Friday, July 04, 2008

Origins 2008 unscientific survey

While at Origins I try to keep an eye on the age, gender, and race of the attendees. My impression this year was that there were more women than in the past, and more young people, and about as few blacks as usual (very few). Now given that I don't ordinarily notice the color/race of folks in a crowd, I once again did my unscientific survey, sitting in the same very wide connecting corridor I did in 2006 (I didn't count in 2007 for some reason), and about the same time of day, but on Friday rather than Sunday, and counted people who passed by. I didn't try to count Hispanics as I can't reliably recognize all Hispanics just from looking, but I saw few if any that were "obviously" Hispanic. Nor did I try to judge age, of course.

There were 6 black amongst :
127 male
42 female
for a total of 169:

3.5% black
24.8% female

This compares with zero percent black in 2006, and 28.5% female. So it seems the numbers of females weren't actually higher than two years ago (which is why I count), and I have no figures for last year.

Comments at Boardgame News

Boardgame News posted a notice/link about my "What's Important" post a few days ago, that elicited a few comments (one an ad hominem attack, my thanks to Christopher Dearlove for answering that better than I could have).

I do not have a $25 per year membership to BGN, so cannot post any response there to the following:

"And I’ll disagree with one of his statements. DO design for yourself. Not only do you have to take enjoyment in testing the thing to death, but you have to beleive in your own product if you are going to attempt to sell it."

Posted by Jeff Allers

I understand Jeff's point of view. However, to respond to it I'll resort to a designer more well-known than anyone in boardgames: Sid Meier (Civilization, Pirates, etc.) in Gameinformer 182, June 2008, he is quoted:

"...there's a danger with some of the newer designers, a tendency to design the game you like to play. That game has already been designed--we need new games. There's a loss of a little bit of that "sky's the limit, anything's possible" approach we had in the early days. We have these genres--we have first-person shooters, we have real-time strategy. If you've played games all your life you've gotten these certain styles really beaten into you. To get people to think out of
the box is a little harder these days."

Granted he's talking about videogame designers, and it certainly applies strongly to video game design students, but the point applies to non-electronic game designers as well, I think.

Wednesday, July 02, 2008

Initial impressions, Origins Game Fair

Last week I attended Origins in Columbus Ohio for the fourth or fifth time in a row.

Origins changed their name to Origins Game Fair, a very good idea intended to attract a more general clientele. They also instituted a weekend-only $10 admission so that "the unwashed" could come into the exhibit halls and buy something, and watch all the gaming. But the attendance in the vendor hall, except on Saturday, was significantly less than in the past. Even in the gaming halls there seemed to be considerably less going on, despite the Pokemon National Tournament and a record number of events. Last year there were something like 15,000 unique attendees, likely fewer this year.

It's easy to attribute the attendance dropoff to the price of gas. What concerns publishers is whether people will buy fewer games because of gas prices and general uncertainty. Conventional wisdom is that when the economy is poor, people steer their entertainment dollars toward the less expensive (per hour) forms of entertainment, which includes games (especially non-electronic games). One vendor pointed out that games are now cheaper, in comparison with gas and other necessities such as food, than they used to be. But another worried that when it came time to buy a game, a person would need the money for gas.

I go with the conventional wisdom. The people who came to the convention were willing to spend money, it's just that there weren't as many people as in the past.

Nor were there as many exhibitors--or maybe I should say, the exhibits occupied less space--especially the huge exhibits we used to see. Why? Let's speculate.

At a remainder vendor I ran across a box of 12 starter sets (30 chips in each) of Clout Fantasy. Clout was heavily hyped at last year's convention, originated by a company involving Peter Adkison, founder of Wizards of the Coast and owner of GenCon. It is a collectible throwing game. You throw the equivalent of high quality poker chips with color illustrations on them into an area, and rules plus measurements govern what happens. I confess last year I didn't think it would appeal to many people, and this box may well confirm that. Clout starter sets were $14.95 at Thought Hammer (knocked down to $8.97). So my $8 box retailed for $180 at one time. The principal publisher, AEG, used to have enormous layouts at Origins, but had a tiny booth this year.

But this was not as striking as the absence of WizKids for the second year running, after they had brought enormous setups to past Origins. Wizkids made their fame with Mage Knight, HeroClix, and the like. Mage Knight figures were at the same remainder vendor, as well as Navia (chesslike game using collectible figures, also pushed heavily at the convention in the past). I couldn't resist, and bought a dwarven steam behemoth (a tank, more or less) for $4 (original price $34.95 in 2001). There were even some D&D miniatures sets in the lot.

Of course, another vendor had literally thousands of RPG books at $5 apiece. This only confirms what we all knew, that the RPG market is in the pits, though the advent of 4th Edition D&D (which renders all the D20 Third Edition stuff obsolete) may have had something to do with this particular display.

RPG market: Andy Hopp, a guest of honor artist who works in the RPG industry, gave another illustration of the collapse of the RPG market. When he started about seven years ago, he could get around $80 for a black and white illustration in an RPG book. He doesn't work in that segment now, but understands people are lucky to get $10 for the same thing. That's because, outside of the main vendors such as Wizards of the Coast, companies can's sell much RPG material, so they can't pay much for art.

