Thursday 30 May 2013

Lenses - ways to evaluate your game

I have a book called The Art of Game Design: a Book of Lenses. The concept behind its lenses are different dimensions by which to measure your game or specific facets to examine independently about your game.

They have a very extensive, but not quite comprehensive list of ways to look at your game. It focuses mainly on video games, so I wanted to add a few that I have thought of that are more applicable to board games:

Lens of Cost - If you are going to produce something worthwhile to a consumer, you need to be able to provide them value for their money. This requires both that you make something worthwhile, and regulate costs.

  • How much does my game cost to manufacture? 
    • Will I be able to produce and sell it at sufficient volume to reduce manufacturing costs?
  • What components add value to my game?
  • Is there anywhere I can reduce costs associated with my game without compromising it?
  • Are there any components I can improve on without increasing costs or that would provide more value than they cost?
Lens of Speed - The pace of the game is very important, especially if there are periods of time when one or more players do not have anything to do.
  • How much down time is there per full round of player turns?
  • Is there something engaging to do or plan while waiting for other players?
  • What are players spending the most time on? 
    • Can that time spent on it be reduced?
  • Are any aspects of the game causing Analysis Paralysis?
  • Are there any aspects of the game I can remove to speed things up?
I like these lenses because they focus on Efficiency. Ultimately, you want to provide maximum enjoyment per dollar, and per minute of gameplay. It often helps to examine your game in a single dimension like this, and then decide which dimensions are the most important for what you are aiming for.

Lens of Intuition - Players new to this game need to be able to quickly grasp the rules, objectives, and strategy of the game in order to appreciate it initially. 
  • How long does it take to explain to a new player before they are comfortable to play it?
  • Is it similar to something they already understand?
  • Is there an easy way to distinguish a good move from a bad one?
  • Can any of the aspects be changed to something the player would understand better?
That last point I am toting from experience. In Shadows of Japan, what is current called Gold was then called Influence Points. It was bad. People kept confusing it with Political Power, and no one could seemingly grasp exactly what it did for them. By simply changing the name, everyone intuitively understood it and no explanation was needed for something that previously caused enormous amounts of confusion.





Thursday 9 May 2013

"Please Don't Kill Me" Games

There is a certain subgenre of games that irk me. I will call them "Please don't kill me" (PDKM) games for the purpose of this article.

Essentially, they offer player interaction, but the only meaningful thing you can do with other players is screw them over; selectively. There are no teams, and every player is out for himself. This tends to turn the game into a game of grudges, and dogpiling the person in first place.

This really annoys me as a gamer and as a designer. I can remember many games where my strategy was just to essentially play "multiplayer solitaire" (or turtle, depending on the game) and divert attention from myself. It is very counterintuitive to actively punish players for doing well, and tends to promote "safe" (aka boring) gameplay. I also dislike it because it promotes "metagaming" where you do not play the game, you play the players, and old grudges and biases will haunt you. As someone who typically does well in games, "Please don't kill me" games tend to make me feel like a target.

A few examples of games that fit into this category:

  • Munchkin - By far the worst for this, players hoard nasty cards until a player hits level 9, then players essentially remain there until the group collectively runs out of punishments. I actively dislike this game for that exact reason.
  • Rattus - Not nearly as bad for it, this fits mainly in regards to player roles. If a player can sit on 2-3 roles for most of the game, it is very unlikely he will lose, however if (like me) a player continuously gets his roles stolen, he doesn't really stand a chance of winning.
  • Smallworld - Smallworld fits this pretty much to a tee; however for some reason however, I never seem to mind it as much in this game. Smallworld just seems to have a particular brand of magic that, no matter how much players screw each other over, no one gets mad about it.
  • Risk - This is pretty much why Australia is the best continent. But really though, why would you ever play Risk when there are so many better games available?
There are a lot of different ways to avoid PDKM syndrome.
  • Cosmic Encounter avoids this trap by the cleverly designed Destiny Deck. Whenever you are to make an attack, you draw a card to determine which player you attack. In addition to the standard player cards, there are also special cards that target players meeting certain conditions (e.g. fewest lost ships, most foreign colonies). It also helps that losing your own planets is not overly punishing.
  • Axis and Allies remedies Risk's flaws by forcing predetermined teams.
  • Dominion's attacks hit every opponent, so that you cannot actively pick on a given player.
  • King of Tokyo actually made a solution out of a problem, integrating this into its core gameplay, allowing confident players to become the "King" and take on everyone else
  • Many eurogames don't let players directly attack each other, and only indirectly interfere with each other (by building a road or train route first, or buying key commodities up before they can).
  • Shadows over Japan uses a combination of hidden knowledge and limited actions to keep players from each others' throats. The opportunity cost to attack another player is quite high, requiring you to reveal one of your ninjas, and potentially reveal your allegiance, as well as spending precious actions to move into position and attack. I think it is rather clever, though maybe I'm biased ;)
Until next time,

-Colin