Something Completely Different: Making Competing Players Powerful–Issue

It’s not the project at hand, but I haven’t been able to get my mind off of the idea of “reinforc[ing] the players’ feelings of might, prowess, and general awesomeness” when the players are directly competing. How does one create a situation wherein both players feel good about themselves and what they’re doing, even when someone is losing?

Legal analysis says that we shouldn’t just wander in the woods trying to answer this question. Instead, we need to define the issue carefully and find out what the relevant rules are.

As we cast the issue we need to be specific about the situation we’re dealing with. The answers might be different for games played by two people, for three people, for two people cooperatively, for asynchronous play over the internet and simultaneous play on the tabletop, etc. Knowing the limits of whatever answer we come up with is important.

Since this is a miniatures game, let’s assume that we have two people playing against each other on a tabletop. That has at least three advantages:

1. Having the players set against each other makes the question harder–and, I suspect, more interesting.

2. Allowing more than two players leads to tricky balancing considerations which could distract from the project as time goes on.

3. Two players against each other in a real-world, synchronous match is the classic setup for a miniatures game. Being traditional isn’t a good enough reason by itself, but if this game is similar to others from a macro-level perspective it gives us some points of reference and examples for comparison. Again, the goal is to focus on specific ideas and innovations; it’s not necessary or desirable to start from scratch in every area.

With that in mind, the issue can be framed as:

How can a two-player competitive game reinforce both players’ feelings of might and prowess, where the game is played synchronously in the real world?

(I omitted “general awesomeness” as a feeling because it’s not very descriptive–we’d end up with a whole new issue of what “generally awesome” feels like. I’m pretty sure that if the players feel mighty and like they have great prowess, they’ll feel generally awesome.)

The more I get into this the more interesting it becomes. Both players have to feel strong, but they’re facing each other IRL in a competitive enterprise. It’s a situation rife with opportunities for one player putting the other down, and we have to build them both up. I love it! Let’s talk rules next time.

Theory: Make the Right Choice the Default, Part 2

Last time‘s post was about why having getting up slowly be the default in Street Fighter 4 is a problem. Briefly, making players input a special command to get up fast–which they will want to do virtually every time–is more a rote action than an interesting decision. It makes players feel bad when they know what they’re supposed to do but something goes wrong and they fail. New players are hurt especially badly, because they have to divide their energies between learning the strategy of the game and mastering this uninteresting-but-important skill.

Making the better choice–getting up quickly–the default resolves these issues. It removes the false choices that sound like they might be an opportunity for strategic decision-making but almost never are. It eliminates the “feel-bad” moments, since the game’s design now prevents the player from fouling up something basic. New players have one fewer hurdle to clear before they can get into the interesting aspects of the game.

This doesn’t mean that getting up slowly must or should be eliminated from the game entirely. To the contrary, giving players the choice to stay down in the unusual situations where that could be useful can lead to interesting gameplay. Making quick-standing the default, and slow-rising the special maneuver requiring extra player input, retains the strategic option for the rare situations where it’s intersting without the problems that slow-rising-as-the-default brings.

Seeing this rule applied in other contexts really brings home to me how important it is. For example, the League of Legends character Volibear has a special ability wherein, when he is near to being slain, he gets a second wind and regenerates a great deal of health. LoL is designed in such a way that Volibear will virtually always want to activate this ability when he is in a bad way; is is very, very unusual for Volibear to be in a situation where he would want to hover near death to save this ability for another moment. (Off the top of my head, if a teamfight just ended in an ace the Voli player might be happier backing with the passive intact and healing at the fountain–but it would probably still be better to use the passive and push for an objective. Sorry, back on topic.) If not activating this ability were the default, Volibear would suffer from the same problems as SF4’s slow-rising: false choices, player frustration, unnecessary burdens on new players.

Fortunately, League’s designers did it right: they made Volibear’s second wind completely automatic. When it’s available and called for, it just switches on. The opportunities for strategic choice about whether or not to regenerate were so limited that the faux decision was removed entirely, with a net positive effect.

Compare this with League’s “Barrier” ability. Barrier protects a player from some damage, but it can only be used once every few minutes. There is an actual decision to be made about whether or not to use it, even when one’s health is low: if a fight is going badly, it might be better to accept defeat and save the ability for later. Moreover, even if you know you plan to use Barrier the exact timing matters; since the Barrier only lasts for a few moments, you might want to hold off until you become the focus of enemy fire. Hence, it’s often better not to use Barrier–and indeed, that is the default.

SF4 and League of Legends demonstrate that it’s not enough to give players choices. It’s also important to think about how players interact with those choices. If the game makes it hard for players to choose correctly, it will be harder to play. It might even be aggravating! When there’s a consistent right choice, just make it the default so that players can move on to more engaging decisions.

Theory: Make the Right Choice the Default, Part 1

I love fighting games–Street Fighter, Guilty Gear, King of Fighters (especially ’98 and, for all its warts, ’03), Virtua Fighter, Capcom vs. SNK 2, Marvel vs. Capcom 2. The change list for Ultra Street Fighter 4 came out recently, and it reminded me of something I saw a long time ago–a design rule that I think makes a lot of sense but that many games, especially fighting games, get wrong. If a given option is almost always the right choice, it should be the default.

