Tag Archives: #Time Challenge

#23: Tell Your Rules With a Story

I have been pretty open this past year with my opinion on the importance of theme in game design. Mostly, that opinion has been rooted in a love of games which can envelope me in their story – preferably an interesting story. Even though I believe in and generally practice a theme first policy, I recently found myself in the awkward position of having a mechanically complete game with no theme. At all.

This has been a true lesson in the importance of theme, but not for the reasons I expected. Which of the following game descriptions are easiest for you to follow?

The game board consists of nodes sparsely distributed across a grid. Straight, forked, and intersecting line segments are randomly distributed to players, who use them to connect all of the nodes together. Once all line segments have been placed, penalties are assigned for any circuits left open. The player with the most complex contribution to the game wins.

VERSUS

In order to improve trade, quality of life, and his militia’s ability to quickly respond to threats, the king has commissioned anyone willing to work to complete highways between the towns and villages throughout his Kingdom. Players will use road segment covered dice to construct the king’s highway and earn prestige. Be careful, though, ending the highway before all of its paths are connected will cause you to lose prestige for shoddy work. If anyone wastes the king’s supplies and the highway fails to finish, you will all be hanged for incompetence. In the event the project is completed, whoever has the most prestige is given the credit, the glory, and the money!

Now, which of those two actually painted a picture in your mind? Which one could you imagine playing? A few designers have recommended reading through rulebooks regularly to improve your ability to write your own rulebook. Along the same lines, I challenge you to take your favorite game for new players, strip all of the theme off of it, and then teach it. Turns out that we aren’t just guilty of relying on “gamer jargon” to glaze over complex interactions. We also lean heavily on common knowledge related to elements of the game’s theme. Drafting makes sense to those of us who have done it. Recruiting an ally from a group of diplomats makes sense to mostly anyone at the table.

So far, my biggest take-away from this game design challenge has been that theme doesn’t just make your game pretty and interesting. A good theme makes a fairly simple drafting game MUCH easier for new players to understand. Let’s keep running with this new drafting game. For the first 15 or so games, I really struggled with explaining the game in a way that non-gamers could understand. At first, I was making the mistake of thinking I could say “draft” and they’d figure it out as we went. Then, I found Frank Zazanis‘s great advice in his guest post, “Pitch Slap Your Game to a Customer” over at The League of Gamemakers. Not only did he recommend removing jargon, but specifically addressed drafting games: “BLAH is a game where you pass cards around and pick your favorite ones.” Cool. Then, I went back to Teale Fristoe’s (Nothing Sacred Games) great posts on drafting and his game “Shadow Throne“. He asserts an interesting definition: “By drafting, I mean a mechanic in which players take turns choosing from a collection of options, where one player’s choice eliminates that choice from players downstream.”

While I had not fully considered those perspectives on what was happening in-game, it didn’t help in the way I was hoping. Three weeks into testing, I was finally able to have a heart-to-heart with one of my oldest (and non-gamin-est) testers. I had to figure out why he still didn’t know what was going on after 3 games. After a lot of poking and prodding, I was able to determine that part of his problem was rooted in understanding when he should be doing these things that he didn’t quite understand. It was this second piece of the puzzle that clued me in to the real problem. With no theme, most of our actions OR their timing lacked a recognizable reason. With no reasons, he couldn’t formulate a game plan and was just sitting there, waiting for others to tell him what to do. Poop.

This realization forced my hand. I had been sitting on a potential theme for the game for a couple of weeks. It worked perfectly into the mechanics and added a fun story to get people interested in the game. I didn’t want to use it because it wasn’t quite in line with the family-friendly goal of Lagniappe Games. Unfortunately, with player fun on the line and a fast approaching deadline for the competition, I HAD to go with the best option: DRAGONS. Let’s try that comparison game again:

Each turn, you will pick up your stack of cards, choose your favorite card and place it in front of you, and then pass the rest of the stack of cards to your left. That number at the top of the card is the number of “time counters” that you place on the card when you play it in front of you, and the one on the bottom is the value (Victory Points) at the end of the game. So, on each turn you will: 1) remove 1 counter from all of your cards, 2) choose a new card, 3) pause – because some abilities trigger at the end of the turn, 4) pass your hand. When the last counter is taken off of your card, you will perform any abilities written on the card and then place it face down in your score pile. Now, be careful: you only have 3 slots in which to work on those cards, the game ends when all cards are gone from all hands, and anything left unfinished in front of you counts against your score at the end of the game.

