Friday, July 14, 2006
In counterfactual history we can posit whatever we want, really, but as I see it there are two possibilities, the plausible and the "no way!".
Because of a fairly obscure circumstance, the Huns were never going to stay in Gaul, any more than the Avars or Magyars did when they raided France. In case anyone is interested I will explain.
All of these were horse nomads, "warriors of the steppe". They required grasslands to survive (living on their herds), and there aren't many natural grassland areas in Europe (which is good for us descendants of Europeans). The Hungarian plain is the westernmost, another is Bulgaria. The Huns, moving west for whatever reasons, settled in Hungary (which is actually named after a Magyar word, I understand, not after the Huns). They displaced some Germans in the process, who moved south and west. They raided from Hungary but always came back to where their horses would thrive. When the Huns were defeated by Gepids and others, the remnants either streamed back into the Russian steppe, or hung out in Bulgaria--many of these first Bulgarians may been Huns. (There was another, slavic, lot, more or less, later on.) Some Bulgars went to Bulgaria, some went up the Volga to become the Volga Bulgars. Who knows how many were Huns?
Anyway, the Avars showed up and took over the H. plain. They raided all over the place, besieged Constantinople unsuccessfully, finally got stomped by the Byzantines (but the emperor was murdered before he could finish them off (602)). After that they made much less trouble, but Charlemagne had to stomp them and "more or less" finish them off.
Then Magyars turned up in Hungary, and they raided all over, Balkans, Italy, Germany, France, until defeated twice by Germans (second time 955). After that they turned into Christian European Hungarians.
The Mongols stomped the Hungarians; fortunately for us, they streamed back into Asia when the Great Khan died. Could the Mongols have conquered Europe? Maybe they had the technical knowhow to take castles, but there were no grasslands to attract them, not much treasure--so why bother in the long run? And they never came back.
There were grasslands in between the two rivers of Mesopotamia, the Aljazeera (I've seen it spelled different ways), which is where the Seljuk Turkish nomads were happy to base themselves. The other horse area down there is the central Anatolian plateau--unfortunately for the Byzantines.
Why are these areas grasslands instead of forest? Insufficient rainfall, I think, same as the American Great Plains. Only near rivers did you see trees, out there, before men intervened.
So I'd count the Huns as "no way".
BTW, the Goths became horsie types when they migrated to the steppes, but I suspect they maintained an agricultural orientation, and so could adapt back when forced off the plains by the Huns. And they were willing to migrate to areas that, while not grasslands, had been cleared of forests for agriculture, that is, Spain, Italy, France. Not Germany (which wasn't cleared until 1100-1200 thereabouts).
Forests are heavy-duty barriers to the non-technological. Southern Sweden used to be part of Denmark because forest intervened between it and the main part of Sweden.
Copyright 2006 Lewis Pulsipher
Thursday, July 13, 2006
Hexes give the opportunity for more detail in terrain...swamp, forest. And if they're fairly big hexes, say big enough to accommodate the new pieces, there might be room for terrain without having TOO many spaces.
I just tried to find an online source of transparent hex material to lay over the board, but no luck.
Not that I'm likely to pursue the matter.
The more interesting question was the continued survival of the magazines. The “Millennial Generation” (Gen Y) is disinclined to read; national newspaper readership is declining rapidly, and I suppose magazine readership is declining as well (and they’re getting shorter...). Erik Mona, the editor, told me that they did a reader survey, and found that the average reader is 35 years old. This really surprised me, as the contents of Dragon appear largely aimed at kids. Even more interesting, he said that when the results were compared with a survey from way back when Kim Mohan was editor, most of the results were the same except the readership then averaged 16! So it appears to be the same readership, much aged. He expressed doubt that a new magazine of this type could succeed now, and I have to agree. I didn’t ask questions about circulation, but I’d speculate that Dragon circulation is much lower than it was in the heyday of first-second edition D&D. Still, it’s enough to keep their company going (and put on a nice reception). Dungeon magazine is even more valuable, for third edition D&Ders, than it used to be for first, because there’s so much more detail required in the stats to create a complete adventure. I would still be subscribing to Dungeon, but I decided not to ref 3D&D any more about a year ago, and I already had dozens of unread issues.
I haven't had much luck finding information about trends in magazine circulation generally. However, news magazine circulation is holding steady, though getting older, while "the audience for pop culture, entertainment and lifestyle magazines is growing". http://www.stateofthenewsmedia.org/narrative_magazines_audience.asp?cat=3&media=7
Copyright 2006 Lewis Pulsipher
Wednesday, July 12, 2006
Illuminatus Trilogy (just the appendices, which I may never finish; it wasn't a very good set of novels)
Atlas of Middle Earth (revised edition)
The Fall of Rome by Peter Heather (for Barbaria(TM) and other Rome games)
The War God's Own (David Weber, one of over a dozen Weber novels on a CD with a recent hardcover Honor Harrington book)
Patterns of Pillage by Galvin, about Caribbean pirates (for Pirates Gold (TM))
Castles & Crusades Players Handbook
Lew
Tuesday, July 11, 2006
I think also that third edition D&D's failings ("fantasy Squad Leader", someone called it), its encouragement to look for unearned advantages (such as high character attributes and prestige classes) instead of playing skill, put me off the game, and I've decided it's most unlikely I'll ever ref 3/3.5 again.
Recently I bought Castles & Crusades, which was recommended to me as a return to first edition D&D simplicity and adventure. I mainly played first edition D&D, but a drawback to it is that you cannot have new players go buy the rulebook(s), as the game is long, long out of print. I have about half a dozen copies myself, but that's not entirely satisfactory. I looked at Hackmaster, which uses first edition D&D as a base, but I didn't care for some of the attitude involved (players competing with the referee--if a ref can't win that, he isn't worth a hoot). C&C has much less detail than Hackmaster, but makes some useful changes to the older D&D rules (e.g., monks have d12 hit dice instead of d4, and saving throws and skills are subsumed in ability-based dice rolling).
This game is almost word-for-word first/second edition D&D in many places. The list of magic items includes one item after another with the same names and characteristics. Clearly, at some point WotC allowed companies to reproduce and sell the older D&D editions nearly verbatim.
The Players Handbook is quite inexpensive at Amazon ($12.97 for 128 pages with pasteboard covers). That makes it practical for new players. List is $20.
Copyright 2006 Lewis Pulsipher
Sunday, June 25, 2006
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". Or 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.
Given the amount paid to most writers (as low as two cents a word, and rarely as much as five cents a word), and the lack of royalty payments (RPG books are "works for hire", you're paid a lump sum and that's it), it's impossible for most writers to get a reasonable return on their time. This is particularly true if they test their material in actual gameplay, so usually they don't. This has contributed to the low quality of professional publications. At the same time there are people who love RPGs, who actual play their new stuff, then write it up and contribute it to the world at large. Some of this is likely to be better than much of the quickly-written junk published by the traditional publishers.
The result of all this: why buy RPG material, or why buy expensive RPG material when the PDFs are likely to be about as good and are much cheaper? And so the bottom has fallen out of the RPG market, with no prospect that it will ever return--because crowdsourcing is here to stay.
It is less likely that this will happen to boardgames, because much of the popularity of boardgames come from the tangible feel of the pieces. You can't put tangible pieces in a PDF, or self-publish them through lulu or xlibris. Though a day might come when there are companies that can mass produce small numbers of tangible pieces to be included in boardgames. Nonetheless there are places like wargamedownloads.com that offer PDF wargames cheaply.
Moreover, without much playtesting hardly any game will be worth a hoot. You can write fairly decent RPG material without testing it, but you can't write a good boardgame without testing it.
Copyright 2006 Lewis Pulsipher
Friday, June 16, 2006
Brief listing of nine structural systems of games (but not sports)
1. Theme/History/Story.
2. Objective/victory conditions.
3. “Data storage”. (Information Management)
4. Sequencing.
5. Movement/Placement.
6. Information availability.
7. Conflict resolution/interaction of game entities.
8. "Economy" (resource acquisition).
