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Starting From the Middle

December 6th, 2011 by Troy Goodfellow · Design, Me

I think and write a lot about accessibility of strategy games. I do this for a couple of reasons. First, I love them and want more people to play them. I think strategy gaming scratches an intellectual itch (the desire to see a plan come together, the balancing of timing and resources, the original narrative drive) that few other genres really do in one go. Second, larger strategy games are generally designed with a lot of information under the hood and since I am a communicator by training and profession, I am genuinely interested in how to efficiently convey this information to a new audience.

So this is a topic kind of central to how I think about game design, and has become moreso as I’ve aged and seen how few strategy games really understand how to make a UI approachable, how to design a tutorial, how to scaffold learning. At one end we have Tropico 4 and Panzer Corps, which are fairly intuitive and at the other we have Pride of Nations and War in the East and a very unclear path from one to the other, even if you were interested. I used to believe firmly in gateway games and progression, but now I am not sure.

The big problem, however, is that I can’t really write about how hard or easy it is to get into strategy gaming because I am already there. I’m a missionary in the colonies trying to explain to the local population how awesome my God is without really understanding how ridiculously silly this all must seem to people with a different cultural context. Even with games I still only barely understand (like Pride of Nations), I am starting from a middle point – I know what prestige means, I know how a production chain works, I can look at the economic system and understand how it is different from other games and what that might imply regarding my decisions.

As I’ve noted many times, this has been a year with very little new gaming for me. My job taxes my brain in ways that often mean I resort to the comfortable games I know in the evenings, or to sequels of games I already love. (I now intimately understand, by the way, why there are so many sequels – give the gamer the feeling of playing something new without ripping them from their comfort zone.)

God help me if I ever try to teach a future child how to ride a bike. It all seems so obvious from where I sit.

As I mentioned on the latest podcast, I will soon be recording a video in which I will explain why Rise of Nations was a great learning RTS – what it does in its design that other base building RTSes of its era and since have not done especially well. But I worry sometimes that even here I am retconning a few experiences and reading from design something that may not be the case in actuality.

There are, I think, a few hard and fast rules that strategy games should follow in order to keep new players interested, and I’ll try to set those out either in a video or in my book. Or a blog post if I am starving for content. But a new player is not necessarily a new strategy gamer, and the two have very different needs I think, depending on where they are coming from. Some things that Civ, for example, does very well to seduce gamers, would be completely out of place in AI War or Imperialism.

At Pax this year, Kerberos Games producer Chris Stewart and I talked about board games and how they are really an essential element of any video game design class. That any game design student that doesn’t learn how board games or pen and paper RPGs work is missing something important in their education. The more board games I play and learn and am taught, the truer that feels to me, especially when it comes to displaying information and getting the player hooked into the mechanics quickly. I definitely need a twice a month boardgaming group to help me crack some of these issues I have with writing about strategy gaming from the middle – my core readers and listeners get what I am saying. But I’ve a bit of the evangelist in me, too.

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Three Moves Ahead Episode 145 – Q&A with R&T

December 3rd, 2011 by Troy Goodfellow · Podcast, Three Moves Ahead

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When you’re too busy for a real topic, it’s good to have listeners that are ready with questions. Rob and Troy take some time to answer your queries. Games we hate, the definition of RTS, whether Paradox has a subgenre monopoly and much more.

Listen here.
RSS here.
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House Rules

November 30th, 2011 by Troy Goodfellow · Board Games, Design, Modding

I think most of us encountered our first house rule without even knowing it was one. We’d be playing Monopoly with friends or families, because we were too young to have good taste in games or friends, and we all used the Free Parking rule – taxes and Chance/Community chest money went into the center of the board and if you landed on Free Parking, all that money went to you. This is not an official Monopoly rule, but then we never auctioned the properties either. Somehow, the game had reached our circle with the assumption that this was how the game was played and even reading the rules didn’t change that.

House rules are relatively common in board games. Small tweaks to make up for imbalances in how sides are chosen or to deal with an odd number of players that doesn’t work quite right with the game. Right now, Bruce and I had to work out some house rules to turn a game that is not designed for PBEM and relies on card play into a game that we can actually do separated by a thousand miles and a few dozen IQ points.

I have house rules when I play video games.

Now some of them are born from the story telling stuff in games. Consistently choosing certain options in random events, or seeing if I can build a city that subsists entirely on agribusiness. These are restrictions we put on ourselves to keep a game interesting, though; challenges we set for ourselves when we are winding down our time with a game or just want to play “What would happen if?” The real rules may permit things you choose not to do.