VERSUS

You are all kings and queens of your kingdoms. Ambassadors and Scouts estimate that a great war will arrive on your castle gates in roughly 12 days. Therefore, you seek to build the most powerful army on the continent in that short time. Fortunately, there are vendors who regularly rotate through the kingdoms carrying precious dragon eggs. With no limit of money, a mass of Beast Masters, Handlers, and Sorcerers to do the dirty work, and 3 hatcheries, you set out to make the most of your short time. Each day a new vendor will come and go, offering up your choice of eggs. Each egg requires a certain amount of time to incubate and specific hatchery preparations before the dragon can hatch. So, you must carefully budget your time and space. Complicating matters more, some of these eggs have powerful abilities which can help other eggs or suck the very life out of them.

*I did leave them both a little vague and short to speed this along*
Forget the ease of understanding, just look at how much of the process can be inferred through setting. New players figured out how to “draft” just because I called the hands vendors which rotate every day and said you’re buying an egg from them! Theme also gave me a fun way to give players the restrictions on the game without having to stop and say, “Oh, by the way. . .” 12 days (turns), 3 hatcheries, cost and actual work aren’t an issue for a king / queen, etc. Holy smokes!

Well, this is running a little longer than expected, but I think I got my point across. If you are having trouble with comprehension of your rules, turn progression, etc. consider your theme. Make sure your theme permeates the rules – don’t use game jargon and take your players out of the story. Most of all – have fun with it! Thanks for reading today, and please share YOUR thoughts 😀

#22: Salt and Pepper

There is a lot of great advice out there warning new / indie game designers that adding more to your game does not fix your game. Often, experienced designers will say things like, “My rule for designing a game is that anything I can take out of the game, I take out, as long as it doesn’t undermine the base part” (Alan R. Moon). While the advice is sound, the other side of this token is presenting half a game. One of the most common criticisms that I read about “Kickstarted games” is that they have no replay value. As a backer of 50 projects (at the moment) I can attest that the games I receive usually feel unfinished. I am here to encourage you: be not afraid to ADD to your game!

I understand. If you were the buyer instead of the designer, you wouldn’t want to struggle for 2 hours to complete what felt like 3 different clunky games smashed together. That’s why, as always, my advice comes with the caveat of “all things with moderation” and MUST be followed by testing. ALWAYS test your games! Therefore, I am not saying to just dump into your game every crazy idea that pops into your head. There is a right way and a reckless way. The reckless way might work (if you are extremely lucky) but because of it’s uncertain success, let’s discuss the right way, instead.

“If your gut instinct tells you that your game is missing something, it usually is” (Christopher Chung).

That little voice of reason in your head? It can be tough to find, let alone hear. Fortunately, the more you test the louder it gets. Until I think a game is “done”, I typically am involved in every single play test. When I, as the super-excited designer, start feeling bored or “in a rut”, I rest assured that a customer will have already been feeling that way for a few games. Even if you can’t quite pinpoint what that fatal logic-loop is, if you’ve been asking good questions of your testers all along, their feedback should put you in the right arena. Once you’ve found the problem area, you can slowly and carefully add in those nuggets of spice and flavor that have been rattling around inside your head.

EXAMPLES: I have spoken about The King’s Highway before. It is a simple road and map building dice game. Every play-through felt different because of the random element of rolling dice, but not every game was fun or exciting. It turns out there was no player interaction; therefore, the game relied on the players to carry the conversation. I added in mines, placed by players onto the board at the beginning of the game, which would “blowup” and reset dice around them. NOW we had some conflict. “Don’t go over there! What are you doing?!” Unfortunately, because placement was left up to players, it didn’t always work. So, I removed a few of the paths (it was slightly too easy anyway) and made new special dice, one per player, with new settlements to connect to, boulders to block the path, and other crazy abilities. This introduced just enough control and player interaction to consistently offer fun (crazy), short games.

My current project has no name, yet, and is an entry for The Game Crafter‘s Time Challenge. Players simultaneously draft cards which require a certain number of turns to process and, if finished, offer a certain number of victory points at the end of the game. In order to stir in some interesting choices and conflict, some of the cards have special abilities which modify other cards. At first, I only had the basics: add / subtract a turn, move a time counter from here to there, etc. It felt very redundant to me, and no one was wowed by the game. Testers weren’t displeased with it but they didn’t have a great time, either. So, I went through and readjusted to make sure that no ability cards ever repeated. Then, new abilities had to be envisioned to add much more variety; don’t pass hands this turn, when you would add or subtract do it twice, target player scores target card, etc. This wasn’t just to make the game bigger. These changes were because a small drafting game MUST have a lot of different cards to not get old quick (because everyone sees every card every game). It was also a chance to add more control through interesting choices and increased conflict through player interaction.