9. Player Interaction rules.
Conflict resolution/Interaction
“None”
Tic-Tac-Toe (even here–the “resolution” is, you cannot place your maker where a marker already exists)
Bidding/auction
silent
by rounds
Displacement elimination
chess
checkers (form of, since you jump over rather than displace directly)
Surround or other pattern
Go
Carcassonne (that’s scoring rather than conflict)
(You can see checkers jump as a form of this)
Adjacent conflict (wargames) often with dice or cards, sometimes with "combat tables"
Action at a distance (artillery, ship combats)
Trick-taking ("highest" wins)
Many variations
"Odds"--the strength of the piece makes a difference
Strength makes no difference in chess, pawn can take queen
Capture vs eliminate
Captured unit may be recovered/reused in some games, eliminated can be rebuilt in many
Captured can even be used by the captor (card games)
In some games, when it's gone, it's gone (checkers, "king" is just a way to show new status, not recovery of a unit)
"Bump" other piece to another location (as opposed to back into a pool)
backgammon?
some family games
some card games
Resource comparison (another form of "highest", but not confined to one card/piece)
Tigris & Euphrat
Video:
Often shoot from a distance (FPS) at a target
Copyright 2006 Lewis Pulsipher
Wednesday, June 14, 2006
I've made a "current" list of techniques for making Brit-like games more like Euro or German-style games. Can anyone think of something that might be added?
Almost all of these methods are used in "Brit Lite" and have been playtested in that game or another.
1. No dice
I use cards for combat, each player playing one (usually); each player has an identical pile of cards, and has a hand of several of those cards at any given time.
2. Fewer areas
There is a danger of clogging movement channels here; however, occasional joint occupancy (two nations in one area) seems to work well enough, in conjunction with the card-based combat
3. Fewer pieces
However, I've found by testing that reducing stacking to one in difficult terrain and two in clear just doesn't work right. 2 and 3 seem to be the minimums. But with fewer areas you can end up with fewer pieces. Also, the "overstack" can be one greater than the normal max, perhaps +1 more if a leader is present.
4. Fewer decisions to make
Fewer pieces can help, but the extreme is an action system, where you can take only a few actions in a turn (that is, you won't be able to move all your pieces)
5. Fewer turns
8 to 10 looks viable (Brit lite has 9)
6. Easy points method
Points based on one (or two) areas, no nation cards needed (or very simple)
7. Score points at the end of the Nation Turn (immediate feedback, typical of Euros)
But NOT scoring every round--that just doesn't work
8. Choose up sides option
Players choose their nations at game start; when this works, it allows for three and five player versions, too (standard setups included as well)
9. Event cards for an optional version of the game (not tournament standard). These can provide lots of historical flavor, too
10. Quicker combat resolution
This is provided by the card option, very quick
11. Less "death"
If you have fewer pieces, and a combat system that doesn't result in massacres but more likely in retreats, this works out
Thursday, May 25, 2006
http://www.pulsipher.net/sweep_issue_2.htm
(This is a page link, not a direct link to the file.)
There are also two new surveymonkey polls open:
http://www.surveymonkey.com/s.asp?u=680622169595 Britannia ColorComparison poll
http://www.surveymonkey.com/s.asp?u=291602166511 Brit event frequency poll
Help us bring you better games!
OhioState University's School of Communication, in partnership with the Game Manufacturers Association and The Wargamer, is doing a survey of game consumers to gather information about what kind(s) of games you like and why you buy them. This information will go to manufactuers and publishers to help make the type(s) games you want. Any and all gamer players are welcome to participate and submit their responses. Please help us bring you better games by going to
It is very long, especially at the end. I suspect that many people will quite partway through, thus further skewing what is already inevitably skewed because it's a Web-based survey. Jakob Nielsen tells us that Web surveys should be very short to get higher participation. This is the opposite.
The results will nonetheless be interesting, keeping the skewing in mind.
Sunday, May 21, 2006
Someone--a lawyer, I think--told a story of playing a game with someone who, unbeknownst to him, was the designer of the game. The story-teller kept challenging rule interpretations until the designer finally revealed who he was. The story-teller continued to challenge rulings, and the designer finally said something like "that's not how I meant it". Amusing, but it does point out that even a designer has to go by what the published rules say, or get an official errata distributed. This is one reason why I told people, once I'd come back into the hobby, that I couldn't provide rule interpretations for Brit 1, that they'd have to go by what was written.
One of the advantages of a Web page and blog is that I can indeed get errata distributed, if necessary, though it's quite clear that most game players do not look on the Web for additional information.
I am trying to get Sweep of History Game Magazine #2 finished and distributed before a vacation. Here's a minor part of it:
Book review:
Gwyn Jones, A History of the Vikings (second edition 1984), Oxford University Press, paperback, over 500 pages.
This is one of the standard histories of the Vikings. Jones wrote in an era when the savagery of the Vikings was being downplayed--"oh, they were mainly merchants"--though he does not seem to have been entirely of that party. He does, however, buy the notion that the "Great Army" was only 500-1,000 men, a notion I find quite ludicrous given what that army did in both England and France. But it's inconvenient, if you believe the Vikings were mainly traders, to account for armies of 5,000-10,000, which is the size you'd judge both from the capabilities of the Great Army and from the number of ships reported by the chronicles. (The typical trick here is to believe the chronicles when they report small numbers of ships, and simply disbelieve when they report large numbers.)
Jones says at many points that Scandinavians in general and Vikings in particular (Vikings being those who roved overseas) were motivated by (had a goal of) "land, wealth, and fame". Anyone who designs a Viking game but does not account for this is leaving something out--of course, designers are always leaving things out.
Jones writes with a dry British wit combined with a poetic turn of phrase that is quite enjoyable. There is a LOT of detail, much of it not military in any way.
Sunday, April 30, 2006
The first attempt multiplied number of areas, number of nations, and number of turns. I added number of players to that, though most of these games are four-player. (I understand 3 player Maharajah is better than 4. I don't know of any game that is best with five.) This gives 40,256 for B2 (37 areas, 17 nations, 16 turns, 4 players). I am not including sea areas because no conflict can occur there, in effect they are merely staging areas.
What I really wanted, though, is average number of pieces on the board, as a gauge of complexity, rather than number of areas. But I only know those averages for a few games, so at first I was supposing that number of areas would be proportional to number of pieces. However, in "Euro-ized" games, especially ones not using dice, the number of pieces per area may be significantly lower.
At some point I recognized that it may be average number of nations on the board, not total in the game, that really counts (since we're accounting for number of turns separately). This is around nine in Brit, and I can derive some figures for my other games to make comparisons.
However, average number of pieces is the best gauge of complexity of movement, so how much one should count the number of nations is open to question.
At that point I have a formula which is average number of pieces times number of turns times number of players.
This latest formula yields 2080 for Caledonia(TM), which is certainly a much shorter game than Brit (3328).
None of this takes into account the time spent in combat. One could assume it is about the same (especially as the published versions of Brit-like games all seem to use virtually the same combat system), but I have a radically different system (no dice) which is quite quick, and table-based systems which are significantly quicker than the old system. I'm not sure, though, how much difference that would make to time as a whole...
I don't know where this has brought me, other than to realize that my Viking Brit may have a length problem (haven't played it yet). Hellenia (TM) comes up large on the originla formula numbers (5,100 on the latest formula), but doesn't seem to be all that long a game; I think that's because there are no big invasions and only a few minor ones, as opposed to Brit where we have big invasions that tend to take a long time to play out. Moreover, in Hellenia(TM) the Hellenistic nations often receive few new pieces each turn owing to the economic system. So my formula may need yet more of a tweak, including something like how many new armies come on the board during a turn whether from appearance (Invasion) or from Increase.
I tried running a formula for Diplomacy, which averages 33 pieces, has 7 players, and lasts about 22 turns (maybe less). That yields 5,082, to 3,328 for Brit. But Diplomacy is a simultaneous-move game; OTOH it emphasizes negotiation, which takes a long time. At any rate, I'd certainly agree that Diplomacy is a longer game than Brit, in general.
Another impracticality: it's easy to count number of areas and number of nations, but harder to know the average number of pieces and average number of nations (I do count, sometimes, in solo play).
Thursday, April 27, 2006
First, read Game Inventor's Guidebook by Brian Tinsman. This tends to cover marketing far more than design, but it's short and sweet. Unfortunately it's out of print, but sometimes a used copy is available through Amazon: http://www.amazon.com/gp/product/0873495527/sr=8-1/qid=1144850887/ref=pd_bbs_1/002-3833292-6136003?%5Fencoding=UTF8
There are several online sources.