Street Fighter 4 is a good example of what happens when the default is the less-desirable option. For those not familiar with its genre, SF4 is a two-player game in which each player controls a single martial artist. The players use their chosen martial artist’s kicks, punches, and unique abilities (e.g., breathing fire or throwing rocks) to defeat opponents. SF4 is fun, popular . . . and has a somewhat silly way of handling players knocking each other down. It makes it hard to get up fast and easy to get up slowly.

In SF4, as in most fighting games, it is almost always best to get up as fast as possible after being knocked down. This is for two reasons. First, it gets the knocked down player back on offense more quickly–and being on offense is how you win. Second, and perhaps more importantly at high levels of play, the time a player spends knocked down is time the opponent can spend repositioning and setting up his or her next attack. Minimizing that opportunity is very important.

There are rare occasions when staying down is good. If the opponent comes at you with an attack that will meet you as you rise, it might be advantageous to stay on the ground. The attack will pass harmlessly over you, and then you can get up and counterattack. However, these situations are unusual; in most cases it’s still best to stand quickly and use your full arsenal of martial arts maneuvers to deal with the attack. (Fighting game aficionados will understand me when I say that you would rather quick-stand and DP.)

(Unless it’s a cross-up, in which case DPing might be wrong, but you still don’t want to be down, you want to get up and block backwards, since being down doesn’t stop them from continuing the block string and just turning it into a meaty.)

(OK, sorry, back on topic.)

SF4’s mistake is that it makes getting up slowly, which is almost always wrong, the default. If you get knocked down and do nothing, you will get up slowly and be at a disadvantage. Getting up fast, which you want to do at least 95% of the time, requires an extra joystick motion done with precise timing.

The fundamental problem with this is that it doesn’t make the game more interesting. Since you should do it virtually every time, it’s just adding rote behavior. Get knocked down, tap down as you hit the ground to quick-stand. It doesn’t even sound interesting when you say it!

Having slow-standing as the default also leads to what Mark Rosewater calls “feel-bad” moments. It’s entirely possible for a player to know that quick-standing is right, try to do it, and fail. Missing the input just makes the player feel embarrassed and frustrated. Since fighting games are often played online, where internet lag can cause the game to think an input was mis-timed even when the player did it correctly, these “feel-bad” moments can occur with substantial frequency.

Last but not least, slow-standing as the default makes the game harder to learn. Fighting games are not easy to play. They involve enormous execution barriers–it’s hard for a new player to get the fire-breathing and rock-throwing to happen consistently. Clearing those hurdles is only the beginning, because then the player is ready to start the real journey of learning fighting game strategy. That could be a book unto itself, but suffice it to say that to play fighting games well one must make split-second decisions in an environment of uncertainty. Saying to a new player “by the way, on top of everything else you need to tap down 95+% of the time when you get knocked down” is pretty rough.

I love SF4, but I can’t deny that it suffers from all of these issues. Quick-standing is a rote element of gameplay. I feel bad when something goes wrong and I miss it, especially when it seems like lag was the cause rather than an error on my part. It was a checkbox I had to spend time filling before I could “really” play the game.

OK, so the way SF4 does things isn’t ideal. Why is quick-standing as the default better? I’ll talk about that Friday.

 

Something Completely Different: Design Rules

With the current playtesting project underway, I feel like it’s safe to talk a little more about the idea of a Dynasty Warriors-themed miniatures game. Playtesting can be somewhat grindy; a mental break can only do us good. 😉

If we were to pursue this game, the first step would be to come up with the core rules guiding the design. I can’t imagine not starting with:

1. The decisions must be interesting.

Part of the original idea was to use the game’s elements–its rules, its components, its play, everything–to put across emotion, much like how authors use words and sentence structure. That kind of guiding principle deserves to be a rule:

2. All aspects of the game must help convey an emotion.

In that formulation Rule #2 is question-begging: what’s the emotion in question? If this is a Dynasty Warriors-esque experience, there’s only one good answer:

2 (revised). All aspects of the game must reinforce the players’ feelings of might, prowess, and general awesomeness.

(Wait, this is really interesting–how do we reinforce competing players’ positive feelings at the same time, given that one of them is probably losing? So tempting to spend time on this . . . this is why it’s dangerous to work on other projects during playtesting! 😉 )

That wasn’t all the game was trying to do, though: it was also trying to create a sort of story arc. I don’t feel qualified to delve into what a “story arc” is, but I feel comfortable saying that a three-act structure counts.

3. The game experience must involve three acts, as in a three-act story.

I’m not sure what that means, exactly, but it sounds like a lot of fun to think about.

Theory: Why Do People Play Magic?

One of the great things about Mark Rosewater’s articles is that not only do we get a window into his design thinking, we also get a window into the market research Wizards of the Coast benefits from. Most of us can only speculate about why players do as they do. WotC has answers backed by data.