Now, a bigger game: Top-Deck! It began as just a blind bidding game which used action points to filter a player’s deck for a better hand and/or buy a few special ability cards. Again, testing quickly showed the need for more variety. As I added cool new ability cards, though, the randomness of the “Bonus” deck became the real problem. This “control” element offered no real control because players were drawing off the top of a shuffled deck. So, I rebuilt the system and added an additional resource. Now, players wield individual character cards with variable powers in addition to a scaled down Bonus deck used as a kind-of reward system. This allows players to choose a specific play style and have more control over how their game progresses.

The point of those three examples is to show games which needed some spicing up. Some of the additions I made were not necessarily needed for the game to function, but they HAD to be made to keep players interested. With the voice of “Fat Cutting” ringing in my ears, I was terrified to make that change to Top-Deck! The addition was big and, at the time, clunky. Something had to change, though.

With all of these examples, adding and refining made the game much better – much more fun. Please, test the mess out of your games and, if something doesn’t feel quite right – you have a little nagging in the back of your mind – don’t release it yet! Flavor it up with a little salt. . . spice it up with a little player interaction. . . see what changes you can make. Even if it doesn’t work out, you’ll kill that doubt.

P.S. –
Thanks to Cardboard Edison for collecting the quotations I used today!

#21: Duh!

Good day!
I am just so very excited to be back for another Thursday edition of “Things I Recently Learned, But Should Have Known All Along!”

This week, I’ll be discussing spreadsheets and how I should’ve known better. First, let’s start with some background information. As I mentioned before, until just a couple of years ago, the only real game I ever played was Magic: The Gathering. I thoroughly enjoy the deck building process. Every time I build a deck, though, (even the 100 card Commander decks) I sort cards into piles and spread out all over a table. It helps me think to be able to hold, see, and sort. The fact that I cannot do this on Magic Online makes it pretty uncomfortable for me to play.

What does this have to do with the topic? I am currently working on a small card game for The Game Crafter’s “Time Challenge”. It involves drafting and some variable power cards. Being a small game (24 cards for 2 players, 48 for 3+, and 72 for 5+) I figured that I could just do what I was comfortable with and build my piles. You see, I was on my 3rd iteration. I had a chance to see how it operated, experience some balance issues, and was simply cleaning up the game. So, I had plenty of cards to work with – I just needed to fine tune the balance.

Unfortunately, I was very tired and kept losing track of where I thought a certain ability should be, what my cost spread was on that particular number of players, and which card I wanted to move where. It was a frustrating few hours. I was also constantly second-guessing myself. Some major changes were being made to the 2 player version and I feared that I was destroying the game balance. All the while, I was arguing against the logic of using a spreadsheet. “This has always worked before,” regularly rang through my head. The difference I refused to accept this time was that I was dealing with many more adjustable variables, and I just couldn’t keep track of it all.

I went to lunch, came back, and couldn’t remember a big chunk of my work on the 5+ portion. Screw it. I have to use a spreadsheet. So, I set the columns for card abilities grouped across game sizes and the rows for card costs versus victory point values. Then, I filled in information from the last iteration of the game (because I liked the general balance but needed to move some things and remove some redundancy). Next, I added in the changes I knew that I wanted to make. Finally, I was left with a very clear picture of the holes I needed to fill, an easy display of power distribution across the game sizes (friendlier cards for 2 players, more powerful, game-breaking cards for 5+), and a helpful print order (because I build my pages of cards to print as JPEGs).

In half the time, I was able to address a potential balance issue, finish No-Name-Game Version 1.3, and print it up. Driving home the fact that I should have done this long ago, I misprinted a card for the 2 player set. The mistake was discovered as I was prepping for a game at my FLGS. All I had to do was pull up the spreadsheet on my phone, confirm which cards were in the wrong place, and proxy replacements. Amazing!

I am quite sure this is a no-brainer for most, but, as I said, I was cocky. Please, learn from my hubris and work smarter not harder.

What are some tricks you use for organizing your thoughts?