Yahoo Groups Board Game Design often involves questions by novice designers, and sometimes more meaty design questions. There is a lot about self-publishing. The archives are all there, so read all those old discussions and messages! http://games.groups.yahoo.com/group/BoardGameDesign/
The Boardgame Designers Forum is an online discussion group that can be useful for many purposes. I don't check it regularly, but it has many regular inhabitants. http://bgdf.com/
Boardgamegeek, a general online discussion group for boardgames, has a game design section with many interesting dicussions going back years. http://www.boardgamegeek.com/
USENET rec.game.design is mostly useless, often overrun with junk.
Someday I may have a book out about the nuts and bolts of game design. There are no "nuts and bolts" books presently available, though there are many books that talk about games, analyze games, and talk about computer games in particular. They are not "how to" books, for the most part. Check Amazon for a selection.
Some articles I've written are on my own web site at: http://pulsiphergames.com/gmarticles.htm
(Disclaimer: I own Amazon stock.)
First, I believe that you must write everything down (or perhaps I should say, record it). You may have an idea that you'll never have again--do you want to lose it? Moreover, when you write down your ideas, reading them can stimulate yet more ideas. Of course, writing down ideas forces you to actually figure out and understand what you mean; so many novice designers have "ideas" that are only in their head, and when they're asked to articulate them, they find out that there's a lot they haven't figured out.
Similarly, when playtesting you should write down anything you want to keep track of. I keep printed copies of the rules at hand so that I can change them, or I write all notes on scrap paper and then, after the game, transfer to computer.
Recording ideas starts with my PDA, which has a one touch record button (not all do). This allows me to "leave voice messages" to myself, so to speak. I can press the button, talk, and when I let it go it stops recording--the only reasonably safe way to record things during my 50 minute commute. I transfer these to my desktops (gives me three copies, one in the PDA, one at home, one at work), and then write the information down (on computer) when I have time.
I rely heavily on a program that has been around for a very long time but is not well known, Info Select (www.miclog.com). This is a free text database program. It not only allows me to organize information, it allows a full text search in the blink of an eye (because all the stored information is loaded into memory). You might think this would take a lot of memory; no, an entire novel is roughly one megabyte of text, so as long as you don't store a LOT of graphics, it won't put much of a dent in your RAM.
Microsoft OneNote is another program somewhat like this. I'm sure there are others.
I also use a free program called Memento at times and a little program I wrote myself (in dBase and Clipper), to track ToDo lists,
I also have a paper spiral notebook, for occasions when I'll be away from home for a while but don't want to wield a laptop computer.
So when I have an idea I record it, then copy it to other places, and ultimately get it into Info Select.
When I'm to the point of organizing ideas into a semblance of a game, I make a separate note for each category of rules (such as movement, combat, economics). I usually print these out to help me when I'm playing, write further notes by hand on the sheets, then make changes on the desktop computer. (If I were a little more with it I'd probably have a laptop with me when I playtest, but that's one more thing to carry and secure. So I don't.)
At some point I try to write rough rules, as opposed to notes, in these same notes (or in new ones). I can color code the notes accordingly.
I write actual sets of rules in WordPerfect (Microsoft "Worst" is not my favorite word processor). Much of the preliminary writing is done in Info Select, then transferred. But there are many, many revisions to a set of rules, and those are done in WordPerfect. I am not fanatical about it, but I usually save each significant revision as a new file, so in the course of designing and developing a game I might end up with 20 versions.
WordPerfect makes it easy to make usable cards for games. I print on business card stock using the WP template, then put the cards in collectible card protectors (which can be had pretty cheaply, on sale, at Dave and Adam's Card World on the Internet, or at conventions sometimes). The protectors make the cards easy to shuffle, the card stock gives them sufficient stiffness. These are text-only cards; I've seen many prototypes with beautiful graphical cards, but I am not interested in spending the time needed to do this, preferring to concentrate on game play. Moreover, if I did spend a lot of time on a playtest prototype, I'd be reluctant to change it, and that is truly a Bad Thing. Change is the norm when designing and developing games.
I am not an artist or a graphics person. I draw maps in CorelDraw, which does a fine job except that I haven't yet figured out an easy way to shade things (an airbrush or something like it would do, but CorelDraw is a vector graphics program, not bitmap, and while this makes printing very flexible, it seems to make shading elusive, at least for me). You can see some examples on my Web site at www.pulsiphergames.com/projects.htm
I get base maps from the Internet (out-of-copyright historical maps are available, especially at the Perry Casataneda Library (google it)). CorelDraw usually won't autotrace them satisfactorily, so I laboriously trace (with a mouse) what I need. This is not fun, but is quite practical. (Tracing with a tablet PC is easier, because you're using a pen, but I rarely use my wife's tablet laptop.)
I work on about 30 games in the course of a year, and there are many more than that in some stage of work. I really need something to organize what I'm doing, and this helps a lot. Another time I'll describe how I cope with pieces and prototypes.
Friday, April 21, 2006
One fellow didn't like the graphics of the new game, which I can see might be "too bright" for some tastes. As a non-artist I think the board is beautiful, even though I liked the sea better before the wave pattern went onto it. The cover art is excellent (I like the darkness of it). I don't pay attention to the figures on the pieces, relying wholly on the symbols (axe, spear, Viking ship, shield), and I'm very glad FFG took my suggestion (I don't recall who originated it on Eurobrit) to use the symbols. FFG's original idea was round pieces with a second color circle along the outside to differentiate side and nation, but they switched to the rounded-corner squares, which I really like. They feel a little bit like plagues or tiles rather than cardboard. I started gaming when every wargame used half inch cardboard counters, but nowadays I almost never use cardboard in my designs (I've collected lots of blocks, chips, glass beads, and figures). (I've learned since writing above that the commenter didn't like the difficulty of identifying the pieces, preferring the nation names on the old. I think the symbols on the new pieces are much easier to see, though I'd like them to have been much larger and the figure smaller.)
Many people remarked that the game is too long, and that is addressed in "Brit Lite", which may someday be published. There is some sense that Britannia is an extraordinary game because it is long, giving it the feeling of the "sweep of history" over centuries. In that respect it's like a mini-Civilization: some people cannot conceive of a game being like Civilization if it isn't at least four hours long (it often goes 8-12).
I think that a shorter Brit must have a combat system that has less standard deviation. About 80% of the players responding to my Web survey (http://www.surveymonkey.com/s.asp?u=504421468301) think the amount of chance in Brit combat is OK (all but one of the rest think there's too much luck). In Brit the dice rolls tend to "even out" (but only tend); in a shorter game this would not be so, hence a different combat system is desirable. My experience playing short Brit scenarios I'm working on confirms that a few good dice rolls can have a major effect in a short game.
I have three combat systems that involve less luck (one uses no dice, but is not luckless). The diceless one is used in Brit Lite. "Advanced Britannia" will probably use the standard system. Other (dice table) systems are used in Dark Ages (TM) and Hellenia (TM).
Someone mentioned an innovative "for it's time" mechanic used (and I think the reference was to the point system). I confess that I've never cared whether a mechanic was innovative or not, as long as it modeled reality well or worked well for the game, but nowadays, as someone pointed out, some people admire games for the mechanics rather than the modeling (reflection of reality). I suppose there are some "Euro" aspects to Brit (no player elimination, usually short downtime between your turns), and I continue to try to think of ways to make this type of game more attractive to the "Euro" crowd.
Lots of Euro methods and characteristics were used in games before ever "Euro" games existed. I think there's an attraction here that is the equivalent to the attraction of designer jeans. Sorry, I NEVER bought anything because it was "designer" clothing and never will. I care about how good it is, and I know that many "designer" garments are identical to non-designer garments except for the label.
Sunday, April 02, 2006
"I begin to think that the only way to get a lot of games published is to design but not develop them."
After my conversations at PrezCon, I am even more inclined to that opinion.
I talked with some developers and manufacturers about games, of course. The conversation turned at one point to prolific wargame designers. There is one (call him "X") whose games I have never played, but I have read several sets of the rules. They always give me the feeling that the "game" is actually a simulation first, game second; and from various readings, plus my own impressions from these rules, I felt that the games probably weren't well-playtested, and probably weren't much fun as games.
