Wednesday, July 25, 2007
Book review
Review: Game Design: Principles, practice, and techniques--the ultimate guide for the aspiring game designer. Jim Thompson, Barnaby Berbank-Green, Nic Cusworth. Wiley, ISBN 0-471-96894-3. Full color, 192 pages including brief index and gloassary.
This is a very good book, particularly for teens. It is written primarily by a teacher, and makes strong use of color and illustrations. Each topic is covered in just two facing pages, usually. There is very little long text, again a plus where young people used to reading (skimming) the Web are concerned.
In the end, the book is not about game design generally, but about game design and production of video games that focus on a single character--FPS, action, and the like--the kind of game that particularly appeals to teenage boys.
This is the first book I've read that describes the process of modelling characters and then making them ready to be manipulated by programming.
There is almost no recognition--in common with most other books about digital games--that you can plan everything about a game down to a "T", but you won't really know whether you've got something good until you have a playable prototype. I've just been reading a history of the original Civilization game on Gamasutra that describes Sid Meir's process. He programmed, Bruce Shelley (who later made Age of Empires and earlier was the Avalon Hill "developer" for the American version of Britannia) played the game, they discussed what worked and what didn't, Sid modified, Bruce played, and so forth. The playable prototype was the key to success.
Perhaps genre games such as FPS are so similar to an archetype that you can plan it all beforehand and still get it (mostly) right. This "front-loaded" attitude primarily comes from the necessity for game studios to present detailed plans (the Game Design Document) to potential publishers. If the publisher likes the plan, they put up the money to enable the studio to produce the game. To put it another way, it's now too expensive to produce working prototypes of A-list games, so studios produce written plans. No wonder there's little risk or innovation in these games.
This is a very good book, particularly for teens. It is written primarily by a teacher, and makes strong use of color and illustrations. Each topic is covered in just two facing pages, usually. There is very little long text, again a plus where young people used to reading (skimming) the Web are concerned.
In the end, the book is not about game design generally, but about game design and production of video games that focus on a single character--FPS, action, and the like--the kind of game that particularly appeals to teenage boys.
This is the first book I've read that describes the process of modelling characters and then making them ready to be manipulated by programming.
There is almost no recognition--in common with most other books about digital games--that you can plan everything about a game down to a "T", but you won't really know whether you've got something good until you have a playable prototype. I've just been reading a history of the original Civilization game on Gamasutra that describes Sid Meir's process. He programmed, Bruce Shelley (who later made Age of Empires and earlier was the Avalon Hill "developer" for the American version of Britannia) played the game, they discussed what worked and what didn't, Sid modified, Bruce played, and so forth. The playable prototype was the key to success.
Perhaps genre games such as FPS are so similar to an archetype that you can plan it all beforehand and still get it (mostly) right. This "front-loaded" attitude primarily comes from the necessity for game studios to present detailed plans (the Game Design Document) to potential publishers. If the publisher likes the plan, they put up the money to enable the studio to produce the game. To put it another way, it's now too expensive to produce working prototypes of A-list games, so studios produce written plans. No wonder there's little risk or innovation in these games.
Tuesday, July 24, 2007
Brit-like game in block format?
Has anyone played a "block game" with four sides? By block game I mean one that uses small stand-up wooden blocks with a sticker on one side, so that the owner can see what the block represents, but other players cannot. Each block can be turned on different sides to represent different strengths, as many as four.
Virtually all block games are two-sided--I don't know of one with three or four sides--but I'm told that four sides work. To me, there'd be less than a 90 degree angle to opposing pieces, at times, and inevitably other players would sometimes see the "secret identity" of the piece.
Someone suggested using the block game format for a Brit-like game. This not only means how do we solve the four-side problem, but also how do we make a Brit-like game with no more than 100 pieces (the practical limit for production purposes, evidently, owing to expense). The low piece limit calls for a Euro-like game. The "step" format means that one piece could represent several armies, but you'd have to have a map with relatively few areas or use an alternative method to indicate occupation of areas (small markers instead of the blocks).
Even with the alternative method, the area count would have to be quite low--20 to 25. The lowest piece count I have in a game I've played is 127 armies plus leaders plus capitals and forts (Caledonia). The average number of pieces on the board in Brit is about 55, but at times up into the 70s and 80s. Brit has 37 land areas--so the average count is about 1.5 per land area, even though some of the pieces will be at sea most of the time. Italia has 624 pieces, Brit 200-some (which may be the fewest of any Brit-like game).
Think also, four players gives 25 blocks per player. The number of nations would have to be about 3 per player, which would also fit the Euro aim. But in only one of the many Brit-like ideas I've been working with for years, have I got a set of only 12 nations. Usually I struggle to keep it to 16, and often don't.
Using the hidden-information blocks, there'd also be a potential problem identifying which blocks of a color belonged to which nations.
I'm not sure Euro-wargamers would want to mess with the hidden nature of the blocks, or even the steps. I'm told that it's possible to abandon the secret information (lay the blocks down--also avoiding the nation identification problem) but retain the steps by pointing the blocks correctly away from the player. Has anyone played a game of this sort? Sounds awkward to me.
With so few units a dice-based combat method might not work well. I'd prefer using my card-based method, but cards are pretty expensive, too.
Commmand and Colors:Ancients lays the blocks down, I'm told, and
gamers like to have blocks rather than cardboard counters. I bought a big bag of blocks (variable sizes) used for the game but I didn't buy the game!
I like to try to impose constraints on designs, because sometimes the result is interesting and different. But I'm not sure that anything on the scale of a Britlike game can fit a block game format. A more or less square map (if one is trying to use hidden identities) of a relatively limited area might work best. Any comments or experiences?
Virtually all block games are two-sided--I don't know of one with three or four sides--but I'm told that four sides work. To me, there'd be less than a 90 degree angle to opposing pieces, at times, and inevitably other players would sometimes see the "secret identity" of the piece.
Someone suggested using the block game format for a Brit-like game. This not only means how do we solve the four-side problem, but also how do we make a Brit-like game with no more than 100 pieces (the practical limit for production purposes, evidently, owing to expense). The low piece limit calls for a Euro-like game. The "step" format means that one piece could represent several armies, but you'd have to have a map with relatively few areas or use an alternative method to indicate occupation of areas (small markers instead of the blocks).
Even with the alternative method, the area count would have to be quite low--20 to 25. The lowest piece count I have in a game I've played is 127 armies plus leaders plus capitals and forts (Caledonia). The average number of pieces on the board in Brit is about 55, but at times up into the 70s and 80s. Brit has 37 land areas--so the average count is about 1.5 per land area, even though some of the pieces will be at sea most of the time. Italia has 624 pieces, Brit 200-some (which may be the fewest of any Brit-like game).
Think also, four players gives 25 blocks per player. The number of nations would have to be about 3 per player, which would also fit the Euro aim. But in only one of the many Brit-like ideas I've been working with for years, have I got a set of only 12 nations. Usually I struggle to keep it to 16, and often don't.
Using the hidden-information blocks, there'd also be a potential problem identifying which blocks of a color belonged to which nations.
I'm not sure Euro-wargamers would want to mess with the hidden nature of the blocks, or even the steps. I'm told that it's possible to abandon the secret information (lay the blocks down--also avoiding the nation identification problem) but retain the steps by pointing the blocks correctly away from the player. Has anyone played a game of this sort? Sounds awkward to me.
With so few units a dice-based combat method might not work well. I'd prefer using my card-based method, but cards are pretty expensive, too.
Commmand and Colors:Ancients lays the blocks down, I'm told, and
gamers like to have blocks rather than cardboard counters. I bought a big bag of blocks (variable sizes) used for the game but I didn't buy the game!
I like to try to impose constraints on designs, because sometimes the result is interesting and different. But I'm not sure that anything on the scale of a Britlike game can fit a block game format. A more or less square map (if one is trying to use hidden identities) of a relatively limited area might work best. Any comments or experiences?
Tuesday, July 10, 2007
Booths and sessions at Origins '07
Being a volunteer at a booth at a convention is a way to become known to publishers. But it can be tough, sitting (or standing) there up to eight hours a day for four days.
For example, at one booth the gang assumed that chairs would be provided. Instead, the convention wanted $47 per chair. So the boothies there (who hadn't brought their own chairs) had some sore feet.
I ask nosy questions. In particular I would ask how sales were, as I know that often the smaller publishers (and maybe the larger ones) can barely make enough to break even. In this case there seemed to be fewer booths than last year, which meant many more tables and chairs in the empty spaces where the attendees would rest their feet and play games.
July 4 just preceding the convention might have reduced attendance, who knows? After a while GAMA will probably announce the attendance figures.
Anyway, sales seems to work out this way. Thursday is the busiest. People spend their money when they get there, to make sure they get what they want before it's gone. (I bought two things Sunday; one was the last one in stock, the other was the last of two. The sellers really do run out of some things.) Friday might be 1/6th of all sales, Saturday might be the busiest, or almost as busy a Thursday. And then Sunday some people do come and spend money.
Someone had heard that next year people would be able to get a cheap or free badge to get into the exhibit hall only. As it is, you must pay the $40-$60 for the entire convention.
BTW, there are many games running at Origins, and virtually all of them cost some small amount ($1.50, $3.00, even $4.50 for some of the RPG stuff).
The available seminars (the free ones, not the historical ones that are part of the "War College") seemed relatively few in number and not very interesting. I was limited, of course, in what I could attend because I did three two-hour seminars. About the only one I attended was Paizo's "what's coming up", which was particularly interesting insofar as they can no longer publish Dungeon and Dragon magazines: where do they turn for revenue? They have interesting plans for "adventurepath" publications, and some clever card products such as a deck of results for critical hits (which I won as a door prize). There were about 14 attendees, fewer than any of my sessions, but from past experience, not a bad number.
For example, at one booth the gang assumed that chairs would be provided. Instead, the convention wanted $47 per chair. So the boothies there (who hadn't brought their own chairs) had some sore feet.
I ask nosy questions. In particular I would ask how sales were, as I know that often the smaller publishers (and maybe the larger ones) can barely make enough to break even. In this case there seemed to be fewer booths than last year, which meant many more tables and chairs in the empty spaces where the attendees would rest their feet and play games.
July 4 just preceding the convention might have reduced attendance, who knows? After a while GAMA will probably announce the attendance figures.
Anyway, sales seems to work out this way. Thursday is the busiest. People spend their money when they get there, to make sure they get what they want before it's gone. (I bought two things Sunday; one was the last one in stock, the other was the last of two. The sellers really do run out of some things.) Friday might be 1/6th of all sales, Saturday might be the busiest, or almost as busy a Thursday. And then Sunday some people do come and spend money.
Someone had heard that next year people would be able to get a cheap or free badge to get into the exhibit hall only. As it is, you must pay the $40-$60 for the entire convention.
