; you, and others, are free to form their own preferences. But to hold those games up as examplars of "un-fun" games may not, at a minimum, be a wise marketing ploy!

Quote:

Second, is there an underlying principle that can be followed to allow for a difficulty in choosing while having simple rules and making only a few options available?

I'm not sure if there's an underlying principle or not, but I think there are probably guidelines. I think there are a couple of games that provide good case studies in design principles that can lead to good decisions and economical rulesets. Games like Acquire are great examples of this.

The first concept that's crucial to creating interesting decisions is restriction. All games that have agonizing decisions have an element of limiting what you can do. In Acquire, you can only buy three shares per turn. In Wallenstein, you can only take one action in each province. In Hansa, you can only take one action in a town before the ship sails. Designing truly agonizing decisions requires you to come up with a restriction that makes game tough but not unreasonable, and that's the tough balance. You could add a rule to Axis and Allies, for example, that said "you can only make 1 attack per turn". This would ratchet up the decision tension, but would break the game. So you have to restrict with discipline.

Another important concept is that of compactness. All the different moving parts of the game should lean on each other. PR is a masterpiece of this concept, because the game's subsystems all interrelate. The money economy can improve your standing in the resource economy, which in turn can either springboard into the VP economy (shipping) or back into the money economy (trading). It all hangs together in a really elegant way.

A principle I'm beginning to appreciate more is something I'll call single-valuedness. What I mean here is the idea that each element of the game should really have only one property in the game. It's kind of hard to explain, but maybe an example will help. Let's say you have a game that has money that you can spend to take actions, and VPs that you need to win the game. And let's say you, on your turn, are going to choose to build a building. You can build a market, which gives $5, or a wine cellar, which gives 3 VPs. So each building only has a single function, and the decision is manageable.

In contrast, what some of us (me especially!) tend to do is to try to add more functionality to these buildings in the well-intentioned aim of increasing the decision-motivators, but really, it just makes decisions more opaque. For example, perhaps the market also now gives 3 VPs if it's in a row of 3 Markets, AND it gives a combat bonus of +2, AND it helps you to acquire the "Merchant" card, whereas the wine-cellar lets you store wine for up to 2 turns, AND it gives you 3 "popularity" tokens each turn, AND the player with the most wine cellars gets to act first each turn. So I've added more things to influence my decisions, but it's now too much to think about.

The point is that even in a game with several subsystems, the elements of the game don't necessarily need to "talk" to all of those subsystems. The impact of a resource/upgrade/whatever should have as limited a function as possible, so that the decisions are as binary as possible. This leads to...

Dichotomy. I don't necessarily mean to say that the only interesting decisions are binary ones, but I think they're certainly the simplest kind (if not the easiest!), and there's no particular reason why having 5 options is better than having 2. You want to keep decisions as mangable as possible to reduce the analysis time players must invest to consider their options. And that leads to...

Forecastability. I'm not simply talking about being able to predict the consequences of your decisions, which is obviously important. But I'm also talking about having options that lead to different time frames of impact. For example, "I can produce resources, giving me cash on hand to spend, or I can build a building, which will give me long-term benefits even though it will leave me cash-poor for now". It's nice when you can have options that aren't just "left or right" but also "now or later".

That's just a short list of some of the things I think lead to interesting decisions. Happy to hear other thoughts on the subject, as well as corrections or refutations to my conjectures!

But I think the best way to answer your question isn't going to be by reading my ramblings, but simply to play games that fit with the aesthetic you're looking for (tough decisions and simple rules), and see how they achieve this goal.

-Jeff

zaiga
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Maximizing difficulty of choice

Going back to the original questions... I think it is generally a good idea to streamline gameplay and minimize the amount of rules as much as possible. That doesn't mean every ruleset needs to be a two pager, but a good design goal is to not use more rules than you need to create the gaming experience you envision.

I don't think you need to maximize the difficulty of each choice per say. As has been pointed out before, some people enjoy games with a low complexity level and easy, limited choices, while others crave for deeper, strategic games with a lot of difficult choices. It all depends on the gaming experience you want to create. Difficult choices do not always make the game more fun, or "better", they simply provide a different playing experience.

In the same vein you can use luck, randomness and chaos in varying degrees to create a certain experience. I sometimes get the impression that certain people view luck in a game as a design flaw. Sometimes it is, and dice or other randomizing devices are used as a cop out, but in some designs a luck is introduced to create tension or to make sure that the game is different each time you play it. A lot of luck doesn't make for an easier game per say, it just means that calculating, or estimating odds becomes an important skill, and luck can level the playing field, which may or may not be a godo thing, depending on your design goals.