Opinions ran even more strongly at the con. One person was of the opinion that only good developers could save games designed by X. He thought X does hardly any actual playtesting. Another called X a "one book wonder", that is, he'd read one book, design a simulation, maybe play it a little, then pass it on to the developer who might or might not make a good GAME of it. As this all jived with my impressions (and they can be no more than that), I wasn't surprised. Someone talked about another designer (call him Y) who delivered his "design" as "a box of notes". Yet, this person felt, better games came from Y than from X. And Y could be paid a small lump sum rather than a designer's royalty.
Jim Dunnigan of SPI fame--SPI appears to have created the concept of "developer"--compared the developer to an editor (or in computer games, a producer); the expectation at SPI was that the guy doing the research would only come up with some sort of decent prototype, perhaps 80% complete, not publishable as is. The developer would do the work to make the game playable.
There is no doubt that the last 20% of refinement of a game takes 80% of the time. Playtesting is time-consuming, tweaking rules is time-consuming. Even when you don't intend to change the rules, rewriting them introduces unintended consequences (as evidenced by the Britannia Second Edition rules rewrite by FFG--and then having no testing of the new version of the rules compounded the problem). When you rewrite to change a rule, the repercussions are often larger. So a remarkable amount of testing is needed.
At some point recently I've also realized that, while delivering the "80% finished" game is far more practical than delivering 100%, to some manufacturers it doesn't matter. They are going to change it, and possibly not playtest the changes, whether the designer likes it or not.
I remember talking to Andy Lewis of GMT two years ago at PrezCon, and being put off by the assumption that a developer would likely need to change the game. Now that I've heard more about some of the well-known current designers, I'm not so surprised by the notion.
In effect, "designers" who don't deliver complete games make it harder for those of us who do. At any rate, I have realized that I am pretty much afraid of letting some "developer" take on one of my games with a license to change it. I have had very mixed experiences in that regard, some good, some bad (see http://www.pulsipher.net/gamedesign/developers.htm). I suppose I need to figure out which games I need not get ego-involved with, and which I do. I may also be able to arrange that my final version can be made available on the Web so that, if the published version is eviscerated mangled, people can see what it was intended to be. (You might say, "who are you to know what's best"? Well folks, if the person who created the game cannot use the playtesting to make the best version possible, who can? Some designers are not writers, I know; some are not editors; I've been both.)
This reminds me of my experience as a freelance writer long ago. I actually had "editors" change my correct spelling to incorrect! Some editors are more interested in fitting an article in a space than the meaning of the article. Some, on the other hand, make useful suggestions, and I am open to suggestions. What I'm not open to is someone changing something in a way I disagree with: it is MY GAME.
At this point some people might say, "get a grip, as long as it's published you'll get paid". However, I'm not in this to make money (very few do, and as one person said, you could spend the time scavenging bottles for deposit and aluminum cans for recycling and make as much money). I'm in this because I saw how much people enjoyed Britannia many many years after it was released, and I wanted to do more of the same. That means it is indeed MY GAME and I want it to be right (Britannia as originally published isn't quite right--changes by publishers).
Some publishers routinely minimize the importance of the contributions of designers, and assume that they know better. Perhaps the trick is to find the publishers who, if they don't like what you submit, won't try to change it to their way of thinking, they'll just say "no thanks".
Tuesday, March 14, 2006
Maybe I should modify this latter to "if you dislike the game you design, why should anyone like it?" Because I have recently designed a game that I don't care to play, because it's abstract, but that has been very well received by my local playtesters.
I like games that model reality, or "a reality" in the case of fantasy and science fiction. I want to be able to compare a move or play I'm making in the game with something that could happen in the (or a) real world. If I cannot, then I have trouble getting any interest in the game. I played chess when I was a kid, but gave it up at about age 15 because it was too much like work! Yet chess originally modelled warfare.
In the end, it's my interest in history that combines with the interest in games.
So I don't care for abstract games. Nonetheless, a few months ago I started with the premise that I wanted to design a game that uses the colored glass beads or "stones" that were originally made to decorate plants, but which now have many uses including games. At first I tried to come up with a system without chance that just used the stones, but that seemed too sterile., insufficiently varying. I didn't want to use dice, of course, or any overt chance mechanism, but I wanted more happening than you get in a "typical" abstract no-chance game such as Go or Chess. So I came up with the idea (used in Fluxx and, I suppose, other games) of varying the rules. There are cards for different victory conditions and different capture methods, plus some action cards, that players may have in their hands. Players can play the cards to change the victory and capture conditions of themselves or of other players, making for a rapidly-changing game.
Because the game combines the positions of the stones on a hex board with the wild variance of the cards, I called the game "Law and Chaos"(TM). It is much shorter than my other games (30-40 minutes), and feels more "Euro" than my others (no one is really out of the game, surprises occur). I'm not a Euro fan. And I have been quite unable to come up with any theme for the game at all--to me it is purely abstract.
I tried it first as a two-player game, which worked but didn't seem terribly exciting to me (the disliker of abstract games....). But when the local playtesters got hold of it, especially when they started playing with three players, it has turned out to be very popular and to be a "natural" three player game, where "kingmaking" is necessary, but difficult enough that it works out very well. We have found a second way to play (the Law way) that de-emphasizes the changes produced by the cards, and consequently rewards planning and "strategy" much more than the first (or Chaos) version, which rewards efficient reaction to frequently-changing conditions.
At this point, then, "designing against the grain" has proved once again to be quite worthwhile.
Sunday, March 12, 2006
Britannia Rights
I am occasionally asked about the rights for the systems used in Britannia. The following is from the government copyright site (retrieved 11 March 2006):
http://www.copyright.gov/fls/fl108.html
"The idea for a game is not protected by copyright. The same is true of the name or title given to the game and of the method or methods for playing it.
Copyright protects only the particular manner of an author’s expression in literary, artistic, or musical form. Copyright protection does not extend to any idea, system, method, device, or trademark material involved in the development, merchandising, or playing of a game. Once a game has been made public, nothing in the copyright law prevents others from developing another game based on similar principles.
Some material prepared in connection with a game may be subject to copyright if it contains a sufficient amount of literary or pictorial expression. For example, the text matter describing the rules of the game, or the pictorial matter appearing on the gameboard or container, may be registrable."
[Emphasis added by L. Pulsipher]
As you can see, the ideas or systems of a game cannot be copyrighted, only the written expression can be. The Britannia game is copyrighted, hence no copy can be made that uses the words or pictures in it. However, if someone designed a game about British history from the Roman invasions to the Norman Conquest, and used many or even all of the ideas and techniques of Britannia, but used a different title (which may be trademarked), a different-looking board, and completely rewritten rules, it would be legal, however reprehensible it might otherwise be.
A patent covers a particular expression of an idea. Very few games are covered by patents. The Britannia "game system" has been used in many other published games such as Maharaja (Avalon Hill), Hispania (Azure Wish), and Rus. The fundamental idea for Britannia actually comes from a game called Ancient Conquest, for which I read the rules while watching a game being played. (Recently I bought a used copy of the game, to see what resemblance there is between it and Britannia. It is a hex-based, combat-factor combat table wargame; all the nations have exactly the same number of potential points, and all the nations of one player play at the same time. In other words, there is little resemblance to Brit beyond the fundamental idea, and even that is differently executed.)
I have been aware of this for many, many years, as any experienced game designer is aware, and as has been described numerous times on numerous game designer Web sites and discussion groups. Moreover, I am very careful about my rights (which is why I long ago stopped writing for Dragon Magazine, because they decided to insist in buying all rights to articles, and still do). I would never sell any of my "game systems" to anyone even if I legally could. If anyone tells you that any person or company owns the rights to the "Britannia game system", they simply have no idea what they're talking about--please let me know about it.
(Usual disclaimer: I am not a lawyer, so what I've said is not legal advice. But you can read what the copyright office says.)
Lew Pulsipher, designer, Britannia
Monday, March 06, 2006
At PrezCon one of the game manufacturers told me about what he called the "collapse of the distributors". Along about 1995, distributor orders for wargames dropped drastically. At that time collectible card games were really big, and I understand from other information that in effect the CCGs took over the retail stores. This manufacturer now acts as their own distributor (and can actually make more money, as they got 40% of list from a distributor, but charge 54% of list directly to the retailer).