BTW, there are many games running at Origins, and virtually all of them cost some small amount ($1.50, $3.00, even $4.50 for some of the RPG stuff).
The available seminars (the free ones, not the historical ones that are part of the "War College") seemed relatively few in number and not very interesting. I was limited, of course, in what I could attend because I did three two-hour seminars. About the only one I attended was Paizo's "what's coming up", which was particularly interesting insofar as they can no longer publish Dungeon and Dragon magazines: where do they turn for revenue? They have interesting plans for "adventurepath" publications, and some clever card products such as a deck of results for critical hits (which I won as a door prize). There were about 14 attendees, fewer than any of my sessions, but from past experience, not a bad number.
Tuesday, July 03, 2007
Does online play of pblished boardgames help or hinder sales?
The subject expresses my basic question, but some explanation is called for.
Boardgames tend to be social activities. But sometimes a game is sufficiently unusual that it's hard to get people to play at the local game meet (or maybe there isn't a local game meet...). Online (or e-mail (PBEM)) play is an alternative for those who can't find interested players locally, or who want to play at a more convenient pace than face-to-face requires. Online/PBEM play tends to emphasize the strategic aspects of a game at the cost of social aspects. Online play can be set up to be real-time, more like face-to-face, but PBEM is always non-real-time.
I'm interested in these possiblities in relation to my game Britannia. Brit is a long game, and a game that requires some study and thought to play well. It isn't the sort of game that people just pull out at a game meet and recruit players to play it right then. Hence it lends itself to online/PBEM treatment, and the PBEM community is quite lively. I have "watched" a couple PBEM groups that play at a very fast pace (several moves a day), using an online dice-roller to resolve combat, and these folks play one game after another (one group is on its 20th consecutive game). There are PBEM tournaments as well.
Yet Fantasy Flight Games, the current publisher, chose not to post on their Britannia Web site an excellent article about how to play by e-mail. (It's on pulsiphergames.com if you're interested, and also on the BGG Britannia site.) The reasoning was that someone could use the Cyberboard kit (which includes a map), with the rules posted online, and play without purchasing a copy of the game. (They'd actually have to get copies of the nation cards as well.)
Make no mistake about it, there are certainly times when people play a game by making a copy themselves (pirating it), rather than purchase one. Evidently, respect for copyright, or for rights of creators, is much lower than 30 years ago. In old hex-map and cardboard counters days it was fairly easy to make a copy of a game, given a paper map and paper pieces. Years ago no one gave away the rules to their game, as many publishers do today. I think pubishers realize that in the computer age it's so easy to scan rules that there is no way to "keep them secret" from people who haven't bought the game. So why not post the rules so that players have a chance to read them and decide whether to buy the game?
Even today, desktop published games use the same make-your-game principle. I believe that one major reason for the inclusion of three-dimensional "bits" in games, and of attractive color art (especially on cards), is to help persuade people to buy the game instead of using a pirated scanned copy.
On the other hand, Days of Wonder makes free online play of some of their games part of their support package. I recall hearing that Ticket to Ride had been played online more than a million times, and that was two years ago. Evidently, they don't believe that online play hurts sales of the boardgame. But Days of Wonder games are short, not long like Britannia, and the games tend to be not-very-strategically-complex as well.
We see companies that specialize in offering online play of boardgames. Hexwar's games have been out-of-print stuff, so the question of affect on sales does not apply. f2fgaming offers Hammer of the Scots, a two-player game of a popular type (block games) that is actually more convenient to play online than face-to-face, because you don't have to manipulate the blocks. (I thought f2f was charging a fee, but the site now says "Free" and has no news less than a year old.) Game Table Online offers currently-published games. Tower Games offers two games (in many varations) that are not available in a physical package. Their clientele may be history buffs rather than boardgamers. All of these except f2f are either pay-by-the-game or by-the-month. GTO is offering free memberships to those who play at least five gams a month, in an effort to make more opponents available.
I have sometimes thought that it will become common for a game to be offered first in an online-play version, and if that is successful, then the boardgame will follow. Has that happened with any game yet?
This is of interest to me because I retained the rights to online play of Britannia as I submitted it to Fantasy Flight (not as it was published, though in fact the two are virtually the same). I have several times been approached by people who wish to write on online-referee program, or host such a program if someone else wrote it. Nothing has come of it so far. I have to think that FFG might not be happy to see the game played online, for fear that it would cannibalize sales.
My opinion is that some people might play online and not buy the game, but those people were never going to buy the game in any case. On the other hand, some people who cannot find local opponents, and who aren't interested in PBEM play, might be happy to play online and would buy the game if the opportunity for online play was available.
Though Wizards of the Coast thinks they'll be able to make money by charging for online play of boardgames at their new Gleemax site, it appears to me unlikely that there is a significant market of people willing to pay to play online.
What say you, folks, about online play and its affect on sales, and about the market for pay-to-play online? Obviously this is a skewed audience, as the people in online forms are familiar with using computers in relation to games, and are also more enthusiastic about games than the average player, but I still think it will be interesting to hear your experiences and opinions.
(This is going to be posted four places: my game design blog, BGG general gaming, Consimworld, FFG Britannia site.)
Lew Pulsipher
Boardgames tend to be social activities. But sometimes a game is sufficiently unusual that it's hard to get people to play at the local game meet (or maybe there isn't a local game meet...). Online (or e-mail (PBEM)) play is an alternative for those who can't find interested players locally, or who want to play at a more convenient pace than face-to-face requires. Online/PBEM play tends to emphasize the strategic aspects of a game at the cost of social aspects. Online play can be set up to be real-time, more like face-to-face, but PBEM is always non-real-time.
I'm interested in these possiblities in relation to my game Britannia. Brit is a long game, and a game that requires some study and thought to play well. It isn't the sort of game that people just pull out at a game meet and recruit players to play it right then. Hence it lends itself to online/PBEM treatment, and the PBEM community is quite lively. I have "watched" a couple PBEM groups that play at a very fast pace (several moves a day), using an online dice-roller to resolve combat, and these folks play one game after another (one group is on its 20th consecutive game). There are PBEM tournaments as well.
Yet Fantasy Flight Games, the current publisher, chose not to post on their Britannia Web site an excellent article about how to play by e-mail. (It's on pulsiphergames.com if you're interested, and also on the BGG Britannia site.) The reasoning was that someone could use the Cyberboard kit (which includes a map), with the rules posted online, and play without purchasing a copy of the game. (They'd actually have to get copies of the nation cards as well.)
Make no mistake about it, there are certainly times when people play a game by making a copy themselves (pirating it), rather than purchase one. Evidently, respect for copyright, or for rights of creators, is much lower than 30 years ago. In old hex-map and cardboard counters days it was fairly easy to make a copy of a game, given a paper map and paper pieces. Years ago no one gave away the rules to their game, as many publishers do today. I think pubishers realize that in the computer age it's so easy to scan rules that there is no way to "keep them secret" from people who haven't bought the game. So why not post the rules so that players have a chance to read them and decide whether to buy the game?
Even today, desktop published games use the same make-your-game principle. I believe that one major reason for the inclusion of three-dimensional "bits" in games, and of attractive color art (especially on cards), is to help persuade people to buy the game instead of using a pirated scanned copy.
On the other hand, Days of Wonder makes free online play of some of their games part of their support package. I recall hearing that Ticket to Ride had been played online more than a million times, and that was two years ago. Evidently, they don't believe that online play hurts sales of the boardgame. But Days of Wonder games are short, not long like Britannia, and the games tend to be not-very-strategically-complex as well.
We see companies that specialize in offering online play of boardgames. Hexwar's games have been out-of-print stuff, so the question of affect on sales does not apply. f2fgaming offers Hammer of the Scots, a two-player game of a popular type (block games) that is actually more convenient to play online than face-to-face, because you don't have to manipulate the blocks. (I thought f2f was charging a fee, but the site now says "Free" and has no news less than a year old.) Game Table Online offers currently-published games. Tower Games offers two games (in many varations) that are not available in a physical package. Their clientele may be history buffs rather than boardgamers. All of these except f2f are either pay-by-the-game or by-the-month. GTO is offering free memberships to those who play at least five gams a month, in an effort to make more opponents available.
I have sometimes thought that it will become common for a game to be offered first in an online-play version, and if that is successful, then the boardgame will follow. Has that happened with any game yet?
This is of interest to me because I retained the rights to online play of Britannia as I submitted it to Fantasy Flight (not as it was published, though in fact the two are virtually the same). I have several times been approached by people who wish to write on online-referee program, or host such a program if someone else wrote it. Nothing has come of it so far. I have to think that FFG might not be happy to see the game played online, for fear that it would cannibalize sales.
My opinion is that some people might play online and not buy the game, but those people were never going to buy the game in any case. On the other hand, some people who cannot find local opponents, and who aren't interested in PBEM play, might be happy to play online and would buy the game if the opportunity for online play was available.
Though Wizards of the Coast thinks they'll be able to make money by charging for online play of boardgames at their new Gleemax site, it appears to me unlikely that there is a significant market of people willing to pay to play online.
What say you, folks, about online play and its affect on sales, and about the market for pay-to-play online? Obviously this is a skewed audience, as the people in online forms are familiar with using computers in relation to games, and are also more enthusiastic about games than the average player, but I still think it will be interesting to hear your experiences and opinions.
(This is going to be posted four places: my game design blog, BGG general gaming, Consimworld, FFG Britannia site.)
Lew Pulsipher
Tuesday, June 19, 2007
Miscellaneous Notes
I'm trying to get my ducks in a row for Origins and WBC, plus take a vacation and deal with a severe case of academic "Nazi-ism".
I've been up to Durham a couple times this month to playtest new games.
Still looking for a home for a Dragon Rage reprint (in larger format, of course).
I'm looking for legally-usable silhouettes to use on game pieces for prototypes. I'm looking for fantasy, science fiction, ancient, and WW II silhouettes. On a piece, black-on-white with a recognizable shape is quite sufficient.
I know there are many "free clip-art" sites, but I have had little luck there, perhaps someone knows of a specific source.
I've been up to Durham a couple times this month to playtest new games.
Still looking for a home for a Dragon Rage reprint (in larger format, of course).
I'm looking for legally-usable silhouettes to use on game pieces for prototypes. I'm looking for fantasy, science fiction, ancient, and WW II silhouettes. On a piece, black-on-white with a recognizable shape is quite sufficient.
I know there are many "free clip-art" sites, but I have had little luck there, perhaps someone knows of a specific source.
Sunday, May 20, 2007
New speed record
I tend to take years to complete games (I do the development as well as the design, unlike some designers). I usually take quite a long time (sometimes years) before I get to the point of having other people play, or of writing full rules. Recently I set a new record for speed, however.