I didn't notice Wizards of the Coast, whether they were there or not.

We had the usual contingent, perhaps more than usual, of little companies with a few new self-published games pushing them at Origins, companies we won't see back next year, as usual, because it won't have been worth the cost/effort. But hope springs eternal in the human breast, as they say.

I didn't investigate, but a game that caught my eye was a spiral array printed on black cloth, with two different colors of dice (not d6) layed out on it. As a result I'm thinking about using dice as pieces for a game, but D6, not the more expensive stuff.

The little companies, the boardgame companies, that have been around for a long time were still there (most of them), but the big companies were not as much in evidence. Perhaps WizKids and Wizards of the Coast will be at GenCon, which is more fantasy-oriented than Origins.

According to the organizers there were 4,527 events at Origins--tournaments, role-playing/miniatures/bardgaming sessions, seminars. One of the oddities of Origins is that you pay quite a hefty fee to get in--up to $70--and then you're charged to play the games, and even some of the seminars that you attend. (This in contrast to WBC, where you pay one fee and then can play in any tournaments, and play anything else.) At Origins there's even a fee for playing in the open boardgaming area. But the result is LOTS of events. I did my usual two free seminars, how to get your game published and how to design a game. (Slides and MP3 recordings here, including also Ian Schreiber's "Game Design for Teachers", http://pulsiphergames.com/teaching1.htm.) I had more than 25 at each session despite choosing slightly odd times (9 AM and 3 PM Saturday). As seminars go, this is very good attendance. Listening to myself, I seem to have been in good form, and I'll use the recordings to help me write the book.

Why did I buy the Clout set? For pieces for prototypes, I get outstandingly made "poker" chips in four colors for two+ cents each, and can ignore the illustrations. But I realized after I'd bought, I can use these for game design "challenges" in class. I'll give student groups a starter set or two, tell them to use one of the three sets of numbers on the chips, and make up a game (most likely with a square board, but that's up to them). Unfortunately, the other set was gone when I thought of this and wanted to buy it as well!

(Oops: added the URL)

Tuesday, July 01, 2008

What's important in breaking into the (non-electronic) game industry?

Sometimes I try to summarize the most important things about some topic or question in one page--a useful exercise. Here's the latest:

Don't think you're going to make a lot of money. Very likely, you'll spend a great deal of time for little return. Non-electronic gaming is "small potatoes", not a big source of money. "How do you make a small fortune in the game industry? Start with a big fortune."

Publishers want games, not ideas. Ideas are cheap, a dime a dozen; recognize that your "great idea" is not that great, not that original, not that interesting to others. That's reality. (How often do we get a really extraordinary new idea? D&D, Magic:the Gathering, maybe Mage Knight?)

You have to DO something to give yourself some credibility, before publishers are likely to look at your game. If you're a complete unknown, why would publishers deal with you?
● Volunteer at cons
● Write articles
● Make variants/mods and publish them
● have a decent Web site
● GM at conventions

Sorry, folks, while you're really important to yourself and your family, you're nobody to any publisher.

Don't design games for yourself, design for others. They’re the ones who must enjoy it, your enjoyment in playing is unimportant! But don’t design something you expect you’ll dislike.

If you're only working on one game, or a few, you're not likely to end up with a good one, AND you identify yourself as a dilettante, an amateur. Pros are working on many, many games.

Patience is a virtue. Britannia existed in fully playable form in 1980. It was first published in 1986. In 2008, one publisher told me, "it's a good thing you're immortal, because it's going to take a long time" to evaluate and publish one of my games.

So if you're the "instant gratification" type, recognize your instant gratification will be in seeing people play your prototype, not in the published game.

Self-publishing is practical, if you don't mind losing a lot of money. Moreover, at some point you become a publisher/marketer, not a designer. What do you want to do?

Playtesting is sovereign. You have to playtest your game until you're sick of looking at it, until you want to throw the damn thing away. Then maybe you'll have something. But you have to be willing to change the game again and again: listen to the playtesters, watch how they react, recognize your game isn’t perfect and won’t be even when (if) it’s published.

When your game is rejected, there’s a good chance the rejection had nothing to do with the game’s quality. Be persistent.

Tuesday, June 17, 2008

Chess and chance in Britannia

In describing Britannia to potential players, I often say it has a chess-like quality. You have to pay attention throughout the game, as losing out on a few points in the first few turns can mean the difference between winning and losing many turns later. It is a game that rewards some planning, though owing to the variability of combat, you also have to react to surprises from the dice as well as from the players.

In chess you can survive going down a pawn early in the game, but if you really screw up and go down a rook or queen, you've had it. Similarly in Britannia, if you make a big error--say, as the Welsh, fighting the Romans to the death instead of submitting--then you can't win the game, and face hours having to deal with that.

While some people play games to enjoy the process, the journey, some play to win, and don't care to play when they feel they cannot win. In chess you can resign (surrender) and play another game, not easy to do gracefully when there are three other players instead of one.

This chess-like quality is quite in contrast to many Euro-style games, where you can more or less foul up throughout the first half or more of the game and still have some chance to win in the end. Insofar as many Euro games are "family games on steroids", this characteristic is to be expected.