This came to mind when talking with someone who preordered a copy of Brit in the Washington DC area. The store called him to come get his copy. While there he asked to buy another. Other than two other preorders, they had none! The store caters to miniatures gamers, boardgamers, and role players, but despite having three preorders for Brit had ordered (or at least, had received) no more.
When he put in his preorder, he originally asked the clerk if they would stock Brit. "Uh, what company makes it". He said he thought it was the same company that made DOOM. "Oh, yes, we get all the FFG games". FFG is identified with role-playing, cards, and and fantasy in general, as well as with boardgames.
So it's good fortune, from the point of view of introducing new people to the game, that it's published by a company that still has clout with distributors. Despite the experience with this particular store.
Tuesday, February 14, 2006
http://www.thegamesjournal.com/articles/Essence.shtml
I'm told that a European publisher will be co-publishing my boardgame Germania with an American publisher. But there is a long way between intent and actuality, so we'll see how it goes. It took three years for me to revise Britannia, find a publisher, and get it published (should be in stores in the next couple weeks), so I've learned to have patience.
Monday, February 13, 2006
I expect to be at PrezCon in Charlottesville 24-26 Feb, arriving Friday evening. (I expected to be there last year but got sick... as I'm sick now, maybe I'll avoid it then.)
I've ordered some plastic Vikings (1/72 scale made for miniatures battles) for my Viking games, not quite as cheap as ordering extra pieces from Eagle Games, but not too horrible, either.
In a surprise, considering that I haven't felt well, I wrote the full rules for the "one hour wargame" this week. 4,500 words, much shorter than even Seas of Gold (TM) rules. Also surprising because I've had writer's block about writing new rules sets. We played two-thirds of a game last Friday, first time anyone other than myself has played it. Sometimes playing the game with others stimulates the rules-writing.
Saturday, February 04, 2006
When I've not felt the energy to do much of anything else, I've been reading this interesting summary of this subject. The author takes a particularly realistic view, I'd call it, trying to see things as the participants would without imputing modern values to them. Moreover, his ideas of how battles were fought seem to me far more likely than the wild charges and melees we see in the movies.
My history prof used to say "there were just too damn many Romans", and (including non-Roman Italians) that seems to be the way it was. This, combined with the uniquely Roman determination to fight until the enemy was not merely defeated but subordinated (permanently, it was hoped) meant they, not the Carthaginians, would prevail in the long run. Where Hellenistic states expected negotiated peace with a possible renewal to the struggle later, the Romans fought on. Disasters that would have prompted any other state (including Carthage) to sue for peace only made the Romans fight harder. They thought they had finished it at the end of the First war, but Hannibal's family found a way to continue in the Second. The Third war was terrifically one-sided, a consequence of Roman arrogance and fear of the economic revival of Carthage that resulted in the utter destruction of the Carthaginian state.
Once again we see how much of the history of the ancient world was lost in the Dark Ages. For the greatest prolonged struggle of the ancient world--much larger in scope than Greece vs Persia--we have large holes in our knowledge and often sometimes depend on only one (unreliable) author.
Monday, January 30, 2006
http://www.surveymonkey.com/s.asp?u=807321722096
In my previous post, I've misued the term "kingmaking". That evidently should refer specifically to cases where one player knows he cannot win, but can determine who DOES win. "Leader-bashing" is often used to represent the tendency to gang up on the leader.
At the request of someone on Boardgamegeek, I have activated the comments capability for this blog.
Lew
Sunday, January 29, 2006
Can we come up with a set of questions that can be used to define the nature of a game (whether non-video or video), if we have settled on the structural choices?
As a reminder, the structural elements are:
1. Theme/History/Story.
2. Objective/victory conditions.
3. “Data storage”. (Information Management)
4. Sequencing.
5. Movement/Placement.
6. Information availability.
7. Conflict resolution/interaction of game entities.
8. "Economy" (resource acquisition).
9. Player Interaction rules.
What's the difference between the structural elements and these questions? A designer MUST choose something within each of the structural elements (not choosing is itself a default choice). On the other hand, he or she can ignore any of the following questions, but other elements in the game will create some answer to each as the game is developed. As a designer, I'd prefer to answer the questions initially rather than stumble into an answer, but others may have a different point of view.
Here are the questions I've come up with so far (in no particular order):
How complex is the game? Complexity can come from the rules or from the play, or both. The rules of chess are fairly simple, but the play is complex. Generally speaking, the more plausible choices a player has, the more complex the play, but that is not always true.
Role of chance
Anywhere from essentially none (chess, checkers--the only chance is who plays first) to complete chance (the cardgame "war"; or just rolling dice against each other; Candyland, Chutes and Ladders)
Number of "sides" (generally, 1, 2, or many) and players
football has 22 players, but only two sides
Axis & Allies or War of the Rings can be played with four or five people, but is a two-sided situation (regardless of attempts to use strange victory conditions to make it appear otherwise, there are only two primary interests)
Symmetric vs. Asymmetric
symmetric--similar starting positions/forces (typical of abstract games)
asymmetric--different starting positions or forces (and sometimes different objectives)(typical of historical simulations)
["Big box" video games are often symmetric; asymmetry often comes from different starting characters]
Zero-sum (ZS) vs. non-zero-sum--in the former, any gain by one player comes from a loss by another
Diplomacy is an epitome of zero-Sum; Risk has some aspects of it, as do many wargames with strong economies (e.g. Axis & Allies)
Another way to pose this: is your opponent's loss your gain, or your gain your opponent's loss? If the game is two player ZS, the answer will always be "yes" . If it is multi-player, someone will gain when someone else loses.
ZS vs. non-ZS can be posed a different way, not quite the same thing: how easy or hard is it to hinder an opponent while at the same time helping yourself? If it's easy, you're closer to ZS; if it's hard, you're farther from ZS. An important aspect of most "Euro" games is that they are far from ZS.
Games in which you score points regularly through the course of the game tend to make zero-sum unlikely, I'd say, and encourage situations where it's hard to hinder an opponent while at the same time helping yourself. (How many games let you take points away from another person that have already been scored?) Of course, there are exceptions, this is a tendency only.
What is the outstanding mechanism involved? [Someday I'll attempt to list genres/mechanisms separately. Not anytime soon, for mechanisms!] What is the genre involved (this is related to theme/story, and is very important in video games).
How strongly will the decisions of the players influence the outcome of the game? Some Euro games, and almost all traditional American family games, are designed so that even if a player is making mistakes, the gameplay can allow them to recover and win. In other words, we want the non-adult or inexperienced players to still have a chance to win. Many wargames are not so designed, and a person who isn't concentrating and isn't making good decisions will rarely, if ever, win. Years ago I christened this characteristic the "gyp factor". If a game lets a less skillful player win often, the skillful player is "gypped" (you can see what school of thought I come from . . .). See http://www.pulsipher.net/gyp_factor.htm. Here's the lead sentence: "The Gyp Factor (GyF) of a game is the degree to which it permits or prevents the expert (near-perfect) player from winning consistently against less than expert but at least average players. If the GyF is very low, the expert will beat the good player virtually every time--chess is an example. If the factor is very high, the expert wins no more often than the good player--in other words the expert is gypped because his additional ability cannot be exerted in the game"
What is the "take that" factor? Is the game "serious" or "just for laughs"? This one requires little comment.
See http://www.pulsipher.net/game_playing_styles.htm or the February 2005 Games Journal. This article about Romantic and Classical playing styles also has application to the next two questions just below.
Which kind of skill does a player need to use, adaptability, or planning? Some games such as War of the Ring, and "card driven wargames", place the premium on adaptability, because you don't fully control what your side does. The roll of the special dice, or the draw of the cards, makes a big difference. Other games (chess, obviously, and traditional hex wargames) place a premium on planning. Euro games tend to focus on adaptability, which often makes for less analysis than older wargames. You can also suppose that the more information is available, the more planning is emphasized (think chess), and vice versa.
Related to this is the level of Fluidity or Chaos in the game. How much does the situation change from one "play" (turn) to the next? How much can a single "move" by one player change the situation? A high "take that" factor often indicates a highly fluid game, and a fluid game usually requires adaptability more than planning from the players.