Last Saturday I was talking with my wife in the "parlor". I had on the table a set of plastic pieces I'd included in my last purchase from EAI Education, not because I had any particular use for them but because they are different. They are designed to be stacked. I said to Sue, "I ought to design a game to use these pieces." (Interjection: this has already happened once: I designed a game to use the colored glass beads or "jewels" that are sold in crafts stores, and that has led to several more games using those pieces.) We talked a little, and she suggested "asteroids" as a theme. I had been trying to think of how to use a connectivity board instead of the hex boards I have used for the glass bead games. In the end, I adapted a concentric circle board (for a stellar system) I'd devised 25 years ago.
By the end of the day I had a playable prototype of an "asteroid mining" game. The next day I played a four player and an eight (!) player version solo.
The following Friday four people played it at Rick Steeves' Game Night in Durham, including Rick and Jeff Dougan, who are big proponents of the glass bead games. It worked quite well, much as I expected, and now I'm in the phase of tweaking to get the game to work most desirably, rather than of making major changes. I should say here that I do not ask people to playtest a game until I think it works reasonably. I think players should be able to enjoy a game they're testing, rather than work at it. So I would never stop a playtest by other people part way through--it's a game, and it should be played to its end, just as any already-published game would be.
The following day I drafted most of the rules, and today (Sunday again) I'll finish the first draft.
Two years ago I would have said that I almost never design an abstract game. But that has changed. I have to say that it is immensely less work to design an abstract-ish symmetric game, than to design an asymmetric historical (strongly themed) game. I can see how people like R. Knizia can create so many games (and of course, he does it full time nowadays). Historical games also tend to be longer, which means they're more time-consuming to try. And much harder to get playtested a sufficient number of times. Asymmetry requires much more playtesting for balance, too. As many if not most Euros are abstract-ish (even if they have an official theme) symmetric games, it's easy to see why there are so many of them being published every year.
Last Saturday I was talking with my wife in the "parlor". I had on the table a set of plastic pieces I'd included in my last purchase from EAI Education, not because I had any particular use for them but because they are different. They are designed to be stacked. I said to Sue, "I ought to design a game to use these pieces." (Interjection: this has already happened once: I designed a game to use the colored glass beads or "jewels" that are sold in crafts stores, and that has led to several more games using those pieces.) We talked a little, and she suggested "asteroids" as a theme. I had been trying to think of how to use a connectivity board instead of the hex boards I have used for the glass bead games. In the end, I adapted a concentric circle board (for a stellar system) I'd devised 25 years ago.
By the end of the day I had a playable prototype of an "asteroid mining" game. The next day I played a four player and an eight (!) player version solo.
The following Friday four people played it at Rick Steeves' Game Night in Durham, including Rick and Jeff Dougan, who are big proponents of the glass bead games. It worked quite well, much as I expected, and now I'm in the phase of tweaking to get the game to work most desirably, rather than of making major changes. I should say here that I do not ask people to playtest a game until I think it works reasonably. I think players should be able to enjoy a game they're testing, rather than work at it. So I would never stop a playtest by other people part way through--it's a game, and it should be played to its end, just as any already-published game would be.
The following day I drafted most of the rules, and today (Sunday again) I'll finish the first draft.
Two years ago I would have said that I almost never design an abstract game. But that has changed. I have to say that it is immensely less work to design an abstract-ish symmetric game, than to design an asymmetric historical (strongly themed) game. I can see how people like R. Knizia can create so many games (and of course, he does it full time nowadays). Historical games also tend to be longer, which means they're more time-consuming to try. And much harder to get playtested a sufficient number of times. Asymmetry requires much more playtesting for balance, too. As many if not most Euros are abstract-ish (even if they have an official theme) symmetric games, it's easy to see why there are so many of them being published every year.
Sunday, May 13, 2007
Is there a Generation Gap in BoardGaming?
Older people may tend to recognize the existence of "generation gaps" more than young people do. There are certainly people who make a living explaining the differences between generations to other people, and I suspect few people doubt that there are significant differences between generations. All generalizations about generations have many exceptions, of course, but in my experience it is absolutely scary how many such generalizations seem to be widely applicable.
I have some anecdotes and observations, and I wonder how many gamers have seen generational differences among boardgamers (who are somewhat different than video gamers, where some of these anecdotes come from). Generally when I say "younger people" below I'm referring to adults or near-adults, not to children.
I recall listening to a talk by a 25 year old (who had already written one or two books and was widely known) about differences between "Gen Y" (also called Millennials or Me Generation) and older people. Somehow the topic of cheat codes in video games came up. He said a Millennial was perfectly content to find cheat codes, jump to the last level of a game, and beat it. An older person might say "you cheated". The Millennial says "I beat the game, didn't I? I just enjoyed the fruits of my research, I didn't cheat." The older person says, "but the point is enjoying the journey, not the end--you didn't beat the game, you went around it". The Millennial disagrees. One of the students in my college class for high school students says there's a device that you can buy called a "Shark" that contains cheat codes for lots of games--you don't even have to look them up somewhere online! What's the point?, says an older generation.
Video games have changed over the years. They are much more likely to "lead you by the nose" now (linear plot) than years ago. The games have changed to appeal to a wider audience (and perhaps a younger audience). I was astonished to hear about video games in which you don't have to aim at targets, you just point in the general direction of the enemy and the computer takes care of the rest. There also seem to be video games that automatically heal you, and in other ways make the game easier to survive. How much of this is due to changes in youthful preferences, and how much to a desire to reach a broad audience, I don't know.
I believe I see a generational difference in Dungeons and Dragons, between the older versions and 3rd edition. Someone called 3rd edition "Fantasy Squad Leader", not an adventure so much as a detailed tactical military operation. (I must say that I played first edition D&D as a wargame, but never in the excruciating detail of 3rd edition.) But the bigger difference is in the attitude of the players. A first edition referee's maxim was, "players will attempt to find unearned advantages--prevent it". In the third edition, everyone looks for unearned advantages, and seems to think that's perfectly OK. Hence there are myriads of "prestige" classes published, hundreds of new skills, and even the basic ability numbers are jiggered to provide more unearned advantages. The entire game is much more a "power trip" than first or second edition was. I think a lot of this is attributable to generational differences.
When young people who have only played video games get into boardgames, I find that many are quite passive, unsure what to do. I think this comes from the nature of (console) video games, where you can succeed through persistence, by trial and error, and you don't need to analyze your situation and decide what to do. If you use trial and error in a boardgame you'll lose a lot of games. If you use trial and error in a video game, in most cases you'll succeed sooner or later. After a video gamer has played a game some, then he or she has the benefit of trial and error and can become a good player. But the analytical side of gaming, what I expect to see in game players, isn't there for the console gamer. (There are, of course, many, many exceptions.)
This leads to another difference I see. Some older folks (myself included) try to play video games without resorting to frequent respawning (going back to a saved game to start over from there--respawning may be the wrong term, but that's what I'll use here). Many video games have deliberately been made so difficult that it's impossible for even the best players to make it through without frequent respawning, but not all are like that. By and large, "millennials" don't seem to find anything wrong with constant respawning. It helps them get the optimal result to help them farther on. (It's kind of like the "Easy Button" in Staples commercials--respawning is hitting the Easy Button until you get it right.)
One would suppose that younger people will be more likely to misread rules than older people. The tendency now is to skim rather than read carefully. A great many people of all generations don't want to read the rules, if only because it seems like work, not fun. K12 and college teachers are currently struggling with students who simply do not read anything that's in print, and don't even read online material well. One of the great inventions, perhaps a greater invention than the computer, the book, is slowly becoming obsolete for many people.
I am an advocate of audio and video tutorials to help people learn how to play games, because over time we'll see fewer and fewer people who are willing and able to fully read and understand rules. (These comments apply particularly to games with more than a page or two of rules, of course.) When I bought a copy of Settlers of Catan a few years ago to see what the hubbub was about, I was impressed that there were really two sets of rules, one the "rules" and one a guide that essentially repeated everything in a different way. I'd guess that this occurred as a result of newbies purchasing the game with the original single set of rules, and not being able to figure out how to play, but I do not know the history of it.
Regular denizens of online game sites such as BGG and ConsimWorld may sneer at this--there is a form of elitism in any hobby--but the fact is, publishers need to sell games, and the online community alone is not sufficient to keep publishers earning a living. They have to reach out to others. And games will need to adjust accordingly. We already see some adjustment in the popularity of very simple (as in easy-to-learn) games.
Anyway, does anyone else have anecdotes that illustrate generational differences in game players?
I have some anecdotes and observations, and I wonder how many gamers have seen generational differences among boardgamers (who are somewhat different than video gamers, where some of these anecdotes come from). Generally when I say "younger people" below I'm referring to adults or near-adults, not to children.
I recall listening to a talk by a 25 year old (who had already written one or two books and was widely known) about differences between "Gen Y" (also called Millennials or Me Generation) and older people. Somehow the topic of cheat codes in video games came up. He said a Millennial was perfectly content to find cheat codes, jump to the last level of a game, and beat it. An older person might say "you cheated". The Millennial says "I beat the game, didn't I? I just enjoyed the fruits of my research, I didn't cheat." The older person says, "but the point is enjoying the journey, not the end--you didn't beat the game, you went around it". The Millennial disagrees. One of the students in my college class for high school students says there's a device that you can buy called a "Shark" that contains cheat codes for lots of games--you don't even have to look them up somewhere online! What's the point?, says an older generation.
Video games have changed over the years. They are much more likely to "lead you by the nose" now (linear plot) than years ago. The games have changed to appeal to a wider audience (and perhaps a younger audience). I was astonished to hear about video games in which you don't have to aim at targets, you just point in the general direction of the enemy and the computer takes care of the rest. There also seem to be video games that automatically heal you, and in other ways make the game easier to survive. How much of this is due to changes in youthful preferences, and how much to a desire to reach a broad audience, I don't know.
I believe I see a generational difference in Dungeons and Dragons, between the older versions and 3rd edition. Someone called 3rd edition "Fantasy Squad Leader", not an adventure so much as a detailed tactical military operation. (I must say that I played first edition D&D as a wargame, but never in the excruciating detail of 3rd edition.) But the bigger difference is in the attitude of the players. A first edition referee's maxim was, "players will attempt to find unearned advantages--prevent it". In the third edition, everyone looks for unearned advantages, and seems to think that's perfectly OK. Hence there are myriads of "prestige" classes published, hundreds of new skills, and even the basic ability numbers are jiggered to provide more unearned advantages. The entire game is much more a "power trip" than first or second edition was. I think a lot of this is attributable to generational differences.