An example of a game that makes good use of luck is Goa. There's luck in what expedition cards you draw. However, because you will get different expedition cards each time you play,your strategy will be pushed in different directions. There's also luck in how much colonists you get for free when you found a colonization. You get at least two and at most six free colonists, so you know how much risk you are taking when you try to found a colony, making for a nice, and sometimes exciting risk/reward mechanic. The tiles that are auctioned are different every game, making sure that the game will be different each time you play it. Without these element of luck and randomness Goa would have been a dry optimization exercise and not as much fun and exciting to play, in my opinion.

How do you create tension and difficult decisions? It's a good idea to limit players in what they can do by allowing him a limited number of actions. This creates tension simply because a player will always want to do more than he can. Also, it helps streamlining the game, and reduces downtime.

You can create difficult decisions by seperating resources and victory conditions, or by having both short term scoring and long term scoring in a game. You create competition by having a resource payout schedule or scoring system that rewards players in relationship to how well they did compared to other players, for example a majority scoring system. Another way to create competition is by letting players draw from a shared pool of limited resources. You can do all of this is and still keep the ruleset fairly straightforward.

Anonymous
Re: Choice in Nintendo's "Mario Party"

screechwithgrace wrote:

All of this goes to the idea of is this a fun game? Yes, it is fun on many levels: to someone serious about winning, the game rewarded skill in the mini-games. To a very casual gamer, the rules are simple enough to get the point quickly, and playing the game was fun, but a large amount of randomness kept things more level between players with vastly differing skill levels.

The first Mario Party was amazing -- and for that very reason. It was a great balance and just because someone was better at video games (amongst those I play against in the video game realm, I'm a notch below average) they didn't have a huge advantage, unlike in, say, a 1on1 fighting game. I'm a huge Grand Theft Auto fan now -- but Mario Party back in the day was a blast.

Anonymous
Maximizing difficulty of choice

Scurra wrote:
I noticed that "Euphrates & Tigris" was missing from your list;

"Fluxx" is perhaps a better example of a casual game. You do have slightly more choice, but the game is still essentially random.

btw, does Settlers of Catan fail your "dice rolls = random outcome" test?

Wow ... E&T ... that would be up there in my personal Top 5 if we were doing the whole High Fidelity thing, but not in the Top 3. Great game, though, absolutely.

Fluxx is EXTREMELY random but still "fun" in that the mechanic and the card titles are just interesting, even if I can't play Fluxx more than a few times in any given year. It has weird market penetration, too, as it's been approved by Mensa and other organizations so you'll see it in homes that aren't "gamer homes."

Settlers is probably the most popular game in the world that I don't care for. It has a wealth of material and expansions and looks great and it's amazing that it gets so many people into games -- a number of the girls we hang out with don't like games in general, but LOVE Settlers -- but I prefer less randomness in a game, and Settlers has much randomness. But I have to give them credit for making arguably the best "random" game AND for making something that for whatever reason lots of females play, seeing as how gaming is traditionally more a male environment.

Bringing this all around to game design -- that's the beauty of ANY mechanic you do: there will invariably be a market for it because everyone has personal preferences and likes / dislikes. Nothing is really "right" or "wrong" but just a matter of suiting your game to whatever your market is and targeting that market with a quality game, whether it is random or not, complicated or not, etc etc -- as long as it's a QUALITY game, that's the most important thing.

And even if Settlers isn't my favorite game to play, it's a high quality game that is wonderfully produced.

Anonymous
Maximizing difficulty of choice

a couple of trends that I have found coming from other posters. First, let me refute the idea that I don't like PR. I do. I have just heard the complaint about it being too analytical and as a result not fun. I love analytical, so I love PR.

things that most people think add to difficulty in making a choice

Restiction Resticting the amount of things any player can do in a given turn while having a game that forces them to want to do everything that they can in a turn.

ok that is the only thing, but I would liek to comment on jwarrend's concept of different mechanics in a game not having to talk to each other. I agree with what you said about that, as that was the main problem I had with my first game designs that too much was going on, and there was no need for so many different options.

and something I would like to talk about myself:
Public vs Private Information
Which makes a game better? This is a case by case basis thing again. Public information gets you into a situation like in The Princess Bride between Vizzinni and Westly. Where there can be this back and forth that my opponent(s) know all of the information I know, so how will they act and as a result of how they are likely to act what is the best way for me to act. While Private information, as in a game involving blind bidding, each player will have an idea about what the other players can do, but not know for sure. This removes the back and forth above mentioned about The Princess Bride, but adds in a sort of terrifying nature of what if I go for the lower end of what I am willing to pay and get screwed, while another player is on their high end and if I threw 2 more coins in I would have won. I think the cases of public vs private information and which is better to have in a game will be a case by case basis and up to playtesting to determine.