Is the game "mechanical" or "psychological"? That is, is the game largely determined by positions and pieces, or by psychological effects? This is a very difficult question: Which one is Diplomacy? While the mechanical aspects are important and occasionally vital, mostly it is a psychological game determined by negotiation (as most people play it). "Romantic" players tend to make any game psychological, while "classical" players tend to concentrate on the mechanics.
How is "kingmaking" treated? "Kingmaking" might be defined as the tendency of players to gang up on, and drag down, the leader. If this is too easy, the game becomes an attempt to avoid looking like the leader. If it is too hard, the game becomes multi-player solitaire. Some games address this question by making it unclear who the leader is. In a three-player game in particular, the "petty diplomacy problem" (as R. Wayne Schmittberger calls it in New Rules for Classic Games) is related to this: when one player realizes he cannot win, how easily can he determine, by his actions, which of the others wins? If it is easy to do this, then the game probably isn't much fun to play, in the long run, for many types of players.
Some people believe that a good game naturally falls into three phases, the opening or beginning, the middle game, and the end game. Chess is often looked at in this light. While not all games need to have these phases, the question might be, What phases does the game naturally fall into? For example, Britannia has four phases: the Roman dominance, the Anglo-Saxon dominance, the Viking invasions, and finally the endgame with three (or four, in Britannia Second edition) kings in competition.
My structural list rose from seven to nine elements through discussion on design forums, and I suppose this list will grow and be modified, as well.
Lew Pulsipher
Saturday, January 14, 2006
Physical description of Britannia 2, using advanced copy sent to me by FFG before they'd received their shipment (which they're going to modify).
I noticed, and my wife saw immediately, that the box doesn't close properly, in the sense that the top doesn't come all the way down over the bottom. That turns out to be a problem caused by the cardboard insert, which is too high. This is the insert that will be replaced (perhaps by one that has four compartments rather than one for storing pieces, as well--we can hope).
The box is 11 by 11 inches, and would be 2.75 inches thick if it closed all the way.
The board is six sections each 11 by 11 for a total of 22 by 33 inches. It is mounted on folding hard cardboard, the six sections together about five eighths inch thick.
There are four counter sheets each 11 by 11 (see the pattern?). The four sheets together are three eighths inch thick (thicker than the old pieces, I think). Standard pieces are seven eighths inch square with slightly rounded corners. Leaders are shield-shaped (like the shield used for heraldry), 1.25 inches long and 15/16 inches wide. Round pieces (mainly the point counters) are 13/16 inches in diameter. As with the original games, the pieces are individually cut (unused cardboard between each piece), not mass-cut as with many old-time wargames. They are printed on both sides.
There are 251 pieces, I'm told (I didn't count).
The rules are 24 pages, 11 by 11 inches.
The nation cards are 5 by 7 inches on quite thin stock, much like photographic paper. I believe these are going to be replaced with more sturdy stock.
There are five dice, five eighths inches square, made of wood, surprisingly.
Wednesday, January 04, 2006
Experienced game designers know that *any* change in a game, whether in actual rules or in how the rules are written, can have unanticipated effects whether due to unexpected/unforeseen interaction with other rules or simple misunderstanding. Last-minute, untested, changes in rules are *poison*.
It was inevitable in the case of Brit 2 that when the rules were rewritten at the publishers in major ways (though with no intent to change the game), under a deadline, there would be glitches through misunderstanding and through sheer human error (typos and such).
This is much like making last-minute changes in a computer program. Writing rules is much like writing a computer program insofar as there will be "bugs", some of which may never actually rear their ugly heads, some that will be more often encountered. The last version you *tested* is the version that should be put into use, not one in which further changes have been made.
Yet those of you who play video games know that many are issued with so many bugs that they are not really completely playable until the first patch is issued. (Which makes for interesting problems in console games, where patches are sometimes not possible.) What happens is, companies need to get their stuff to market so that they can make money, and there is every incentive to rush a bit and get it out earlier rather than later.
In Britannia 2's case, changes were made in the rules because they were rewritten, but if they were tested in the new form, they were not tested much, and probably not in a "blind" environment (using people who had no previous experience of the new rules). An obvious example is the use of counters for scoring. I think the counters are useful insofar as they help people use "hidden" scoring, if they wish, but I'm also sure most people who use a scoresheet will then prefer it. Whatever your opinion, though, you have to recognize that little or no testing of the use of scoring counters occurred.
Now this situation, little or no testing of changes, is the norm in non-video game publishing, not the exception. And that's one reason why we have so many games with misunderstood rules or rules that simply don't work. The more complex the game, the more bugs there will be; even though Brit is usually characterized as a "light wargame", it's still fairly complex in its rules compared to many games popular today (such as "Euro" games).
To go full circle: designers know that new rules MUST be thoroughly tested; but publishers rarely test the late changes they make to a game. What designers hope for is that the new rule bugs won't mess the game up too much. In Brit 2's case I think we're in very good shape in that regard, and much better off than we were with the Avalon Hill version.
Tuesday, December 20, 2005
At Rick Steeves' last Friday I played "Pitch Car", an audacious French game that is "caroms on a wooden racetrack", more or less. You flick a wooden disk around a race track (the track cna be set up many ways) in competition with others. Everyone walks around the table trying to get the angle to get ahead when he shoots. There are railings on the curves (Rick doesn't use the railings for the straights) to help keep your "racecar" on the track and going around the curves. (And if you don't get the reference to "caroms", most people under 40 seem to have never heard of it.)
The set is quite expensive, as the wooden track is very substantial and well-made. I won all three races I was in, so naturally I liked it!
I watched a game of Citadels, a clever card game. It probably has a slightly stronger connection to reality than most "Euro" games, but the result is the same--you admire the cleverness of the mechanics rather than the cleverness of the depiction of reality (which is what you get in historical games).
Another game of Seas of Gold was played as well. The near-simultaneous rules worked well, the economic tweaks worked well, the game is nearly finished (but I've said that before).
Tuesday, December 13, 2005
I am having a good time with the "one hour wargame", which is working out pretty well as a new "system" related to Seas of Gold (TM) but still rather different from it.
My first taks next Tuesday (start of Christmas break) is to play Caledonia(TM) and try to sort it out.
Monday, December 12, 2005
Having had time to think about it, I suppose that the reason the game is first available in Finland and Germany is that it was shipped from East Asia, past India into the Red Sea, then the Med and perhaps Black Sea, to be trucked through eastern Europe (hence France and UK should have it in a few days).
Berlin to Hong Kong as the crow flies is 5,512 miles. (Helsinki is 4934, but again that's straight, not by sea then land.) Hong Kong to Minneapolis is 7,508 miles, but there are fewer corners to turn. So how long will the extra miles take? Dunno. Then it has to go from
Minneapolis to distributors to retailers in this country, another long trip.
At least many people will be able to have it for Christmas, if they wish.
I've played the "one hour wargame" (Eurowargame) three times and am pretty pleased so far. You don't have to be warlike to do well, but it probably helps.
Saturday, December 10, 2005
I have finally played the "one hour wargame", four players, worked pretty well but needs the Event Cards (which I didn't use). In some ways the game resembles a very-much-modernized version of Diplomacy, in other ways not (obviously, if it's intended to last just an hour). The diplomatic system may be too rigid, that is, once a war starts, it may tend to lock in. Scoring systme works well, but I've revised the Progress/Culture/Well-being to require supplies.
Anyway, I'm ready for another go with the revisions, but with work things hanging over my head, I don't know when that will be.
This must be the first game I've solo played in a couple months. Hellenia(TM) will be the next game to be soloed, I think. It's always an exciting time, the first play of a new game...
I have been taking some notes about "one hour" with the idea that I'd use them to illustrate the development of a game in a design book. Of course, the "one hour" idea goes back to Germania(TM) and through Seas of Gold(TM), and there are resmblances between SoG and this new one.
Sunday, December 04, 2005
I seem to be sending a fair number of things to Boardgamedesign, boardgamegeek, and BGDF, connected with the possible game design book. But this kind of thing can always soak up time without much result; I need to write some proposals.
One Caledonia PBEM test has finished. Not much testing otherwise.