When young people who have only played video games get into boardgames, I find that many are quite passive, unsure what to do. I think this comes from the nature of (console) video games, where you can succeed through persistence, by trial and error, and you don't need to analyze your situation and decide what to do. If you use trial and error in a boardgame you'll lose a lot of games. If you use trial and error in a video game, in most cases you'll succeed sooner or later. After a video gamer has played a game some, then he or she has the benefit of trial and error and can become a good player. But the analytical side of gaming, what I expect to see in game players, isn't there for the console gamer. (There are, of course, many, many exceptions.)
This leads to another difference I see. Some older folks (myself included) try to play video games without resorting to frequent respawning (going back to a saved game to start over from there--respawning may be the wrong term, but that's what I'll use here). Many video games have deliberately been made so difficult that it's impossible for even the best players to make it through without frequent respawning, but not all are like that. By and large, "millennials" don't seem to find anything wrong with constant respawning. It helps them get the optimal result to help them farther on. (It's kind of like the "Easy Button" in Staples commercials--respawning is hitting the Easy Button until you get it right.)
One would suppose that younger people will be more likely to misread rules than older people. The tendency now is to skim rather than read carefully. A great many people of all generations don't want to read the rules, if only because it seems like work, not fun. K12 and college teachers are currently struggling with students who simply do not read anything that's in print, and don't even read online material well. One of the great inventions, perhaps a greater invention than the computer, the book, is slowly becoming obsolete for many people.
I am an advocate of audio and video tutorials to help people learn how to play games, because over time we'll see fewer and fewer people who are willing and able to fully read and understand rules. (These comments apply particularly to games with more than a page or two of rules, of course.) When I bought a copy of Settlers of Catan a few years ago to see what the hubbub was about, I was impressed that there were really two sets of rules, one the "rules" and one a guide that essentially repeated everything in a different way. I'd guess that this occurred as a result of newbies purchasing the game with the original single set of rules, and not being able to figure out how to play, but I do not know the history of it.
Regular denizens of online game sites such as BGG and ConsimWorld may sneer at this--there is a form of elitism in any hobby--but the fact is, publishers need to sell games, and the online community alone is not sufficient to keep publishers earning a living. They have to reach out to others. And games will need to adjust accordingly. We already see some adjustment in the popularity of very simple (as in easy-to-learn) games.
Anyway, does anyone else have anecdotes that illustrate generational differences in game players?
Sunday, May 06, 2007
"The 'Death' of Game Magazines"?
"The 'Death' of Game Magazines"?
I am going to repeat part of a previous post to provide background for the present observation.
A recent Wired magazine included an article on "crowdsourcing". This is an Internet phenomenon: the Internet provides access to many, many "amateur" practitioners of a skill, such that they now compete with professionals (and lower the prices available to professionals). The first example is stock photography: companies used to pay hundreds or thousands for small numbers of stock photos, but now there are sources of good digital photos available for stock use at $1 a photo. Why pay a hundred times as much when the "amateur" photos are of excellent quality?
To turn to gaming, I believe that a form of "crowdsourcing" has happened to the role playing game industry. Quite apart from the glut of professional products, there are many, many products published by both standard publishers and PDF publishers that are written "by the crowd". And there are many more that are available for free online at a large number of Web sites. To put it another way, there are so many fanboys and fangirls willing to write RPG material for nothing or next to nothing, material easy and cheap to find on the Internet, that traditional publishers cannot charge much for their publications (and cannot pay their authors much, consequently). RPG publishing "collapsed" a couple years ago, as I understand it, and I don't see any indication that it will recover, because of crowdsourcing. (See http://www.gamesquarterly.net/, the article link at the bottom "Is the RPG Industry Screwed", if you're interested in more about this--and this article doesn't even take into account the large quantity of free material now available.)
My point today: crowdsourcing and podcasting have largely "done in" games magazines as a category, though there are still a few. I think magazines (game magazines, at any rate) are facing a form of crowdsourcing. Before the Web, if you wanted to read good quality (usually) writing about games, you had to read gaming magazines. Now there are so many free Web sites and communities such as BoardGameGeek (BGG) that readers feel little need to subscribe to expensive magazines. People write their stuff and put it on BGG and Web sites, or they put it in podcasts. At a minimum, the result is fragmentation of interests. And the more fragmentation we have, the harder it is for a commercial magazine to exist, because costs-per-copy go up as circulation decreases. At a "maximum", people are unwilling to pay for any commercial magazine because there is sufficient free material available
I understand that recently Game Quarterly ceased publication. However, this could be because the parent company's Game Expo 2007 failed rather than for for lack of readers. Further, WOTC recently decided not to renew the license to Paizo Publishing for Dungeon and Dragon magazines, which will cease publication. WOTC evidently intends to publish material on their Web site. Again, it may be that Paizo wanted to continue publishing, but WOTC preferred to stop a forf of competition.
This ties in with the newspaper industry. Newspaper readership is going down. Newspaper people know it, but it's hard for them to do something about it. Gannett started USA Today as an entertainment newspaper rather than a news newspaper, and that has worked for them. Local newspaper readership is (I'm told) generally people 35-50, then people older than that, and lastly people younger than that. Among other things, newspapers are too "staid" for modern tastes, but the main problem is that many younger people get their news online, either by word or by video, or from the television. Why read a newspaper unless you're really interested in local community content?
Early in the history of the Web, newspapers tried to charge for access to their online material. Readers then switched to free newspapers such as the San Jose Mercury, and soon the "pay" newspapers disappeared. Since newspapers depend heavily on advertising revenue in any case, the "newspaper business model" can be adjusted to take advantage of online opportunities.
To go back to the magazines, it's unlikely that Dungeon and Dragon could have been successfully started today. I was told the readership averaged mid-30s in age, IIRC. Young people as a group simply don't read newspapers or magazines--they read online or don't read much at all, preferring to watch or listen.
Some time ago I tried to find some figures for magazines to see if circulation was trending downward, as it is for newspapers. My quest was inconclusive. I suspect numbers may be buoyed by many "niche" magazines doing a reasonable business for people who are not, by and large, denizens of the Internet. Since boardgame playing is often associated with computer game playing, and computer gamers are usually quite comfortable with the Internet, I'd guess that gamers, as a category, are more Internet-oriented than many other groups of enthusiasts.
Dungeon and Dragon magazines paid five cents a word last I knew, a good rate compared to nothing. They also had the peculiar policy, required by WOTC, that they bought all rights to articles: that is, once they published your article, you no longer had any right to publish (including on the Web) or resell it. This is not customary in magazine publishing although it is now common in RPG publishing--another result of "crowdsourcing".
Game magazines still exist, such as Knucklebones . From my limited reading of the magazine I suspect it can continue to prosper because it depends for broad distribution on readers who are unlikely to be denizens of online communities such as BGG. This is not to say BGGers don't read it as well; but "regular" BGGers are a small group compared to the total of boardgame fans, and a slick magazine must rely on a higher circulation to prosper. (I know the editor of a scholarly numismatic journal which is published in the US, but printed in Asia. IIRC, he said as long as he could produce enough to fill half a container, it was more economical to print there, and ship by sea, than to print in the US. But game magazines with decreasing circulations may be unable to print in such quantities.)
ATO and S&T magazines maintain a presence based primarily on their "complete wargame each issue" philosophy. I don't know of a magazine that provides a complete non-wargame each issue, though there may be one that is touting a complete "expansion" each issue.
I was surprised when Games Journal ended publication, since as an online magazine it had virtually no expenses. It seems that even online magazines suffer from lack of contributions, when they cannot afford to pay contributors. It's easier to write an informal piece in a blog, or on BGG, than a formal pieces for something like Games Journal.
The trend can be seen elsewhere. InfoWorld, a venerable computer industry magazine that was free to qualifying individuals, recently ceased publication of a paper version. Other industry magazines such as InfoWorld and Business Week are much smaller than they used to be.
The Web is more suited than magazines to short attention spans common amongst the digital/playstation generation. I have been struck by the number of commenters on BGG who say "your post [not actually mine, in these cases] was so long I didn't read all of it but I'd like to say . . ." though the post in question was much shorter than a typical magazine article. It doesn't seem likely that such folks would read much of a magazine, but who knows.
There is a lot more material about games to read these days, but many fewer game magazines, than I recall from the 1970s and 1980s.
I am going to repeat part of a previous post to provide background for the present observation.
A recent Wired magazine included an article on "crowdsourcing". This is an Internet phenomenon: the Internet provides access to many, many "amateur" practitioners of a skill, such that they now compete with professionals (and lower the prices available to professionals). The first example is stock photography: companies used to pay hundreds or thousands for small numbers of stock photos, but now there are sources of good digital photos available for stock use at $1 a photo. Why pay a hundred times as much when the "amateur" photos are of excellent quality?
To turn to gaming, I believe that a form of "crowdsourcing" has happened to the role playing game industry. Quite apart from the glut of professional products, there are many, many products published by both standard publishers and PDF publishers that are written "by the crowd". And there are many more that are available for free online at a large number of Web sites. To put it another way, there are so many fanboys and fangirls willing to write RPG material for nothing or next to nothing, material easy and cheap to find on the Internet, that traditional publishers cannot charge much for their publications (and cannot pay their authors much, consequently). RPG publishing "collapsed" a couple years ago, as I understand it, and I don't see any indication that it will recover, because of crowdsourcing. (See http://www.gamesquarterly.net/, the article link at the bottom "Is the RPG Industry Screwed", if you're interested in more about this--and this article doesn't even take into account the large quantity of free material now available.)
My point today: crowdsourcing and podcasting have largely "done in" games magazines as a category, though there are still a few. I think magazines (game magazines, at any rate) are facing a form of crowdsourcing. Before the Web, if you wanted to read good quality (usually) writing about games, you had to read gaming magazines. Now there are so many free Web sites and communities such as BoardGameGeek (BGG) that readers feel little need to subscribe to expensive magazines. People write their stuff and put it on BGG and Web sites, or they put it in podcasts. At a minimum, the result is fragmentation of interests. And the more fragmentation we have, the harder it is for a commercial magazine to exist, because costs-per-copy go up as circulation decreases. At a "maximum", people are unwilling to pay for any commercial magazine because there is sufficient free material available
I understand that recently Game Quarterly ceased publication. However, this could be because the parent company's Game Expo 2007 failed rather than for for lack of readers. Further, WOTC recently decided not to renew the license to Paizo Publishing for Dungeon and Dragon magazines, which will cease publication. WOTC evidently intends to publish material on their Web site. Again, it may be that Paizo wanted to continue publishing, but WOTC preferred to stop a forf of competition.
This ties in with the newspaper industry. Newspaper readership is going down. Newspaper people know it, but it's hard for them to do something about it. Gannett started USA Today as an entertainment newspaper rather than a news newspaper, and that has worked for them. Local newspaper readership is (I'm told) generally people 35-50, then people older than that, and lastly people younger than that. Among other things, newspapers are too "staid" for modern tastes, but the main problem is that many younger people get their news online, either by word or by video, or from the television. Why read a newspaper unless you're really interested in local community content?