Mods are a sort of a house rule, of course, and like Free Parking, one that can propagate. Mods that increase or reduce AI bonuses, that change the balance between weapons…all of these sorts of mods are the user deciding that the game would be better and more playable if new rules or conditions were introduced. Then you have the “no rushing” matches in online RTS games, where a widely accepted strategy is just taken off the table because everyone wants a chance to roll out their big guns.

I remember having more house rules in strategy games in the days before widely available and easily found patches. A lot of our favorite classic games had stupid glitches. I think of the first Civilization and the permanently parked enemy phalanx on a mountain by a city – tough to kill, totally free to stay there, and a great way to limit movement of units out of that city once a war was declared. I had a house rule that I couldn’t do that, even if the AI did – which it did. Always. I was hamstringing myself, not using a rule open to me, just in the interests of fairness. I was operating on the assumption that the AI didn’t quite know what it was doing. (In Civ, I had similar rules connected to constantly extoring money from Shaka because there was always one weak nation that had more money than soldiers – a quick war and a demand and there was a full treasury.)

House rules in computer strategy games generally work in this way. They are about limiting options, not expanding them, and that’s entirely because of the medium. Outside of mods and file edits, when we play, we play on the swingset built by the designers. They will only go as high as they allow, so house rules are about restricting ourselves. You see this in online play constantly, with pre-game discussions about how to manage known bugs or exploits. Things are declared off limits and woe betide any who break the pact.

Few things are better evidence that humans are naturally game players than the prevalence of house rules everywhere. And that they are often accepted without question. Play a new game with a friend, he says “We have a house rule that…” and if you want to object, you can’t refer to the letter of the law – games have a spirit too. Rules are necessary and games aren’t Calvinball, but we engage with rules and systems, on our own and with others, and work with them the best we can.

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Question Time!

November 30th, 2011 by Troy Goodfellow · Three Moves Ahead

We don’t all have Tim Tebow at the ready to just stop sucking at the last minute and pull out a win.

So this week moved along nicely and then we realized we didn’t have a topic for this week’s podcast (since we are recording next week’s on Saturday, and assumed everything was in hand, but then this is November and a crazy crazy gaming month.)

Our options were to just stop for the week, which we’ve never done. Or take questions and comments from readers and listeners.

So email me or Rob with your questions, or post them on my Formspring.

Never punt.

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Three Moves Ahead Episode 144 – Risky Business with Rob Daviau

November 24th, 2011 by Rob Zacny · Podcast, Three Moves Ahead

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Friend of the show and returning guest Rob Daviau joins Rob and Julian to talk about his new game, Risk: Legacy. They talk about how Legacy uses unlocks and persistent changes to deepen the standard Risk experience. Daviau describes lessons learned during playtesting about how players learn games and fail to make good long-term decisions. Why have some gamers been so resistant to the changes in Legacy? Does Legacy suggest a line of development for board gaming? Is it all a nefarious plot to make people buy more games?

Risk: Legacy is available right now at game stores, and on Amazon next week.

Listen here.
RSS here.
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Stories within Systems: Why Randomness Matters

November 24th, 2011 by Troy Goodfellow · Design

This post is mostly thinking out loud. So please fill the comments with your own insights.

Though the idea Chick Parabola predated Tom Chick’s eloquent discussion of early in Three Moves Ahead history, the core idea speaks to a hardcore understanding of what strategy games are all about. Like chess or Go or Little Wars, strategy gaming is about mastery.

To refresh, Tom describes his strategy game parabola like this. A strategy game is about learning and mastering a system. If a game ceases being enjoyable once the system is comprehended – i.e., if the game can no longer surprise or challenge us from within the rules of the system as players understand them, then the game will have limited longevity or appeal.

In his own words:

Commonly, there’s this curve where I enjoy a game, and then I master the system, and then – unless it’s got a good AI – I lose all interest because I realize that mastering the system is where the challenge ends. Once I reach that point, the game is dead for me, and I hate that! That’s when the game should really start to take off.

It’s not the Candyland problem, where the player outgrows the game; it’s more an issue of a game being unable to introduce enough variety in situations and circumstances to force the player to adjust his/her planning. If the same strategy always works in a strategy game, then the game reveals itself as little more than a delayed puzzle – almost certainly unintentional on the part of the developers, but math is a stubborn thing. [Read more →]

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