Friday, December 02, 2005
Limit to two players
"Time" limit
Actual Time
Turns/hands (is a natural for some historical games)
Expenditure of something (such as a deck of cards)
Play to a certain number of points
Simultaneous action. (reduce the time it takes to do something)
Simultaneous plays (or nearly so)
Real-time (anyone acts anytime)
(The "norm" is turns)
Reduce the number of pieces the player must manipulate/keep track of/plan for
In some race games, each player has only one piece
In most card games players have few "pieces" (the cards)
Traditional games often have few pieces (12 each in checkers, max 5 in Tic-Tac-Toe)
Multiple victory conditions--if you can win more than one way, the victory may come more quickly
Avoid the need to write anything down or calculate anything
Avoid the need for any record-keeping outside of the pieces/board/cards themselves
Resolve any conflict quickly (no interminable dice rolling, for example)(no calculations required)
Limit the time spent managing resources (economy--way to acquire new pieces)--which may mean, have no economy
Information: either make much of the information available so that players won't have to wonder/ponder what's going on, or make almost no information available so the player cannot profitably use information to make an analysis
In many card games, little information is available
The same can be said for many role-playing games
How to reduce "analysis paralysis? Even games with fairly simple rules (chess) can profitably be analyzed for long periods. I'm not sure what you can do about this, nor am I certain that you need to--"analysis paralysis" is practically a personality trait that tends to show up regardless of the game, unless it is dominated by chance.
Thursday, December 01, 2005
Sweep of History Gmaes Magazine issue 1 is available at:
http://www.pulsipher.net/sweepofhistory/Sweep1.htm
http://www.pulsipher.net/sweepofhistory/SweepofhistoryGames1.pdf
I put a feedback survey address in there, and have had virtually no responses, which I suppose might mean few people are reading the magazine. At this point, *shrug*.
I'm reading "Warriors of the Steppe", for Barbaria(TM), the Central Asia game, maybe others such as Europa(TM).
Thursday, November 24, 2005
I've taped together the very long and narrow Hellenia (TM) map. But I don't know when I'll be able to play.
Tuesday, November 22, 2005
EL worked fine. The problem with that game is marketing, as the idea sounds too much like other things, even though it is in fact unusual.
Otherwise, the Hellenia (TM), Barbaria (TM), and even a Middle Eastern version of Brit have been taking what little time I have.
Sunday, November 13, 2005
Somehow I'm not impressed so far.
I publicized the Brit survey on Boardgamegeek and immediately got about one third of the total respondents (now at 39) coming in, I assume from that notice. So I posted my "Fundamental Structures of Games" there, and got some useful comments.
Saturday, November 12, 2005
A game can be thought of as a system (as in "systems analysis", for the computationally inclined). What I'm trying to achieve is a list of the fundamental sub-systems that are necessarily a part of any game. This list may help novice designers, because if they think about all seven of these systems as they rough out their game, this will help them conceptualize and arrive at a playable idea.
I want a framework that will help a novice designer think about games. There are other ways to analyze the fundamentals of games, e.g. in terms of states and changing state, but I don't believe that point of view helps new designers much.
This scheme is related to games that are models of something (often, of some reality); I have not tried to include sports, such as football or basketball, in which people participate bodily. The systems should apply to a tabletop sports game, but perhaps not to the sport itself.
If one of these systems is completely missing, you might have a toy or puzzle, but not a game. For example, in Katamari Dimachy (sp?) there are no victory conditions, and you have a toy. Sometimes the system is assumed, but still a decision has been made about the category. For example, in Tic-Tac-Toe there is no acquisition of resources, but it still has an economy of "none"--it could have a way to gain resources, and there may be variations where you do.
I've tried to list these subsystems in an apparently-logical order, but every one is just as necessary as every other one.
Objective/victory conditions. In other words, what causes one player to win, (and what causes the game to end)? Role-playing games have no end, but do have objectives: usually to acquire experience points and (magic) items. The game ending can be arbitrary ("play five rounds", yet there will still be a way to determine the winner at that point.
“Data storage”. (Information Management?) Something has to record the current state of the game. This is often a board/map. In Tic-Tac-Toe, it's the nine-box layout. In card games, the layout of the cards on the table, and the cards themselves, store data. Pieces can store data, in particular the traditional cardboard pieces of wargames that contain movement, attack, and defense values. A detailed map stores LOTS of data.
Sequencing. In what order do things happen? "Simultaneously" can be the answer, but taking turns is the norm in non-video games. Even in video games that appear to be simultaneous, there is usually a hidden non-simultaneous sequence (as that is the nature of most computing).
Movement/Placement. Players generally manipulate something, most often pieces on a board or cards in their hand or on the table. Chess and checkers have movement rules, the Asiatic game Go has placement rules. Movement/placement one at a time is the norm. Even paper-rock-scissors has movement (as well as sequencing) rules.
Information availability. What information about the game available to all players? In traditional boardgames all information is available, but in card games information is largely hidden. Five-card draw poker has a lower level of information availability than Texas Hold 'Em, because in the latter you see some of the cards "held" by the other players.
Conflict resolution/interaction of player-controlled entities. What happens when an action of a player leads to a conflict? This can be as simple as in Tic-Tac-Toe (conflict is not allowed, you can't place your mark where the other player already has one), or it can be simple as in chess (when a conflict occurs, the moving player always wins). In checkers you jump a man in a conflict. In Go you surround stones to capture them.
You can argue that Tic-Tac-Toe has no conflict rules, that movement rules govern where markers can be placed; but in this view a choice has still been made, that there will be no conflict. It is possible to have a game without conflict, such as a race game or many card games. There's no conflict in Solitaire, either.
"Economy" (Resources). How are new pieces/capabilities acquired? Some games have no way to acquire these, but that is still a decision made about the game. Even games that don't appear to have an Economy have some elements, for example, in chess you can promote ("queen") a pawn, and in checkers you can make a king. Many modern games, especially many computer games, are economic/resource management games.
Originally that was the extent of my list. I may want to include an eighth:
Player Interaction rules. What governs how the players interact with one another. For example, in a multi-player game, are negotiations allowed? Physical intimidation? (The answer to that is almost always "No", but it is a decision, and I have seen games that involved physical intimidation...) Some people might include this in Conflict resolution/interaction.
This is an "ongoing" work. Any comments?
Lew Pulsipher
Friday, November 04, 2005
No playtesting going on locally lately, unfortunately. I've been tied up with domstic things, too. I am not finding time to play any of the new games.
Thursday, October 27, 2005
Thursday, October 20, 2005
I've assigned initiative values to the Event Cards in Seas of Gold, so that they can be played "simultaneously", just as the Action Cards.
I looked into "Ed2Go" today to consider doing an online "How to Design Games" course. They are happy to tell you that it will require 120 single-spaced pages, and 10 hours a week, but NOT how much you'll be paid (depending muchly on how many people are in the course, I'm sure).
Sunday, October 16, 2005
I've been reading a lot on Consimworld and Boardgamegeek, looking at ways to find playtesters and to publicize Sweep of History Games Magazine and the second edition of Brit.
But I still feel as though I'm not PLAYING anything.
Friday, October 14, 2005
I do feel as though I haven't played anything lately, certainly not solo (but for one game of Law & Chaos). Next week is fall break, maybe something will happen then.
Wednesday, October 12, 2005
Otherwise I have only worked on the elecontronic version of the "Franks & Fury" board. Also received today the Teaching Company's tapes on The Vikings by Ken Harl, which shoudl be interesting (and, as I have four Viking games going, should be useful as well).
Monday, October 10, 2005
Sunday, October 09, 2005
The past few days I've finished the electronic version of the Welsh game map (following a grease-pencil version I worked out), and started on the electronic version for the Frankia block game. Revised Caledonia slightly in light of "Before Scotland" book. Revised several other games slightly.
And yesterday I came up, out of nowhere, with an interesting if abstract game (originally to use glass beads, which are so attractive as pieces) that also uses cards, which I'll call Law & Chaos (or Order & Chaos) for now. I think it must be the first time I started a game and played it the same day. I believe it will accommodate up to four players, only tried it with two.
Thursday, October 06, 2005
I try to come up with a new game about every month. In August it was a Scottish version of Britannia, Caledonia (TM), which I've played five times solo. It feels a lot like Brit, though smaller. I don't seem to have many prospects of getting it playtested FTF hereabouts, so I may try to get a game or two going by e-mail.