The presence of chance, variability, in the combat, takes Britannia away from the chess analogy, thank heaven. (For me, chess is "too much like work".) Whether there's "too much luck" is a matter for disagreement. In my online survey, about 75% of players think the amount of luck is OK, and most of the rest think there should be less. In my prototypes I generally have adopted methods with less chance, some of them diceless though not deterministic. I hardly ever consider using the original combat method in new games. (Then again, I was known to say 30-some years ago "I hate dice games", but then I came onto D&D and designed Britannia and other games that use dice...)

I think expert Brit players would say that bad luck can be managed, as long as there isn't a really long run of bad luck. Less expert players often think the game can revolve around a few rolls. To my mind, most rolls in Britannia are not important out of proportion, unless someone is desperately trying to kill a rival king in the endgame. Dice can be managed in Brit just as they can be managed in D&D. "What?" Yes, in (first edition) D&D you can try to minimize the number of times you MUST get lucky. This is the same as how you ought to manage life, trying to avoid times when you MUST get lucky. So smart people wear seatbelts, some people don't. Smart people exercise, some people don't. Smart people don't smoke, some people do. And so forth.

I have changed the combat methods in prototypes in part because I want to reduce chance, but also because I tend to aim at shorter games with fewer pieces. This means less fighting, and each fight is magnified in importance, so I want to reduce the effects of chance on each fight. I've devised a number of 4-8 turn Britannia scenarios, and it's noticeable how much more important the dice rolls are in these much-shorter games, simply because there are fewer rolls over the course of the game. (I've never quite actually counted, but IIRC there's something like 800 dice rolls in a Brit game.)

Example: players who do lots of one-on-ones with the Romans are taking unnecessary risks, I think--living on borrowed time. I try to avoid it. I think a conservative Roman can still score his 80 by round 3, and have more Roman armies left to defend his holdings. Yeah, "fortune favors the bold", but sometimes you don't have to be bold and can still get the job done.

There are three prominent alternative methods: one uses battle cards to add to the strength of combatants, and each player has an identical deck of 25 cards (five in hand). Over the course of a game, then, the "luck" each player has will be about the same, because they have identical decks. A second method uses "picture dice" (which are really just marked with the equivalent of 4, 5, and 6 when you come down to it), each army rolls two dice, and two hits are required to kill an army. The third method uses a table. One table "evens out" luck quite strongly, another not as much. The first cross-references the number of armies and a die roll, the second uses odds (but all possible odds are listed on the table, so that players don't have to figure out odds--people aren't used to doing division in their heads any more). People like picture dice and cards. Wargamers are more used to tables. All of these methods have been extensively playtested, and all of them work, but accomplish somewhat different objectives and have different expenses (200 cards, for example).

Monday, June 16, 2008

Three player difficulties

I am working on the "Gateway" version of Normannia--have played twice, seems to work despite being on a larger board (33 areas) to accommodate the bigger diceless version. Now I'm looking at a three player version, but whenever I do this I seem to run into problems with nation interaction. It's very difficult to avoid strange interactions with three players. It reminded me of the "four color map" problem.

"The four color theorem (also known as the four color map theorem) states that given any plane separated into regions, such as a political map of the states of a country, the regions may be colored using no more than four colors in such a way that no two adjacent regions receive the same color. Two regions are called adjacent only if they share a border segment, not just a point. Each region must be contiguous (http://en.wikipedia.org/wiki/Contiguity): that is, it may not have exclaves (http://en.wikipedia.org/wiki/Exclave) like some real countries such as Angola (http://en.wikipedia.org/wiki/Angola), Azerbaijan (http://en.wikipedia.org/wiki/Azerbaijan), Italy (http://en.wikipedia.org/wiki/Italy), the United States (http://en.wikipedia.org/wiki/United_States), or Russia (http://en.wikipedia.org/wiki/Russia)."

http://en.wikipedia.org/wiki/Four_color_theorem

I'm trying to do the same to accommodate just three players, and it's very difficult to do. Even without the "petty diplomacy problem"--that one player, if he decides he cannot win, can determine which of the other two can win--it makes three player strategic map-based games difficult in general.

There are ways to overcome the petty diplomacy problem, and if you have just three nations you can have three players, but when you start trying to use many nations, it becomes really difficult to do well.

Tuesday, May 27, 2008

Ruminations

I've just realized a difference between electronic games and non-electronic games: if you design a really good non-electronic game, there's a good chance it will still be played 20 years from now, might even still sell 20 years from now. In the video game world, games become obsolete because of advances in the computational platforms. A game might be played 20 years after it was released, but it almost certainly won't sell 20 years after.

Here is an expression of why I prefer in-person gaming: "There is nothing on the planet more entertaining than other people." Jordan Weisman

That element of "other people" is partly or entirely lost in electronic games, even MMOs.

Friday, May 09, 2008

Avoiding piracy and effects of technology

I've been reading about the conventional reason given for publishers' lack of interest in PC video games. They believe that piracy is so rampant that they can't sell many games, compared with console sales where piracy is much harder (and I'd add, many users are much less technically adept). However, some people think the real problem is that many PC games require such high-end hardware that the actual pool of potential buyers is small, and there has to be some truth in that. And the people with the high-end systems are usually the ones most capable of pirating the software.