Early in the history of the Web, newspapers tried to charge for access to their online material. Readers then switched to free newspapers such as the San Jose Mercury, and soon the "pay" newspapers disappeared. Since newspapers depend heavily on advertising revenue in any case, the "newspaper business model" can be adjusted to take advantage of online opportunities.
To go back to the magazines, it's unlikely that Dungeon and Dragon could have been successfully started today. I was told the readership averaged mid-30s in age, IIRC. Young people as a group simply don't read newspapers or magazines--they read online or don't read much at all, preferring to watch or listen.
Some time ago I tried to find some figures for magazines to see if circulation was trending downward, as it is for newspapers. My quest was inconclusive. I suspect numbers may be buoyed by many "niche" magazines doing a reasonable business for people who are not, by and large, denizens of the Internet. Since boardgame playing is often associated with computer game playing, and computer gamers are usually quite comfortable with the Internet, I'd guess that gamers, as a category, are more Internet-oriented than many other groups of enthusiasts.
Dungeon and Dragon magazines paid five cents a word last I knew, a good rate compared to nothing. They also had the peculiar policy, required by WOTC, that they bought all rights to articles: that is, once they published your article, you no longer had any right to publish (including on the Web) or resell it. This is not customary in magazine publishing although it is now common in RPG publishing--another result of "crowdsourcing".
Game magazines still exist, such as Knucklebones . From my limited reading of the magazine I suspect it can continue to prosper because it depends for broad distribution on readers who are unlikely to be denizens of online communities such as BGG. This is not to say BGGers don't read it as well; but "regular" BGGers are a small group compared to the total of boardgame fans, and a slick magazine must rely on a higher circulation to prosper. (I know the editor of a scholarly numismatic journal which is published in the US, but printed in Asia. IIRC, he said as long as he could produce enough to fill half a container, it was more economical to print there, and ship by sea, than to print in the US. But game magazines with decreasing circulations may be unable to print in such quantities.)
ATO and S&T magazines maintain a presence based primarily on their "complete wargame each issue" philosophy. I don't know of a magazine that provides a complete non-wargame each issue, though there may be one that is touting a complete "expansion" each issue.
I was surprised when Games Journal ended publication, since as an online magazine it had virtually no expenses. It seems that even online magazines suffer from lack of contributions, when they cannot afford to pay contributors. It's easier to write an informal piece in a blog, or on BGG, than a formal pieces for something like Games Journal.
The trend can be seen elsewhere. InfoWorld, a venerable computer industry magazine that was free to qualifying individuals, recently ceased publication of a paper version. Other industry magazines such as InfoWorld and Business Week are much smaller than they used to be.
The Web is more suited than magazines to short attention spans common amongst the digital/playstation generation. I have been struck by the number of commenters on BGG who say "your post [not actually mine, in these cases] was so long I didn't read all of it but I'd like to say . . ." though the post in question was much shorter than a typical magazine article. It doesn't seem likely that such folks would read much of a magazine, but who knows.
There is a lot more material about games to read these days, but many fewer game magazines, than I recall from the 1970s and 1980s.
Saturday, May 05, 2007
"Excess" of ideas
I seem to be suffering from an "excess" of ideas. This isn't surprising: I've read of full-time novelists who say they can't possibly write all the books they have in mind. And I am not a full-time designer by any means.
Time available makes a big difference. I sometimes feel obsessed with designing games, but don't spend so much time on it lately (perhaps because local playtesting is much harder to arrange than in the past). F&SF novelist Glenn Cook had a prolific output when he had a long (train) commute to his work at a GM assembly plant. When he moved, his production plummeted to about one novel a year.
At any rate, I have eight or less complete prototypes ready to be played for the first time, but I just don't seem to take time to play them. And while it is more important to complete a game than to start a new one, the most interesting time in design is the first few games I play (solo), and the first few times the game is played by other people. Because I develop my own games, I spend a lot of time toward the end fine-tuning rules and playtesting over and over. This is not great fun, far from it.
Even after a game has been published, there's time spent monitoring discussion groups and even slightly revising the rules. It all takes away from doing new games.
Recently I've not been helped by news that a man we occasionally playtest with, a graduate of my college, died of a heart attack at age 36. He had some health problems, but seemed to be doing well, this was a complete surprise.
My brother's big-deal retirement party is at the same time as WBC, so I may not be at WBC as long as usual.
Time available makes a big difference. I sometimes feel obsessed with designing games, but don't spend so much time on it lately (perhaps because local playtesting is much harder to arrange than in the past). F&SF novelist Glenn Cook had a prolific output when he had a long (train) commute to his work at a GM assembly plant. When he moved, his production plummeted to about one novel a year.
At any rate, I have eight or less complete prototypes ready to be played for the first time, but I just don't seem to take time to play them. And while it is more important to complete a game than to start a new one, the most interesting time in design is the first few games I play (solo), and the first few times the game is played by other people. Because I develop my own games, I spend a lot of time toward the end fine-tuning rules and playtesting over and over. This is not great fun, far from it.
Even after a game has been published, there's time spent monitoring discussion groups and even slightly revising the rules. It all takes away from doing new games.
Recently I've not been helped by news that a man we occasionally playtest with, a graduate of my college, died of a heart attack at age 36. He had some health problems, but seemed to be doing well, this was a complete surprise.
My brother's big-deal retirement party is at the same time as WBC, so I may not be at WBC as long as usual.
Thursday, May 03, 2007
Invasions and Migrations
Britannia is a game of migrations; Hispania is said to be a game of invasions . Rus, I once read, not only involves many invasions, but of such enormous strength that no one tries to fight them, but only tries to get out of the way. In Britannia the defenders try to get out of the way of the Roman invasion, the R-Bs may try to get out of the way of the Anglo-Saxon migrations, and the Anglo-Saxons may try to get out of the way of the Danish invasions. But most invasions and migrations are resisted strongly. (I have both of these games, but have not played them.)
Migrations are movements of entire peoples, usually over very long periods. They are slow, not cohesive, involving no single state and usually no single leader. Many of the "barbarian invasions" of the ancient Near East were migrations. So were most of the barbarian incursions into the Roman Republic and Empire until the third century, when we begin to learn the names of a few leaders and begin to have large confederations. It's really the fifth century when the leaders and confederations dominate, and we have invasions
Invasions are much quicker, sometimes with a single leader or coming from a single state (as when the Visigoths invaded the Roman Empire).
Ghengis Khan invaded; the Romans invaded Britain; the Anglo-Saxons migrated; the Vikings migrated at first, then later became invaders.
There are few of either type of incursion in Hellenia (which also has relatively short turns, something like 11 years each). Hence a game like Hellenia, though Brit-like, poses different challenges both to designers and players. Most of the major nations at the start of the game will be there at the end. How many nations present at the start of Brit are there at the end? Force preservation becomes more important in this type of game, than it is in Britannia (and it's important there at times).
I'm not sure where this all gets me, just ruminations.
Migrations are movements of entire peoples, usually over very long periods. They are slow, not cohesive, involving no single state and usually no single leader. Many of the "barbarian invasions" of the ancient Near East were migrations. So were most of the barbarian incursions into the Roman Republic and Empire until the third century, when we begin to learn the names of a few leaders and begin to have large confederations. It's really the fifth century when the leaders and confederations dominate, and we have invasions
Invasions are much quicker, sometimes with a single leader or coming from a single state (as when the Visigoths invaded the Roman Empire).
Ghengis Khan invaded; the Romans invaded Britain; the Anglo-Saxons migrated; the Vikings migrated at first, then later became invaders.
There are few of either type of incursion in Hellenia (which also has relatively short turns, something like 11 years each). Hence a game like Hellenia, though Brit-like, poses different challenges both to designers and players. Most of the major nations at the start of the game will be there at the end. How many nations present at the start of Brit are there at the end? Force preservation becomes more important in this type of game, than it is in Britannia (and it's important there at times).
I'm not sure where this all gets me, just ruminations.
Wednesday, April 25, 2007
Game Design Talks at Origins
At Origins in Columbus in early July I am scheduled to give the following talks (no charge, it's the teacher in me):
Getting Started in Game Design. Friday at 2:00 PM (running 1:45) and Saturday at 10:00 AM (same duration). Want to design boardgames? The designer of Britannia and other games, who teaches game design in college, describes how the business works.
The Process of Designing a Game. Saturday at 2:00 PM (running 1:45). The designer of Britannia describes the process of designing a boardgame. You'll be more successful if you apply some structure to your efforts.
Monday, April 16, 2007
Podcasts
I haven't written much lately, being tied up with school and a slight but enervating illness.
I enjoy music--I have two 110 CD players, for example--but until recently I didn't have an MP3 player. First, I never saw why I should take a format won by hard work (PCM/WAV) and reduce its quality by compressing it. Second, I always had a PC or a vehicle-based music device available whenever I wanted to listen to music. I can make my own CDs, and record those to cassette for the vehicle that doesn't have a CD. So why mess with an MP3 player?
My English brother-in-law one day told my wife and I how he was able to use a transmitter to send podcasts from him MP3 player to his car stereo. While I had downloaded podcasts and listened to some on my PCs, I generally felt I didn't have time to listen to them when I could be doing something else. But here was a way to listen to them when I can't do anything else, except drive, on my 50 minute (each way) commute. In fact, I sometimes listen to audio lectures, and had thought about getting into audio books.
But here was a chance to use all that free, and often quite good, "content" out on the Web, both game podcasts and history podcasts. So I bought a Kensington transmitter and a Sansa E250 player and tried it out. It worked so well, I bought another set for my wife.
There are lots of game podcasts, and I've listened to some older ones. I've also listened to "Twelve Byzantine Emperors" by a high school teacher, and series that has been around about as long as podcasts. I know enough about Byzantine history to say they're very good (google to find the page). Right now I'm listening to "Napoleon 101", a series of conversations between an Australian founder of the podcast network and an American Napoleon expert, J. David Markham. They are Napoleon enthusiasts, and it's quite pleasant listing. They're not into the nitty-gritty of battles, but instead about Napoleon the man and phenomenon.
I've experimented with podcasts a little myself, but I don't have any that I'd turn loose on the public. Mainly I'm interested in them as play aids (learning aids) for games. A pdocast is rather easier to make, and much smaller than, a video.
I enjoy music--I have two 110 CD players, for example--but until recently I didn't have an MP3 player. First, I never saw why I should take a format won by hard work (PCM/WAV) and reduce its quality by compressing it. Second, I always had a PC or a vehicle-based music device available whenever I wanted to listen to music. I can make my own CDs, and record those to cassette for the vehicle that doesn't have a CD. So why mess with an MP3 player?