In September it was... a Welsh version of Brit. I'm much less advanced on this, don't have an electronic version of the board. I am reading John Davies' History of Wales to get more information. My present dilemma is whether to include "west Wales" (Cornwall and Devon) or not. I do seem to have a good set of sides, if I include west Wales.
This month it is a "block game" version of the Viking attacks on Frankia. But without dice, using the Germania battle card system instead. As with most other games of this type, it is for two players only, not my habit nowadays. Making a map is the next step.
Britannia Second Edition has "gone to the printers". As the printers are in China, AFAIK, it will be at least two months before the games get to the US.
Tuesday, July 05, 2005
I talked at length with another publisher about Seas of Gold, which is not quite ready for "blind" playtesting. Nothing going with Gangsters: the small company I'd talked to last year wasn't at the con (not unusual), and I haven't got a peep out of Steve Jackson games. This business is always very slow. Publishers plan issues well ahead--FFG is already booked up through 2006, for example.
The main Fantasy Flight guys were not at Origins. I understand they're about to deal in earnest with Brit 2, which makes the publication date sometime in the late fall. They also have Dragon Rage, a game originally published in 1982, but have not had time to look at it (and I don't know when they will--they're very busy, and hiring new people).
Here are some figures that may interest you about the business side of boardgaming. Print runs are, usually, much less than in days of old. The print run of Britannia in UK was 10,000 in 1986, and I suspect (don't know) twice that in the US, maybe more. Dragon Rage's original print run in 1982 was 10,000. If Brit 2 sees 5,000 this year, that will be exceptionally high for a wargame. Wacht Am Rein, a successful "big" hex wargame, had a print run of 1,500 (and will be reprinted). I've read (don't know) that Columbia does 2,000 of each of their popular "block games". Strategy & Tactics magazine's circulation (with the game) is about 3,200; Against the Odds magazine is 2,500. S&T also does some 7,000 without the game through Barnes and Noble.
In other words, there's not much market for any individual wargame. I suspect that's because there are so many games that the market is diluted, but also because younger people have found other things to do than play board wargames.
Euro-style games can have quite small print runs to start with (but larger than wargames), and are perhaps more likely to be reprinted. One that wins the German Game of the Year award can go to half a MILLION in reprint, however.
Even among collectible card games, there's great dilution. One game collector has more than five hundred CCG in his collection. One of the main halls was devoted to CCG, with the national Yu-Gi-Oh tournament handing out significant prizes (expenses-paid trip to world championship in Tokyo and a DVD-equipped laptop for first and second place; the trip for third and fourth place).
The "cult of the new" was very obvious at Origins. Manufacturers of collectible card and related games (there's one that uses a poker chip format!, as well as all the miniatures versions) employ people to teach convention attendees how to play the latest games in hopes of hooking them "on the spot". The boardgame tournaments are much smaller than at WBC (where the focus is on playing great games), even though the overall attendance is 15 times higher.
BTW, Origins attendance was 11,000 unique individuals after two days, so they expected to go over their record of 15,000. WBC attendance is about a thousand. GenCon claims 50,000, but that's person-days, not unique individuals, so it would appear to be the same size as Origins.
It's been said that Euro games are very pacific because Germans don't like wargames. I'm told, however, that computer wargames sell very well in Germany. So the consumers don't mind wargames. It's the owners of the shops (family game shops) who feel they shouldn't have conflict games on the shelves.
I used to correspond with Roberto di Meglio (owner of Nexus, co-designer of War of the Rings). But in January he went silent on me, even though we were working on a business proposition. I got so concerned that I finally asked someone who worked with Nexus how Roberto was doing, and was told he's fine. But I still cannot get a word out of him. Very puzzling.
Brit 2 (again), Seas of Gold (tm), and Enchanted Labyrinth: The Card Game (tm) have most occupied my gaming time lately. Along with Stars of Gold (tm), which leaped into being recently. It is somewhat like Seas of Gold(tm), not surprisingly, and similar in that after I played it three times I have a full set of playable rules, most unusual for me, but about the same thing that happened with Seas.
I have been thinking about writing a book about game design. I realized that some of the articles I have written, or that I'm writing now, are excellent material for such a book, and when I checked word counts I found that a reasonably-sized book isn't all that time-consuming (80-90K words is a shortish novel). Now who would publish such a thing is another matter. I would aim for it to be the same size as Game Inventors Guidebook (I may have the title twisted) by Brian Tinsman. I'm working on an outline.
I'll be at Origins and WBC, but none of the other big conventions. More local game meetings are better places for playtesters.
Wednesday, May 18, 2005
Since the I've come up with a couple more ideas, but nothing beyond that.
Recently I decided to try designing "Britannia: The Card Game" (tm), and found that it worked so well (and came together so quickly) that I went on to design several more based on my boardgames Germania, Enchanted Labyrinth, and Seas of Gold (all tm). It's amazing how quickly the game comes together when you already have much of it designed via the boardgame. Of course, there are more limitations with a card game (and I try to design games that only use cards, nothing else); but limitations can actually help make a design better, not worse, as you concentrate on what's important.
Sunday, May 08, 2005
I did get to have Germania, Gangsters, and Seas of Gold (all (tm)) at Game Day in late April at NCState. I think Seas of Gold is about 95% done, the others 99%.
I have not heard a word from FFG since sending them the Brit 2 rules more than a month ago. They're hiring four new people and are evidently very busy with expansion.
I intend to go to Origins and World Boardgaming Championships this summer.
Monday, April 18, 2005
Last weekend I played a game of Megabrit from beginning to end. It seems to work fairly well, when playing as independent nations. I'm not sure how well it will work with four (or five) sides, as there are so many nations on the board at once, and many are not very large or robust but can score a lot of points.
Sunday, April 03, 2005
I have been playing with Mega-Brit lately, and may play teh game soon. Another game brought out of fallow-land is The Two World Wars (tm).
On EN World people have been talking about their favorite articles from Dragons long ago, and four of mine have been cited. I may have to post some on my site.
I posted Why has the Gaming Hobby Changed? on my Web site in January. This article has generated a strong response. I received several e-mails from people I don't know telling me how accurate it seemed to be. And some bloggers vituperatively trashed it, though they did not have the courtesy to let me know they were doing so--I have just stumbled onto some of this. Where I come from, if you want to arrive at the truth, you discuss something with the source of your disagreement; shooting your mouth off where the target won't even know about it is a form of cowardice.
They must not have read "Are Video Games Turning Us into a Nation of Losers". Then they'd really hit the ceiling!
Saturday, April 02, 2005
I've been spending more time on "Mega-Brit" than I should, and may even play a game fairly soon. Anotehr game to be pulled out of the "fallow" pile recently is The Two World Wars. I've also found a way to put a flagstone background on the Enchanted Labyrinth map, very neat. Thank you CorelDraw.
I stumbled across some blog comments on Why has the Gaming Hobby Changed? , which is posted on my web site. This article has generated a strong response. I received several e-mails telling me how accurate it seemed to be. On the other hand, the bloggers vituperatively trashed it, though they did not have the courtesy to let me know they were doing so. Where I come from, if you want to arrive at the truth, you discuss something with the source of your disagreement; shooting your mouth off where the target won't even know about it is a form of cowardice. I have learned that the contents of blogs varies greatly in quality, so I'm not purusing the matter. The article will be revised, and then I'll submit it to a magazine.
I don't think the bloggers read Are Video Games Turning Us Into a Nation of Losers. They'd really hit the ceiling . . .
Lew
Thursday, March 24, 2005
I have just sent out Germania for blind playtesting. Enchanted Labyrinth will be next.
I was gearing up to do a "Sweep of History" e-zine, but the original volunteer editor-publisher has reappeared. Now that my graduate class has finished, I may have time to write some things for it.
My next submission task is to find a publisher for reprinting Dragon Rage.
Saturday, March 12, 2005
I should get the signed contracts back for Brit II next week.
On the way home from the NC Computer Instructor's Association meeting in Lenoir (where I gave a talk about teaching game design and programming), I had more ideas for the European colonization version of Seas of Gold (tm).
I am almost "out from under" the burden of the graduate class I teach: I still need to grade the finals and research papers. Then I'll have a bit more time for games.