Boardgames have faced the problem of piracy--I've heard of hand-made and photocopies of stuff I've published, and Diplomacy was pirated in Brazil wholesale at one time (they added a supply center in Tunisia, otherwise the same game). In the modern era of scanning and digital cameras it becomes relatively easy to make copies of boards and rules. So how have boardgames changed to make this less of a threat? First, the games provide lots of "bits" (pieces) of thick cardboard, but often 3 dimensional wood or plastic, sometimes even plastic figures. In Euro-style games the boards are often mounted. There are even gimmicks such as spinners and dice towers that cannot practically be pirated. Finally, flashy color art is less easy to pirate than old-style black and white.

In wargames there are fewer protections, but the pool of wargame buyers is so small that the typical hex historical game sells about two thousand copies, and piracy is uncommon. "Block games" have become popular, and they have the 3 dimensional block pieces and the stickers for the blocks, all being more difficult to pirate than ordinary cardboard counters.

At the same time, most game companies post game rules online. The rules become an advertisement for the game, not a piracy threat. Usually the cards, which are common, are not posted online by the publisher, though there are exceptions. The Britannia nation cards are not on FFG's Web site, but photos might be found at places like Boardgamegeek (copyright violations overlooked by the publisher)

I'm going to bring in another comparison at some length, books and textbooks. It is only a matter of time to scan a book to an electronic copy. Scott Adams (author of Dilbert comics) complained that one of his books was available in pirated electronic version the day after it came out, and so he never pursued sales of an electronic version. As students more habitually carry laptops or "e-readers", the electronic version of a book can be used in class as well as outside of class.

However, as a college teacher I see students either not reading the textbook, or not even bothering to buy it. To folks of my generation a book was a treasure trove of information about a topic. Now we have the Internet, and hundreds of channels on cable and satellite. (I was lucky, I had three TV channels instead of two, and learned a lot from "20th Century" and "Mr. Wizard".) These provide information for "free". Want history? There's the History Channel and its competitors. Want science? Discovery Channel and many others. A lot of the information is pretty shaky these days owing to sensationalism and a lackadaisical attitude that turns fiction into truth, but there IS information. So why bother with a book, younger people ask.

Textbook publishers generally have depended on the structure of the business, that is, the teacher chooses a textbook, and the students are required to purchase the textbook, and then the teacher tests the students on the content of the textbook.

But we've reached different days. Even when typical students KNOW that by reading a textbook they can do much better on a test, THEY DON'T BOTHER by and large. Heavens, even when a practice test is available that will almost assure them of getting an "A", they don't bother to take it! And in the past year I've seen students not bother to buy a textbook, not because they have a pirated edition, but because they don't feel it's worth the money. (Students at elite schools like Duke still read books most of the time, but they are very much the exception.)

If I were a textbook company I'd be worried, even though, thanks to essentially monopoly pricing, a company can charge well over $100 for a widely-used (and consequently high print run) book. As I often say, if you put a textbook in a bookstore hardly anyone would buy it; which is why I try to use class books that DO sell well in bookstores, they are not only cheaper, they are usually more interesting.

Of course, what the bookstore books are missing is the paraphernalia of teaching, the questions and reviews and case studies and other pedagogical material that often isn't worth much anyway, in my view. But textbook companies are smart, they market to the teacher, not to the students, because the teacher selects the book (and can get a free copy of the textbook, but not of books sold in ordinary bookstores, mind you). In the end, teachers want books that will teach the class for them. (Not surprisingly, I am very much NOT that sort of teacher.) This is especially important for online/distance ed classes, which consist largely of learning from a book, not from a teacher. (And which I do not teach.)

Despite this, and despite the bizarre but increasingly common notion that people must take classes to learn things instead of reading books--usually not textbooks--I think the textbook companies are in trouble. But they may not quite know it.

Some people in the industry are experimenting with ways to make piracy a virtue rather than a problem. One company (freeloadpress) is putting advertisements in textbooks and distributing electronic versions for free. These are full-page full-color ads, usually in unobtrusive locations. The books can be purchased at reasonable prices in paper, I presume via publishing-on-demand technology. For example, the 140 page book I downloaded was less than $10 in paper. These folks are already in business and have some impressive title in their catalog.

Another company plans to sell the homework assignments, and hopes instructors will enforce the idea that if the student hasn't bought the homework assignments, the student cannot get credit for homework. I don't think they have a prayer, teachers aren't going to care about this.

Another company expects to sell ancillary products that support the books, such as study guides. Again, I don't see how this can work, and surely the ancillary products, if written, will be pirated.

This brings us back to video games. You may know that some games already have in-game advertising. If this becomes the primary support of a game, then the more copies made of a game, the better for the publisher. Also, some online games have gone to a modified free model. It's free to play the game, but there are ancillary, in-game benefits (such as cooler costumes for avatars) that cost small sums, and those small sums add up to large ones. There's no analog of "sell the homework", or I'd expect PC games to have experiments there.