My English brother-in-law one day told my wife and I how he was able to use a transmitter to send podcasts from him MP3 player to his car stereo. While I had downloaded podcasts and listened to some on my PCs, I generally felt I didn't have time to listen to them when I could be doing something else. But here was a way to listen to them when I can't do anything else, except drive, on my 50 minute (each way) commute. In fact, I sometimes listen to audio lectures, and had thought about getting into audio books.
But here was a chance to use all that free, and often quite good, "content" out on the Web, both game podcasts and history podcasts. So I bought a Kensington transmitter and a Sansa E250 player and tried it out. It worked so well, I bought another set for my wife.
There are lots of game podcasts, and I've listened to some older ones. I've also listened to "Twelve Byzantine Emperors" by a high school teacher, and series that has been around about as long as podcasts. I know enough about Byzantine history to say they're very good (google to find the page). Right now I'm listening to "Napoleon 101", a series of conversations between an Australian founder of the podcast network and an American Napoleon expert, J. David Markham. They are Napoleon enthusiasts, and it's quite pleasant listing. They're not into the nitty-gritty of battles, but instead about Napoleon the man and phenomenon.
I've experimented with podcasts a little myself, but I don't have any that I'd turn loose on the public. Mainly I'm interested in them as play aids (learning aids) for games. A pdocast is rather easier to make, and much smaller than, a video.
Sunday, April 08, 2007
Alternatives to direct conflict between player forces:
In my view, a Eurowargame will often be one you can win without directly attacking the other players, but in which there is often considerable indirect fighting. I have worked with this idea a lot, but right now I'm trying to make a comprehensive list of ways to allow indirect fighting, that is, fighting that does not involve more than one player's actual victory-earning (point scoring?) forces. The fighting can be between a surrogate and a player's forces, or between two surrogates.
An example of this might be Monsters Menace America, where each player controls defending forces as well as a monster. The defending forces can fight the other monsters. In this example the defending forces (surrogates) cannot attack one another, as far as I know (I haven't played the game), but in other cases this might not be true.
Scheduled invasions (usually this will be historically based) temporarily controlled by players
Event cards that cause invasions (again, often historically based)
Players control forces on "both sides" (MMA, above)
All collectively fighting a third force that is controlled by yet another player, or alternatively in some way by one of the players (first type is Doom, Heroquest; latter I don't know)
All collectively fighting a force controlled by cards/computer (lots of computer games, I suppose; perhaps Knizia's cooperative Lord of the Rings game?)
Movement (and recruiting) of Barbarians or other non-player forces by Event Cards, either as played by the players, or randomly drawn.
Control of "neutral" nations by "influence points" or other voting methods, so different players control a particular nation at different times.
An example of this might be Monsters Menace America, where each player controls defending forces as well as a monster. The defending forces can fight the other monsters. In this example the defending forces (surrogates) cannot attack one another, as far as I know (I haven't played the game), but in other cases this might not be true.
Scheduled invasions (usually this will be historically based) temporarily controlled by players
Event cards that cause invasions (again, often historically based)
Players control forces on "both sides" (MMA, above)
All collectively fighting a third force that is controlled by yet another player, or alternatively in some way by one of the players (first type is Doom, Heroquest; latter I don't know)
All collectively fighting a force controlled by cards/computer (lots of computer games, I suppose; perhaps Knizia's cooperative Lord of the Rings game?)
Movement (and recruiting) of Barbarians or other non-player forces by Event Cards, either as played by the players, or randomly drawn.
Control of "neutral" nations by "influence points" or other voting methods, so different players control a particular nation at different times.
Saturday, March 10, 2007
I used to design lots of Diplomacy variants, many of which are available through the Variant Bank. While I don't play any more, I occasionally use a mechanism that I first encountered in Diplomacy in one of my designs.
It occurred to me to ask myself, what characterizes Dip, what is the essence of the game Diplomacy: what makes someone look at a game and say "that's a variant of Diplomacy".
The list of the "essence" is pretty short. Diplomacy and its variants seem to share the following:
Always, simultaneous movement (but some people call Game of Thrones:the Boardgame a Dipvariant, and it isn't exactly simultaneous movement).
Always, the support mechanism.
Usually, centers maintain units in a zero-sum fashion--and while some games give economic points to spend in various ways, players still must pay maintenance for existing units.
Usually, no-holds-barred negotiation.
Usually, an area board and one unit per area.
What could be added to this list?
It occurred to me to ask myself, what characterizes Dip, what is the essence of the game Diplomacy: what makes someone look at a game and say "that's a variant of Diplomacy".
The list of the "essence" is pretty short. Diplomacy and its variants seem to share the following:
Always, simultaneous movement (but some people call Game of Thrones:the Boardgame a Dipvariant, and it isn't exactly simultaneous movement).
Always, the support mechanism.
Usually, centers maintain units in a zero-sum fashion--and while some games give economic points to spend in various ways, players still must pay maintenance for existing units.
Usually, no-holds-barred negotiation.
Usually, an area board and one unit per area.
What could be added to this list?
Saturday, February 10, 2007
When do you write a full set of rules?
When you're ready to. That's a facile answer, but true. The real question is, when should you write a full set of rules? I find the idea of writing complete rules without playing a game breathtaking, because it will be SUCH a waste of precious time. Early in the "history" of a game you need to concentrate on changes, not on things staying the same, but a full set of rules tends to make one more reluctant to change. Moreover, you can waste a lot of time writing rules for something that will be thrown out of the game at first play.
I have designed a great many games now, so my "mind-conception" gets better and better. That is, when I finally decide to play, I'm more likely to find that the game works fairly well at first play than I was a couple years ago. Nonetheless, I have never written a set of rules before first play. At best I have a set of notes, almost always on computer though I may have written them in a notebook originally.
Those notes are in a program called Info Select (somewhat like Microsoft OneNote, but it's been around far longer). I might have a note for combat, one for movement, one for the economy of the game, one for how to win, one for the main purposes of the game, and so on. At some point I decide to put the notes into a rules template, so that I have something that is still too rough for other people to figure out, but which will provide the basis for the full rules. With this version of the rules I have a pretty settled notion of how to play, but no one else could figure it out from the rough rules. In contrast, the initial set of full rules ought to be good enough that someone can play the game from them, though they might misunderstand things and make mistakes.
In the most extreme case, I wrote a full set of rules after three plays of a game--a game that I now think may be the best I've designed. I have just played another new game five times, and I have a nearly-full set of rules. In other cases I may have a game that is years old and has been played several times but still is only in note form, or in rough form.
Once again: I find the idea that you'd write (or even try to write) a full set of rules before playing a game, breathtaking. This is sure to be a big waste of time; moreover, it is likely to make you less willing to change the game when you actually get around to playing it.
I have designed a great many games now, so my "mind-conception" gets better and better. That is, when I finally decide to play, I'm more likely to find that the game works fairly well at first play than I was a couple years ago. Nonetheless, I have never written a set of rules before first play. At best I have a set of notes, almost always on computer though I may have written them in a notebook originally.
Those notes are in a program called Info Select (somewhat like Microsoft OneNote, but it's been around far longer). I might have a note for combat, one for movement, one for the economy of the game, one for how to win, one for the main purposes of the game, and so on. At some point I decide to put the notes into a rules template, so that I have something that is still too rough for other people to figure out, but which will provide the basis for the full rules. With this version of the rules I have a pretty settled notion of how to play, but no one else could figure it out from the rough rules. In contrast, the initial set of full rules ought to be good enough that someone can play the game from them, though they might misunderstand things and make mistakes.
In the most extreme case, I wrote a full set of rules after three plays of a game--a game that I now think may be the best I've designed. I have just played another new game five times, and I have a nearly-full set of rules. In other cases I may have a game that is years old and has been played several times but still is only in note form, or in rough form.
Once again: I find the idea that you'd write (or even try to write) a full set of rules before playing a game, breathtaking. This is sure to be a big waste of time; moreover, it is likely to make you less willing to change the game when you actually get around to playing it.
Wednesday, February 07, 2007
A quickly generated full prototype
I've had a possibly-unique (for me, anyway) experience the past couple weeks. After my last trip to Rick Steeves' monthly game night, I thought about a game that would combine history (a little) with war (a little) in a one-hour game that might sufficiently appeal to some of the more extreme Euro gamers--something simple that takes an hour or so.
I've made several attempts at "one hour wargames", and while they are good, they tend to be 90-120 minutes.
One of the games we'd tested was Agonia (TM), a development from Law & Chaos (TM) that introduces territoriality and victory points to the L&C idea of changing capture methods. My "leap" was to imagine using the Agonia system in an historical instead of abstract game, and the key here was to accept placement of pieces as well as movement. People like me who started playing Avalon Hill games 45 years ago are so accustomed to having to move pieces from one place to another--which, after all, is how it is in the real world-- that placing pieces from off the board to "out front" is a foreign idea.
But it works here to simplify the game, though after five playtests I now do not allow placement to attack or explore, only to deploy more pieces.
Having come up with this notion, I thought about scenarios and decided to pursue the European Age of Discovery --a game with exploration, trade, and possibly fighting, on a familiar map of the world. As I already had a computer version of a board for Lands of Gold (TM), which is similar in scope but much more complex, I adapted that board. Lands of Gold will be a representation; Age of Discovery i(TM)s a "thematic" game, not one that's realistic in any sense, though I have found myself trying to add some features that contribute to a more historical feel.
The other thing I've eliminated from what I'd call a typical Euro(war)game is Event Cards. Instead I have a card, selected from the top of the deck at the start of each round, that can alter how conflicts are resolved. This is the only overtly random element in the game. Any other randomness, if you can call it that, comes from not knowing the intentions of the other players, because players play Action Cards simultaneously. They are resolved in card initiative order. (This method is also used in Colonia(TM), which is about Mediterranean colonization more or less; but that game is quite different in many ways.)
What makes it all unique is that, having come up with the idea, I've pursued it through five solo playtests (of up to six players--it works better with more players rather than fewer) in just a couple weeks, hardly working on any other game. As I normally jump from one game to another with considerable frequency, this is really different. I am now at a stage where I have a full set of rules (still a bit rough, but a full set) and a pretty polished prototype, and I need to have other people play. Going from idea to full-rules polished prototype in a couple weeks is the unique experience.
I've made several attempts at "one hour wargames", and while they are good, they tend to be 90-120 minutes.
One of the games we'd tested was Agonia (TM), a development from Law & Chaos (TM) that introduces territoriality and victory points to the L&C idea of changing capture methods. My "leap" was to imagine using the Agonia system in an historical instead of abstract game, and the key here was to accept placement of pieces as well as movement. People like me who started playing Avalon Hill games 45 years ago are so accustomed to having to move pieces from one place to another--which, after all, is how it is in the real world-- that placing pieces from off the board to "out front" is a foreign idea.