another thing is Irrationality - There are games that benefit players who act irrationally on occassion while having a reputation of act rationally. A great example is nolimit hold'em and poker in general. If within a group you have a reputation of taking only the sure bets, then any bluff coming from you will be likely to cause people to fold the whole table around you. While if you have a habit of acting irrationally, and bluffing, then when you have a good hand come around, you can make huge bets and people are more likely to stay in and give you more money.

that is all for now

Hamumu
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Joined: 12/31/1969
Maximizing difficulty of choice

One thing I like is the notion of information as one of the play spaces. For instance, what if you were playing poker, and one of the cards you could draw was a "Your opponent must show you one card from his hand" card (that you can play any time). That'd be very powerful! Information on what your opponent has is great in poker. There are other games where it hardly matters (in many such games, cards are kept face up for that very reason). In Stratego, learning what your opponent has is practically the whole point. But in general, making what you know and don't know an element of the play adds another layer to the decisions you make and adds another set of decisions sometimes - spend an action point having your soldier attack, or spend it scouting to see what your soldier would be up against? Maybe you should even sacrifice a soldier just to see what's in that space. What is information worth? Depends on the game. If it's valuable in your game, your game has an added dimension to it that isn't shown on the board. This becomes even more significant in highly skilled play.

Anonymous
Re: Maximizing difficulty of choice

jwarrend wrote:
You could add a rule to Axis and Allies, for example, that said "you can only make 1 attack per turn". This would ratchet up the decision tension, but would break the game.

This rule, however, would make it that Germany didn't get effectively removed from the game on Turn 1 by the savvy Russian player (sorry to those that aren't A&A fans -- but in the game, if the Russian player knows what he is doing, he can effectively take Germany out of the game UNLESS the German player gets savage rolls / the Russian player rolls like my grandmother). This WOULD be eliminated by the 1 attack per turn rule BUT, yes, it would make the game otherwise a huge pile.

Anonymous
Maximizing difficulty of choice

DrMayhem wrote:

another thing is Irrationality - There are games that benefit players who act irrationally on occassion while having a reputation of act rationally. A great example is nolimit hold'em and poker in general. If within a group you have a reputation of taking only the sure bets, then any bluff coming from you will be likely to cause people to fold the whole table around you. While if you have a habit of acting irrationally, and bluffing, then when you have a good hand come around, you can make huge bets and people are more likely to stay in and give you more money.

that is all for now

Bluffing in poker I wouldn't equate to being irrational, but rather being calculated in assessing what your table image is, what your bet will be, what the pot has, and then determining the likelihood of a call, and then factoring in whether it is therefore a good bet to bluff -- true, some bluffers ARE irrational but at the height of poker excellence, there is absolutely nothing irrational about what is done and everything from the way you hold your chips to the speed in which you throw your chips to the way you breathe / don't breathe, what you're looking at -- everything -- comes into play in perfect harmony.

Which is partly why poker is one of the greatest games ever created.

But, to quote Peter David, I digress.

It IS an interesting aspect of OTHER games, though, very true -- doing the seemingly irrational in order to be super-rational.

Anonymous
Maximizing difficulty of choice

zaiga wrote:

I sometimes get the impression that certain people view luck in a game as a design flaw. Sometimes it is, and dice or other randomizing devices are used as a cop out, but in some designs a luck is introduced to create tension or to make sure that the game is different each time you play it. A lot of luck doesn't make for an easier game per say, it just means that calculating, or estimating odds becomes an important skill, and luck can level the playing field, which may or may not be a godo thing, depending on your design goals.

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The problem comes into play that SO many games are designed with SO much luck in mind that the actual games that do benefit from it you are sick of the idea by the time you reach them as you've experienced so much of it already. People are free to do whatever they want with their design work but I think elements such as dice are best left out if possible. So often dice I've found in games to replace playtesting and balance in the engine as the nature of "luck" automatically will be a balancer.

It's a slippery slope and unfortunately no right answer -- but I am of the mind that more games are luck-based than should be, and that's not a good thing, and I also believe that a game has a better chance of success by differentiating themselves from all of the randomness.

Anonymous
Maximizing difficulty of choice

Going back to the original 'Should we have as few rules as possible? Argument -

Speaking from a player's and designer's perspective, I like games that have simple 'get stuck in straight away' rules, and then the option to add complexity later on by adding rules/cards/extra boards, or expansions.

Magic does this perfectly, by suggesting that new players start with a simple deck containg simple spells and creatures with no special abilities.

I am currently trying this for my current game design, and it seems to fit in well.

Many more existing games could do this to help people get started and learn the basics, by just adding a beginners section in the rules that says what rules to ignore and pieces/cards etc to leave out.

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