Consoles in the long run may be susceptible to piracy, too, especially the computer wannabes (XBox 360 and PS 3). Once you have a DVD drive, you have the possibility that someone will figure out how to copy console games either on a modified console or on a PC.

Computer technology and the Internet have changed many business models. Some businesses have contracted mightily (travel agents, e.g.), some have appeared from nowhere. The boardgame business has changed in another way, because the competition from online game retailers makes it tough for many local game shops to continue, yet publishers don't sell enough online, by and large, to wish to see retail distribution from brick-and-mortar stores disappear (as it is slowly doing).

Chris Anderson argues that "the long tail" (the name of his book) means marginal/niche products will be more successful, yet others believe the "short-term mega-hit" phenomenon means those same products are less viable, not more. I understand that retailing of games changed with the collectible card games, because stores got used to products (CCGs and expansions) that sold very well for 90 days and then sold very little. Boardgames, especially wargames, sell via a different model, but stores aren't interested in keeping inventory of less-than-brand-new games in stock because of the CCG phenomenon. I think this is one reason why we see so many new boardgames, but most don't sell a lot or make much money (though a few mega-hits do). Something about the new edition of Britannia that really pleased me was the continued good level of sales (until it was sold out): one way or another it seemed to avoid the 90-day-wonder phenomenon.

Friday, April 25, 2008

Memorization

Young people seem to think it funny when they ask about a rule in one of my prototypes and I say "I don't remember". "But it's your game!" they say. Yes, but I have dozens of prototypes going, and I see no reason to remember all the rules--that's why I write them down. Further, if I rely on what's written, then I'll know that the way we're playing matches the way other people will ultimately be playing.

I have to remember as much as I can about the games that only have notes, not full rules--I don't write full rules until the game has been played several times. And at my age I have a lot more to remember than 20-somethings do. So I save my memory for what's important!

I am always a little fascinated by "designers" who say they're working on just one game. That certainly allows for full focus and full memorization of the rules, but given that the majority of games don't work out well, the more you work on, the more you're likely to have some that will "rise to the top". I try to approach it in a businesslike manner, the folks who design only one at a time certainly appear to be hobbyists only.

Tuesday, April 01, 2008

Favorite games--generational differences

I often attend the NC State Tabletop Gamers meetings, where everyone else is age 25 and under, making me incredibly old. Recently I asked the players what their favorite game is. With one exception (who heard my question and asked me to ask him), not a single one could name their favorite game. I've found this is often the case with game development students, too. As new games come out, they get interested in the new ones and lose much of their interest in the old ones. So they don't really have favorites. It's unusual for the same game to be played twice at the meetings (partly a matter of time), unusual for a person to play a particular game a second time in an evening. And most of the players are willing to "have a go" at games they have never heard of, let alone learned to play before the meeting.

This only shows once again that there is a big difference between generations. I can name all my favorite games from the time I started playing strategy games: Conflict briefly, then Broadsides, and at age 12 Stalingrad (and others from AH, though SG was "the" favorite). Age 18 introduced me to Diplomacy. Age 24, D&D. I played D&D for 29 years, then took three years off, and got back into designing games. I'd have to say my favorite now is Britannia, though I've never played a published version, always preliminary versions or variants.

My second favorites tended at one time to be video games, Empire Deluxe, Total Annihilation (played at SLOW speed!), Civilization 2, and Heroes of Might and Magic 2. Lately I haven't had much time to play video games. My second favorite now would be D&D (after Brit).

And like many people my age, I want to study the rules and the game before I play; I dislike being taught by another person how to play a game, because it's so likely that confusion will result.

I suspect the "cult of the new" has something to do with these differences between me and the NC State gamers. Nowadays people, especially young people, assume that whatever is newest is usually best. Older generations (and perhaps anyone with a lot of experience) realizes that "new" is not necessarily a recommendation.


Here's a question: if I have always had these favorite games, why do I design new ones? Some designers may design games so that they can enjoy playing them, but that's not my motivation. I design them first so that other people can enjoy playing them, and second as interesting intellectual exercises. I came back into designing games after a 20 year hiatus because I realized that of all the things I had done, the one that provided the most pleasure and stimulus to the most people is Britannia. And I wanted to do more. But as I design a ridiculous number of games, I find I'm doing it to "solve a problem", sometimes a problem related to history, sometimes a problem I manufacture, that is, to meet self-imposed constraints. For example, Law & Chaos is likely to be a very popular game once published, probably more popular than Britannia ever was, yet it began as a simple desire to make a game that uses glass beads for its only pieces.

I don't actually play the games, once published, so I clearly don't make them in order to play them myself. I don't even play them in playtest sessions, if there are enough other players, because I don't want to skew the results. Nonetheless, it's music to my ears to hear someone say "I love this game" or that they've played Britannia five hundred times (I sure haven't), or that Swords & Wizardry is their favorite boardgame.

Having said that, there's rarely anything so fascinating as playing a game I've designed for the first time. How will it work out, what will I need to change, will there "be anything in it"?

I have to confess that there are a few I've designed that I don't particularly enjoy playing, but other people do. That's partly a consequence of experience, partly of designing by constraints to see what I can work out. Game design is a vocation for me rather than a living, so I can do what I want, how I want it.