But it works here to simplify the game, though after five playtests I now do not allow placement to attack or explore, only to deploy more pieces.
Having come up with this notion, I thought about scenarios and decided to pursue the European Age of Discovery --a game with exploration, trade, and possibly fighting, on a familiar map of the world. As I already had a computer version of a board for Lands of Gold (TM), which is similar in scope but much more complex, I adapted that board. Lands of Gold will be a representation; Age of Discovery i(TM)s a "thematic" game, not one that's realistic in any sense, though I have found myself trying to add some features that contribute to a more historical feel.
The other thing I've eliminated from what I'd call a typical Euro(war)game is Event Cards. Instead I have a card, selected from the top of the deck at the start of each round, that can alter how conflicts are resolved. This is the only overtly random element in the game. Any other randomness, if you can call it that, comes from not knowing the intentions of the other players, because players play Action Cards simultaneously. They are resolved in card initiative order. (This method is also used in Colonia(TM), which is about Mediterranean colonization more or less; but that game is quite different in many ways.)
What makes it all unique is that, having come up with the idea, I've pursued it through five solo playtests (of up to six players--it works better with more players rather than fewer) in just a couple weeks, hardly working on any other game. As I normally jump from one game to another with considerable frequency, this is really different. I am now at a stage where I have a full set of rules (still a bit rough, but a full set) and a pretty polished prototype, and I need to have other people play. Going from idea to full-rules polished prototype in a couple weeks is the unique experience.
Sunday, January 21, 2007
I've become convinced that the more aids to learning the rules of a game that you can include in it, the better. A one-page "Quick Guide", for example, is needed for almost any game other than a really simple one. Here's one for Britannia:
Quick Guide: How to Play Fantasyflightgames Britannia
Lewis Pulsipher (designer). Jan 21, 2007
This is a game of invasions and survival. Each player (usually four) controls 4 or 5 nations, each nation has different objectives. The player whose nations score the most points by the end of 16 Rounds wins. The rules are long, but the game is easy to play in practice, nearly as easy as Risk, easier than Axis and Allies. The game covers the period from the Roman invasion to the Norman invasion, over 1,000 years.
Objective: Score points, mostly from holding territory, as shown on Nation Cards. Most points for your nations at the end of the game wins. With a few exceptions, nations all score at the end of Rounds 5, 7, 10, 13 and 16. Point markers are provided, though many players use downloadable scoresheets.
Sequence: Each nation (not player) plays in turn. 1) Get population increase and scheduled reinforcements (shown on the board); 2) move units; 3) fight. When all nations have played the Round is over.
Increase of Population: Count 2 for each clear terrain area, 1 for difficult; 6 points earns a new army, any remainder is saved via a Population Track.
Movement: Two areas, three if cavalry, or Romans, or with a leader; opponent stops movement unless you outnumber defenders 2-1 (“overrun”); those not needed to overrun can continue move. Difficult terrain halts movement unless a leader is moving along with the armies.
No more than two of your armies can be in a difficult terrain area, or three in non-difficult (clear), except you are allowed one “overstack”, which can be up to four in difficult, unlimited in clear.
Combat: When jointly occupying an area after movement is done, both sides simultaneously roll 6 sided dice, one per army, eliminating an opponent with a roll of 5 or 6. Cavalry and Romans need 4, 5, or 6 to hit in clear terrain. A 6 is needed to kill defenders in difficult terrain, cavalry, or Romans. After all armies in an area have fought once, the defender, then attacker, can retreat one or more armies. Fight until only one side remains in the area.
Leaders: allow movement through difficult terrain; up to three areas; and add one to combat dice rolls. A given leader is in the game only one Round, except at the end of the game (the “Four Kings”).
Raiders: may go back to sea after all combat has ended; they may an adjacent retreat to sea during combat
Invaders: usually come over the sea, sometimes have Major Invasion (Increase, move, fight, move, fight).
Overpopulation: At the end of your turn you cannot have more than twice as many armies as the number of areas you occupy.
The Romans are exceptions to many rules: they have “roads” that aid movement, they build forts (that can be burned down by attackers), they can have large stacks everywhere and overpopulation, and they leave at the end of Round 5 and are succeeded by Romano-British. Some nations can submit to Romans in order to survive.
The game goes through different eras: Roman conquest, the triumph of the English, the Vikings, and the “Four Kings”. Different nations and colors are most dominant in each era. It is not a conquest game in Risk style; you can play it that way, but you probably won’t win. The strategy is deep, every move, every location, matters. No one is going to recognize most of the ramifications until they have played several times. I know people who have played five hundred times (counting original Brit), yet still enjoy the strategy.
Britannia is an epic game, 4-5 hours for experienced players. There is a 3 player short version, shorter 2 player versions (for practice), and short scenarios will be freely available.
See the Historical Walkthru on pulsiphergames.com or fantasyflightgames.com (nicer graphics) for an extended example of play with maps.
Videos and podcasts with more details of how to play are planned.
This Quick Guide is NOT part of the Britannia rules, and does not supercede/overrule those rules in any way. There is no way to include, in one page, the details necessary for a full set of rules.
Quick Guide: How to Play Fantasyflightgames Britannia
Lewis Pulsipher (designer). Jan 21, 2007
This is a game of invasions and survival. Each player (usually four) controls 4 or 5 nations, each nation has different objectives. The player whose nations score the most points by the end of 16 Rounds wins. The rules are long, but the game is easy to play in practice, nearly as easy as Risk, easier than Axis and Allies. The game covers the period from the Roman invasion to the Norman invasion, over 1,000 years.
Objective: Score points, mostly from holding territory, as shown on Nation Cards. Most points for your nations at the end of the game wins. With a few exceptions, nations all score at the end of Rounds 5, 7, 10, 13 and 16. Point markers are provided, though many players use downloadable scoresheets.
Sequence: Each nation (not player) plays in turn. 1) Get population increase and scheduled reinforcements (shown on the board); 2) move units; 3) fight. When all nations have played the Round is over.
Increase of Population: Count 2 for each clear terrain area, 1 for difficult; 6 points earns a new army, any remainder is saved via a Population Track.
Movement: Two areas, three if cavalry, or Romans, or with a leader; opponent stops movement unless you outnumber defenders 2-1 (“overrun”); those not needed to overrun can continue move. Difficult terrain halts movement unless a leader is moving along with the armies.
No more than two of your armies can be in a difficult terrain area, or three in non-difficult (clear), except you are allowed one “overstack”, which can be up to four in difficult, unlimited in clear.
Combat: When jointly occupying an area after movement is done, both sides simultaneously roll 6 sided dice, one per army, eliminating an opponent with a roll of 5 or 6. Cavalry and Romans need 4, 5, or 6 to hit in clear terrain. A 6 is needed to kill defenders in difficult terrain, cavalry, or Romans. After all armies in an area have fought once, the defender, then attacker, can retreat one or more armies. Fight until only one side remains in the area.
Leaders: allow movement through difficult terrain; up to three areas; and add one to combat dice rolls. A given leader is in the game only one Round, except at the end of the game (the “Four Kings”).
Raiders: may go back to sea after all combat has ended; they may an adjacent retreat to sea during combat
Invaders: usually come over the sea, sometimes have Major Invasion (Increase, move, fight, move, fight).
Overpopulation: At the end of your turn you cannot have more than twice as many armies as the number of areas you occupy.
The Romans are exceptions to many rules: they have “roads” that aid movement, they build forts (that can be burned down by attackers), they can have large stacks everywhere and overpopulation, and they leave at the end of Round 5 and are succeeded by Romano-British. Some nations can submit to Romans in order to survive.
The game goes through different eras: Roman conquest, the triumph of the English, the Vikings, and the “Four Kings”. Different nations and colors are most dominant in each era. It is not a conquest game in Risk style; you can play it that way, but you probably won’t win. The strategy is deep, every move, every location, matters. No one is going to recognize most of the ramifications until they have played several times. I know people who have played five hundred times (counting original Brit), yet still enjoy the strategy.
Britannia is an epic game, 4-5 hours for experienced players. There is a 3 player short version, shorter 2 player versions (for practice), and short scenarios will be freely available.
See the Historical Walkthru on pulsiphergames.com or fantasyflightgames.com (nicer graphics) for an extended example of play with maps.
Videos and podcasts with more details of how to play are planned.
This Quick Guide is NOT part of the Britannia rules, and does not supercede/overrule those rules in any way. There is no way to include, in one page, the details necessary for a full set of rules.
Friday, December 29, 2006
Making Games More Accessible
When I was young, game players were generally happy to read through the rules to a game--often several times--before playing, and were not put off by lengthy rules. Even today, I would much rather read the rules than be taught how to play a game. But nowadays it's nearly impossible to get young people to read long non-fiction (many won't read fiction, even), and people want to try to play a game while learning the rules. Patience, you might say, is no longer a virtue.
So here I am as a designer, and a teacher mind you, trying to figure out what needs to be done to make game rules as accessible as possible to this new generation. Here's what seems to be needed.
First, every rules set should have a "rules often missed/misunderstood" section. All but the simplest rules have more-difficult parts.
I'm beginning to think a rules summary (no more than one page) is needed with every game as well. It's notable that (American edition) Settlers of Catan has what amounts to two rules sets, one less formal than the other, even though it is a quite simple game. Clearly, the manufacturers have found that even simple rules can confuse or thwart would-be players.
Examples in the rules have always been useful. Some publishers go a step further with a "play-through" included as a separate booklet. If the play-through isn't in the printed rules, it should be online. However, as a computer instructor I know that most people have difficulty with even the simplest tasks online, excepting e-mail and just plain "surfing", so the less they need to go online, the better. (Yes, readers here are the exception, not the rule.)
But how about more "modern" methods? If people want to learn a game from someone else, why not try to reproduce that, as much as possible? In other words, why not make a video as though you were teaching people in person how to play? The obvious limitation is that the learners cannot ask for clarification, but the video-maker can try to anticipate questions as much as possible.
A video of a play-through (perhaps an entire game, if the game is short enough) would be wonderful for many players who are unsure of their understanding of the rules.
Can you include videos with a game? I think a CD should be included in most games that includes video aids. But in my experience manufacturers don't want this added expense, and prefer the online approach. Once again, my experience of "average computer users" is that an auto-starting CD with video is much more likely to be used successfully than online video.
What about a podcast? This would be a way to publicize a game and might help those who are very busy, and want to listen to "how to play" while doing something else.
Videos and podcasts are not hard to produce if you have good equipment, if you aren't trying to achieve professional perfection. You don't get that when someone teaches you the game, though, so why look for it here? Yes, such things are time-consuming to make. But you have to change with the times.