Gamasutra has an article discussing how much video games cater to "cult of the new" (not their words) rather than favorites to be played again and again:
http://www.gamasutra.com/php-bin/news_index.php?story=18301

Monday, March 24, 2008

Playing vs. Watching

I am known to some as a person who doesn't actually play boardgames, other than his own--but I do play the role-playing game Dungeons & Dragons. I don't even play my games once they're published, though I'll play variations. Except for D&D, I'm always interested in the design aspect of playing a game, that is, improving the designs I'm working on.

Moreover, playing a game that is less than top standard is too much like work. And some games (like chess) are too much like work in any case. I am much happier watching or reading the rules than suffering through playing.

When I used to play boardgames, I played "for blood", to win. But about age 25 I got to where I disliked the competitiveness, what it did to me, so I stopped playing competitive games. D&D is a cooperative game, at least the way I play it.

D&D is an aberration in other ways, too. The games I design tend to be grand strategic, often covering long periods, or they are abstract. In either case, there is no "role assumption", the player does not think of himself as a single individual. And I don't feel a need for role-assumption. Yet D&D is often highly tactical, and players represent single individuals. I hardly ever design a game like that. (It has to be said, when I got back into designing games I stopped playing D&D, and only recently started again--but that may have been a matter of availability of players rather than distraction of boardgames.)

At Rick Steeves' Game Night recently, I played my new dice game that uses Law & Chaos principles, to make up the numbers; I didn't play Warhamster Rally but learned a lot from watching and reading the rules, yet I didn't have to concentrate on it. (I'm designing a "Rocket Rally" game, sort of broad market using RoboRally principles, so I was quite interested in WHR.) I also watched part of a Forumula De game, very clever yet not offering something I can use in any game I'm working on--not yet, anyway. I also had a look at TransAmerica. I'm always looking for methods and ideas that might help me, yet most of the games played at Rick's are Euro types rather than wargames, and most of the games I design are at least in part wargames, certainly conflict games.

Sunday, March 23, 2008

Where variability comes from in a wargame

I've been thinking about where variability comes from in games, especially wargames.

Obviously, much of it comes from people, that is, from the opposition. And when there is more than one opponent, the variability becomes much less predictable. Some computer games try to reproduce some of this kind of variability, for example Civilization. In Civ IV the different "personalities" of the opponents are supposed to influence how they play.

It often appears to me that expert "Euro" game players are playing the players more than the system, though some of the more intricate mechanics mean the main point of effort is understanding and "controlling" the mechanic rather than understanding and "controlling" the people.

At any rate, here are some wargames and sources of variability:

Britannia--the combat system, that is, the dice rolls. In many of my Brit-like prototypes I'm trying to cut down on the randomness of the combat. Though 75% of the players think the amount of luck is OK, most others would like less luck. I laugh at people who say Brit is "too scripted", there seems to be great variation in what happens owing to both differing strategies and dice rolls. Freeform would make no sense in an historical game (note that Vinci and Risk, below, both freeform games, have NO element of history in them, absolutely none).

Vinci--the chit draws for the civilizations provide a random element. It is also very freeform. But mostly it is the people.

Risk--the combat system is the obvious variable, but even more, the territory cards and increasing reward for turning in sets; also there's the extremely freeform structure (you can go anywhere).

Diplomacy--there is occasional guessing in the tactics, but this game is almost entirely about people. Someday I may do a version of Dip stripped to its essentials, where there would be little or no tactical element, or perhaps a kind of a "Euro" version of Diplomacy (this might end up being two different games).

In most wargames, the dice rolling in combat is the main variable other than the people themselves. And that makes sense, combat is a very chancy business no matter how well-prepared you may be.

In many other games, especially those with little or no luck in the combat system, the Event Cards provide the variability. (E.g. Germania, Seas of Gold, Law & Chaos (yeah, that's not a wargame), etc.

Some games become "predictable" for lack of a random element other than the players--chess, checkers, Puerto Rico, etc. Yet when they are complex enough, there's still a lot of unpredictability. Checkers has been brute-force solved by computer, but that doesn't prevent people from playing.

I'm not sure where that gets us, but there it is.

Thursday, March 06, 2008

Keep it simple

While at PrezCon I saw many games, even many "Euro" games, with hundreds of bits, lots of different kinds of bits, and wondered why anyone wanted to try to make sense of all the cardboard chits and cards and money and... My friend Rick played an eight hour Axis & Allies game, with vast numbers and types of pieces. (I played A&A a lot solo at one time, the computer version, where I didn't have to mess so much with vast numbers of pieces.)

I realized then that I never have been much interested in games with hundreds of pieces. My early favorites were Milton Bradley games like Broadside, then I discovered Avalon Hill games but preferred such as Stalingrad (100 pieces) and Arfika Korps (likely not many more). Then I went on to Diplomacy (34 pieces), and finally D&D (a dozen pieces). Britannia and the other games I had published in the early 80s and earlier had fewer than 200 pieces, often less than 100. And even those games don't have more than an average of 55 or so pieces on the board at one time (Britannia).

Of course, I like "grand strategic" games, not tactical games (D&D is the aberration there), and at that level a lot of different categories of pieces doesn't make much sense. Maybe a game with hundreds of pieces but few categories would be all right, but I'd then say, what can we do with hundreds of pieces that we cannot similarly do with dozens? The A&A game reminded me of my stillborn WW II strategic game intended to provide the strategy of A&A without the length and number of pieces. So I may go back to that.

I have already played the "broad market" Brit (which is really a gateway Brit, not broad market, that needs to be a game with cards). And miraculously, I've already written a full set of rules. Followed by a full set for Frankia. Maybe I'm finally "off the snide".

Gary Gygax R.I.P.

Gary Gygax, one of the inventors of D&D, died recently.

I'd call Gary the developer of the game for sure, I know Dave Arneson originated the idea of having individuals interact with fantasy miniatures battles (which became Chainmail), as Dave wrote me a letter about it when I was editor of my Supernova fanzine. I don't know how it got from that to strictly individuals as we see in D&D.

I first corresponded with Gary in 1966. He was a leading light in the International Federation of Wargamers club, and about all I recall of that exchange is him saying he was too young to be called "Sir". And he was, then.

I only met him once or twice, at conventions, and had had no contact with him for many many years, but something like this is much like the feeling when sports heroes of your youth die (Micky Mantle!). You feel old.

Someone whose brain temporarily ceased to function at Boardgamenews wrote the following disrespectful if not plain stupid headline:
"Where’s a Cleric When You Need One? – Gygax Dies at Age 69"
They need to find a new headline writer.

D&D, the older, simpler version, is still my favorite game, and I recently started playing--well, reffing--again after a three year hiatus.

Sunday, March 02, 2008

Why I'm not an electronic game designer

Why would I want to design electronic games? I'm better off as is.

  • The "AAA list" electronic games are really designed by committee. When I design a game, it is almost all MINE. (The rest is playtesters and publisher.)
  • For most of the age of video games, you had to work full time in the industry, yet the pay was and is poor. I'd rather help young people as a teacher, get paid at least as well, and have lots of time to design games.
  • The working hours are bad. "Crunch time" (unpaid overtime) is common, though designers are not involved in that quite as much as programmers and artists.
  • Fighting with the electronics obscures the purity of design. You worry about what the computer can do instead of what the players can do.

Wednesday, February 27, 2008

PrezCon 2008

I attended the 15th annual PrezCon in Charlottesville, VA 21-24 February. Rick Steeves and I arrived later Thursday evening, PrezCon is a miniature WBC (World Boardgaming Championships), with the focus almost entirely on board (and card) game tournaments. Registered attendance was over 550. Justin Thompson, who runs the con, says it has grown larger every year.

PrezCon is purely boardgames and non-collectible card games--no role playing, no Magic or Yu-Gi-Oh, no "pure" miniatures (there was a Star Wars Minis tournament), no electronic games.

I don't go to conventions to play games, and I don't have much luck getting people to playtest because they're so busy with the official tournaments. Players pay a single fee and play as many tournaments as they can fit in, with wooden plaques for the winners. Most tournaments have two or three heats or rounds, then the most successful players play in a final.

GMT, Mayfair, Z-man, Cafe, and other game companies were there, but the vendors are a minor part of the convention compared with Origins. It really is a miniature WBC.

I've been at PrezCon every other year since 2004. I noticed this year that there seemed to be more kids (under18), and more folks in their 20s and 30s, and more females, though the most common demographic was still a gray-haired male. Some of those kids are offspring of the older folks, but the increase was certainly noticeable.

Early Friday I talked with Jason Hawkins (co-designer of Parthenon) at length about his elaborate but quite clever prototype game of Alexander's successors. I'm afraid Jason thought I was a curmudgeon with my questions about the complexity of it--I seem to be more and more into simple games these days rather than ones with a lot of detail. I also watched a bit of Richard Berg's prototype Dynasty (China) game being played, and skimmed the rules. Berg was also playing a cowboy game that he called a "growth game"--someone asked what had happened to him, as he's very well known for nuts-and-bolts wargames--but there was some gunslinging in it. Dynasty also appeared to be more about about growth than about war. Evidently Richard likes to write a full set of rules fairly early on, rather different from my typical practice (though I write the first-draft rules for quite simple games pretty early in the process).

The most useful thing I did was talk with Ron Magin of Cafe Games about my prototype Law & Chaos. He, Rick, and I played, and he then recommended to Pete, CEO of Mayfair Games, that he should try it. Pete talked at some length about where he has games printed (US, Germany, occasionally China, depending on what needs to be printed). The US has become cheaper than Germany owing to the high value of the Euro (or low value of the dollar, depends on how you look at it). Mayfair is one of the larger US publishers, in particular having the US franchise for Settlers of Catan, which sells in enormous numbers (six figures).

There was a small Britannia tournament, two rounds and then a final board, won again this year by Mark Smith in a tight game. About a third as many people participated as at WBC, which fits the attendance numbers (WBC is 1,500+ attendees).