I have heard of examples of videos, and watched the ones Peter Morrison produced for this game Viktory II. I've not heard of podcasts that try to teach the rules of a game. I'm sure Geekdom can specify more examples, which I'd like to hear about. I am presently working on both videos and a podcast for Britannia, and expect to produce similar material for all of my games as they're published.
Lew Pulsipher
When I was young, game players were generally happy to read through the rules to a game--often several times--before playing, and were not put off by lengthy rules. Even today, I would much rather read the rules than be taught how to play a game. But nowadays it's nearly impossible to get young people to read long non-fiction (many won't read fiction, even), and people want to try to play a game while learning the rules. Patience, you might say, is no longer a virtue.
So here I am as a designer, and a teacher mind you, trying to figure out what needs to be done to make game rules as accessible as possible to this new generation. Here's what seems to be needed.
First, every rules set should have a "rules often missed/misunderstood" section. All but the simplest rules have more-difficult parts.
I'm beginning to think a rules summary (no more than one page) is needed with every game as well. It's notable that (American edition) Settlers of Catan has what amounts to two rules sets, one less formal than the other, even though it is a quite simple game. Clearly, the manufacturers have found that even simple rules can confuse or thwart would-be players.
Examples in the rules have always been useful. Some publishers go a step further with a "play-through" included as a separate booklet. If the play-through isn't in the printed rules, it should be online. However, as a computer instructor I know that most people have difficulty with even the simplest tasks online, excepting e-mail and just plain "surfing", so the less they need to go online, the better. (Yes, readers here are the exception, not the rule.)
But how about more "modern" methods? If people want to learn a game from someone else, why not try to reproduce that, as much as possible? In other words, why not make a video as though you were teaching people in person how to play? The obvious limitation is that the learners cannot ask for clarification, but the video-maker can try to anticipate questions as much as possible.
A video of a play-through (perhaps an entire game, if the game is short enough) would be wonderful for many players who are unsure of their understanding of the rules.
Can you include videos with a game? I think a CD should be included in most games that includes video aids. But in my experience manufacturers don't want this added expense, and prefer the online approach. Once again, my experience of "average computer users" is that an auto-starting CD with video is much more likely to be used successfully than online video.
What about a podcast? This would be a way to publicize a game and might help those who are very busy, and want to listen to "how to play" while doing something else.
Videos and podcasts are not hard to produce if you have good equipment, if you aren't trying to achieve professional perfection. You don't get that when someone teaches you the game, though, so why look for it here? Yes, such things are time-consuming to make. But you have to change with the times.
I have heard of examples of videos, and watched the ones Peter Morrison produced for this game Viktory II. I've not heard of podcasts that try to teach the rules of a game. I'm sure Geekdom can specify more examples, which I'd like to hear about. I am presently working on both videos and a podcast for Britannia, and expect to produce similar material for all of my games as they're published.
Lew Pulsipher
Learn to play solo
I am constantly (unfavorably) impressed by the number of would-be game designers who talk about producing "artwork" for their prototype and "getting other people to playtest" a game they've never played.
This immensely limits what you can do, folks. You don't need "artwork" to play a prototype solo. You're the designer, use your imagination! If you keep a good supply of various kinds of 3D pieces around you can come up with almost any piece you need in no time. You don't need laminated cards for a playtest prototype. If you have some blank business card stock around you can hand-make some cards quickly (or use a computer program to do it). If you need a board, hand-draw one if it takes too long to do a sketch version on the computer. I tend to make wargames, and my initial map used to be hand-drawn with grease pencil on transparent plastic laid across an out-of-copyright map downloaded from the Internet and printed large. Nowadays I have become sufficiently quick with CorelDraw that I usually create a computer map before actually playing, but I start with a hand-drawn map.
The first few times a game is played, "errors"--things that need changing--are inevitable. Why inflict this on your preciously-scarce playtester supply, when you can sort them out on your own?
While there are some kinds of games that may be difficult to play solo, a good game player should be able to put himself in a state of mind where he can play several separate sides in a "hidden information" game, sufficient to get the worst kinks out of a game before inflicting it in other people.
If there's an obvious problem, YOU need to find it and sort it out, not wait for Playtesters to do so. Let the testers play a game that's in a reasonable state, not one where they struggle with things that you should have discovered through solo testing. You'll be wasting their time, and yours! Use playtesters to discover problems you cannot see, not to discover problems you would have found if you'd bothered to play the game yourself.
I am constantly (unfavorably) impressed by the number of would-be game designers who talk about producing "artwork" for their prototype and "getting other people to playtest" a game they've never played.
This immensely limits what you can do, folks. You don't need "artwork" to play a prototype solo. You're the designer, use your imagination! If you keep a good supply of various kinds of 3D pieces around you can come up with almost any piece you need in no time. You don't need laminated cards for a playtest prototype. If you have some blank business card stock around you can hand-make some cards quickly (or use a computer program to do it). If you need a board, hand-draw one if it takes too long to do a sketch version on the computer. I tend to make wargames, and my initial map used to be hand-drawn with grease pencil on transparent plastic laid across an out-of-copyright map downloaded from the Internet and printed large. Nowadays I have become sufficiently quick with CorelDraw that I usually create a computer map before actually playing, but I start with a hand-drawn map.
The first few times a game is played, "errors"--things that need changing--are inevitable. Why inflict this on your preciously-scarce playtester supply, when you can sort them out on your own?
While there are some kinds of games that may be difficult to play solo, a good game player should be able to put himself in a state of mind where he can play several separate sides in a "hidden information" game, sufficient to get the worst kinks out of a game before inflicting it in other people.
If there's an obvious problem, YOU need to find it and sort it out, not wait for Playtesters to do so. Let the testers play a game that's in a reasonable state, not one where they struggle with things that you should have discovered through solo testing. You'll be wasting their time, and yours! Use playtesters to discover problems you cannot see, not to discover problems you would have found if you'd bothered to play the game yourself.
Wednesday, December 27, 2006
What makes a game "great"?
I am writing an article about a game which is supposed to be one of the all-time best hobby games. Naturally, I'll need to explain why I think this. So my question today is, what makes a game "great"? Not good, not a flash-in-the-pan, I mean an all-time great game. I'm sure this must have been discussed before on BGG, and perhaps someone can provide links to known discussions of this type. In the meantime, here's what I've been thinking about (rambling included).
To me, a game is great if you can (and want to) play it again and again with great enjoyment over many years, if you can almost endlessly discuss the intricacies of good play, if you can create many variants that are also fine games.
Obviously, a game is not "great" to everyone. Chess is a great game, but many gamers can't stand to play it (though a great many have tried).
Longevity is important. A new game may be "great", but we simply cannot tell until years have passed. Perhaps not every great game is great by current "design standards", but it may still be a great game in terms of how it affected people and the enjoyment it gave to people. "New" certainly doesn't mean "good" and "old" certainly doesn't mean "bad". In other words, I ignore the "cult of the new" so prevalent in today's gaming tastes.
Popularity is not a criterion. There are many popular tunes, movies, games, books, that disappear from our notice in a year or two or three. Great games should continue to be loved year after year after year, just as great novels, movies, music are enjoyed perennially.
If a game is one of hundreds that people might want to play, can it be a great game? No, it should stand out from the crowd. If I play a game just to kill time, then the fact that I'm playing it certainly doesn't make it a great game, no matter how many times I play. It's not "oh yeah, we can play that" it's "I'd love to play that"--again, and again, and again. If I can spend my valuable time playing this game or thinking about this game, when I have other valuable things to do, then it may be a great game. If lots of people don't play it hundreds of hours each, over many years, can it be a great game?
I thought about including the criterion that solitaire play is rewarding. But for hidden information games, solo is not so practical. Nonetheless, if it's a game that can reasonably be played solitaire, then a great game will be played very often solo, by a great many people.
It's difficult to generalize concisely. Perhaps you could say, if a game is played by a great many people, who love to play it, who play it for hundreds of hours (by each person) altogether over the years, who can still enjoy it many years after it was first published, then perhaps it is a great game.
Is Monopoly a well-designed game? Given the likelihood of stalemate or very long games, perhaps not. Is it a great game? Here you can argue that it is played by default, because it's traditional, rather than because people truly want to play it. Nonetheless I think a case can be made that it is a great game.
A young person might look at this differently than I (55 years). I am interested in your comments.
Lew Pulsipher
I am writing an article about a game which is supposed to be one of the all-time best hobby games. Naturally, I'll need to explain why I think this. So my question today is, what makes a game "great"? Not good, not a flash-in-the-pan, I mean an all-time great game. I'm sure this must have been discussed before on BGG, and perhaps someone can provide links to known discussions of this type. In the meantime, here's what I've been thinking about (rambling included).
To me, a game is great if you can (and want to) play it again and again with great enjoyment over many years, if you can almost endlessly discuss the intricacies of good play, if you can create many variants that are also fine games.
Obviously, a game is not "great" to everyone. Chess is a great game, but many gamers can't stand to play it (though a great many have tried).
Longevity is important. A new game may be "great", but we simply cannot tell until years have passed. Perhaps not every great game is great by current "design standards", but it may still be a great game in terms of how it affected people and the enjoyment it gave to people. "New" certainly doesn't mean "good" and "old" certainly doesn't mean "bad". In other words, I ignore the "cult of the new" so prevalent in today's gaming tastes.
Popularity is not a criterion. There are many popular tunes, movies, games, books, that disappear from our notice in a year or two or three. Great games should continue to be loved year after year after year, just as great novels, movies, music are enjoyed perennially.
If a game is one of hundreds that people might want to play, can it be a great game? No, it should stand out from the crowd. If I play a game just to kill time, then the fact that I'm playing it certainly doesn't make it a great game, no matter how many times I play. It's not "oh yeah, we can play that" it's "I'd love to play that"--again, and again, and again. If I can spend my valuable time playing this game or thinking about this game, when I have other valuable things to do, then it may be a great game. If lots of people don't play it hundreds of hours each, over many years, can it be a great game?
I thought about including the criterion that solitaire play is rewarding. But for hidden information games, solo is not so practical. Nonetheless, if it's a game that can reasonably be played solitaire, then a great game will be played very often solo, by a great many people.
It's difficult to generalize concisely. Perhaps you could say, if a game is played by a great many people, who love to play it, who play it for hundreds of hours (by each person) altogether over the years, who can still enjoy it many years after it was first published, then perhaps it is a great game.
Is Monopoly a well-designed game? Given the likelihood of stalemate or very long games, perhaps not. Is it a great game? Here you can argue that it is played by default, because it's traditional, rather than because people truly want to play it. Nonetheless I think a case can be made that it is a great game.
A young person might look at this differently than I (55 years). I am interested in your comments.
Lew Pulsipher
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