Though I don't play at conventions, I look at lots of games in progress and talk with various people, and get a lot of good game ideas at a con. One in particular (using techniques from Law & Chaos) is likely to turn out well. Another is a space-themed, broader market, analog to Robo-Rally, my friend Rick's favorite game. Rick also played an eight hour Axis & Allies game, which reminded me of an old project I had to try to make a two hour WW II game that concentrated on the virtues of A&A (strategy) rather than its "unvirtues" (lots of dice, economy-driven, LONG). Many notes and much discussion took place, but I don't know if I'll get any further this time than last.

At the con I heard about a "broad market" (as opposed to mass market) version of a famous gateway game. That gateway game is quite simple, but this version is MUCH simpler, to appeal to a broader market--people who don't normally play boardgames at all except for Monopoly and such (I think), and who might buy them in places like Target or Macy's.

Just for the heck of it, I'm trying to develop a "broad market" version of Brit (the kind of thing that would sell with Risk and similar games). History may be too serious for a broad market, especially medieval British history, but it's an interesting exercise. I already have a "Brit Lite" version, and that can be played by casual gamers and video gamers, but I'm aiming at the sort of folks who might play Risk and Monopoly and checkers or chess, but not much else. I'm doing this for my own amusement, not with the idea of ever having it published.

Monday, February 25, 2008

"Broad market" Brit

At PrezCon this weekend I heard about a "broad market" version of a famous gateway game. That gateway game is quite simple, but this version is MUCH simpler, to appeal to a broader market--people who don't normally play boardgames at all (I think), and who might buy them in places like Target of Macy's.

Just for the heck of it, I'm trying to develop a "broad market" version of Brit (the kind of thing that would sell with Risk and similar games). History may be too serious for a broad market, especially medieval British history, but it's an interesting exercise. I already have "Brit Lite" version, and that can be played by casual gamers and video gamers, but I'm aiming at the sort of folks who might play Risk and Monopoly and checkers or chess, but not much else.

The game would have to have many fewer units than Brit, and many fewer areas (my first cut has 14 instead of 37 land areas). Six turns perhaps, 8 nations. I'm afraid that with the limits required, the Roman conquest must be left out. Non-gamers might not care for the one-sidedness of it, but more important, it will tend to go the same every time, so let's not bother.

Obviously, there should be plastic figures for pieces.

Leader pieces? No, I think the way to introduce historical flavor (and some variation) is with cards. Those cards can include leader cards that the player will always get on certain turns.

Possible timeline:
400-525 A-Saxons, Scots come w/Fergus
525-650 Badon etc. stops A-S, then win by A-S (577 especially)
650-800 A-S clean up, Heptarchy
800-925 Vikings. Kenneth McAlpin
925-1025 Viking renewal, Cnut
1025-1100 Four Kings

My first cut with nations was 12:
R-B
Angles
Saxons
Scots
Picts
Brigs
Welsh
Irish
Norwegians
Normans
Danes
Norse-Dubliners

But that's too many, so I tried for 8

Britons less Welsh (R-Bs and "Brigs")
Welsh
Angles
Saxons
Danes
Norse including Dubs & Norwegians
Scots & Picts & Irish
Normans

Four players:
Angles--Normans
Saxons--Scots Irish Picts
Welsh--Danes
Britons--Norse Dubs Norweg etc.
So the British get Vikings to play with. Angles (who get stomped) get the eventual historical winners (Normans)

I have a system for possible double occupancy of areas that works very well in Frankia (and Brit Lite), but it's a little complex. So I'm waffling between having more areas than the 14 I came up with, or 14 and double occupancy, or more areas--but that might mean empty areas, and might require more pieces. Dunno until I try something.

Or maybe more areas to avoid double occupancy? But then areas might be empty, that's the problem.

The Brit combat system has far too much variation to be used at this scale. But dice rolling is fine for this market. Right now I'm thinking roll one die for each army, higher total kills one army of other side and pushes them back. Cards might modify this (e.g. leaders add one to each die roll). (Variation: one die plus one per army, helps the defense a lot.)

That's all for now. I have many other things to work on as a result of PrezCon contacts, I'm glad to say.

Tuesday, February 05, 2008

Analysis of Some Traditional Games

This is written with my students of electronic game design in mind, but should be of interest to boardgamers. The best way for students of digital game design to learn game design is with non-electronic boardgames and card games. This kind of game can be brought to playtest stage far more quickly than electronic games, and by their relatively simple nature they reveal the essence of gameplay much more quickly and clearly than electronic games. However, my students are rarely familiar with non-traditional boardgames such as Eurogames, and the traditional ones offer many “false lessons”, that is, what has worked in traditional games is often not good game design.

Put another way, game design students often adopt characteristics of traditionally popular games in their designs. Part of the reason for discussing traditional games is to point out that they are not necessarily designs worth emulating.

So I’ve tried to write a brief analysis of what is wrong with (and right with) some of these games. Sometimes I’ll use the following questions as a framework, after a general discussion of the game.

1. What are the challenges the player(s) face?
2. What actions can they take to overcome those challenges?
3. What can players do to affect each other?
4. Is the game replayable many times without becoming "just the same" over and over?
5. Is the game fair?
6. Is there an appropriate mixture for the audience and game type (consider "take that")?
7. What is the "essence" of the game?

General comments about “traditional” games

There are two types of “traditional” games, the public domain ones that have come down to us over centuries such as chess and pachesi, and those that are commerciall