Among the conundrums WotC set out to solve is “why do people play Magic: the Gathering?” The results are fascinating, and I’ve found that they’re informative for other games as well. If you’ve ever run into discussion of “Timmies” or “Johnnies” online, and wondered what people were talking about, this is the answer. If you haven’t, I would still encourage you to take a minute to look Mr. Rosewater’s article over. It’s a classic.

Theory: How to Be a Good Playtester

My last post got me in the mindset of playtesting, and having done a fair amount I thought I might write up some lessons I’ve learned. These aren’t gospel–different testers and designers can relate in different ways. However, I think these are good baseline principles to use when you’re testing for someone you don’t know personally.

1. Give reasons for feelings. “This isn’t fun” is useful so far as it goes, but it doesn’t give the designer guidance as to how the game should change. If you’re going to express a feeling like “this isn’t fun” or “I was bored,” include a “because” statement. “This isn’t fun because I can’t catch up once I’m behind” and “I was bored because it took so long to get from the campsite to the mountain” capture the feeling but also tell the designer where to focus his or her attention.

(This is also a very good way to avoid fights with significant others.)

2. Prioritize your feedback. Stream-of-consciousness responses can be very helpful, but it can also be difficult to tell what’s a big problem that absolutely must be fixed and what’s just an idea to consider. If the first thing someone says is “maybe the combat should use cards instead of dice,” they might be saying that they hated the combat or they might just be thinking out loud. It’s especially confusing if the next thing the person says is “the rules for flying are completely broken!” Give big problems first and work your way down.

3. Be polite. This is one of those things that can’t be emphasized enough. It’s OK to say that the game was bad, and why. It’s not OK to say that the designer is bad. The internet forum rule “attack the post, not the poster” applies here as well.

A long time ago I was taught the “sandwich” method of giving feedback: say something good, then something bad, then something else good. People are much more receptive to criticism when it’s surrounded by some positivity, so it’s clear that you’re not just hassling them. I can’t recommend this approach enough.

4. Play according to what the rules are, not what you think they are. Make sure you’re doing what the rules tell you to do–and only what they tell you to do. When the rules are ambiguous or you’ve fallen into a situation the rules don’t cover, it’s critically important to stop and at least make a note of the problem. Deciding on an answer and just keeping on is actually the worst thing you can do, because then the designer doesn’t know there’s an issue. A bad rulebook will most assuredly come back to bite the designer later.

5. If the game works under normal conditions, try something weird. Once the game has been tested enough to work when played as intended (it’s OK to ask if this is the case), do something the designer might not have intended. What happens if, in a wargame, you ignore the provided trenches and just charge the enemy lines? Or if you absolutely refuse to charge the enemy lines and never leave the trenches? What if you just never take any offensive action at all?

Testing how the game responds to odd behaviors is important in making sure that there isn’t a dominant strategy lurking. It also helps check the connection between mechanics and theme, by making sure that actions which are bad in-theme are punished by the mechanics. In a game about the German blitzkrieg of France it might be OK if France can win just by playing defense–but if the Germans can win that way something is wrong.

There’s a hilarious story about the testing of Pret-a-Porter that I think really captures the value of trying something you don’t think is optimal just to see what happens. It’s in this video, starting at 12:40, and only takes about three minutes. Take a look if you get a chance.

One thing that isn’t on the list is “be good at the game.” You don’t have to be a skilled player of a game to test it. Most people who play a game won’t be very good, just as a matter of math–only a fraction of players will take a game seriously enough, and practice it enough, to become strong contenders. As a newer player you represent the majority perspective, and your feedback is valuable.

Don’t be intimidated by the idea of playtesting. If you’re at all interested in doing it, or if someone asks you to test a game that you think looks neat, just jump right in when you get the opportunity. You might end up enjoying it or you might not, but I promise that if you keep these five principles in mind you’ll be a solid addition to the testing corps.

Theory: Playtesters and Designers Are Not In a Hierarchical Relationship

I saw an interview a long time ago–I regret that I can’t find it now–in which a game designer was asked how much of a contribution a playtester has to make before he or she gets credited as a designer. Like everyone who’s been to law school I have an aversion to “fighting the hypothetical,” but that question has always struck me as coming from an inherently wrong place. It assumes that playtesters are junior designers, and they are no such thing. Playtesting and designing are separate skills deserving of separate respect.

Good designers are not necessarily good playtesters, and vice-versa. Design ability does not confer the patience to test a game over countless permutations, nor does it grant the unique insight that enables great playtesters to look at a game and see unexpected ways in which a player might approach it. What’s more, design ability does not include the communication skills that are so important to giving effective playtest feedback. On the flip side, playtesting experience may not prepare someone to confront a blank sheet of paper and find a game there. An adept and valuable playtester may also have insight that primarily goes in one direction: he or she may be able to tell that something isn’t working, without necessarily having an opinion as to how it might be fixed. Playtesters and designers simply bring different things to the table.

Trying to fit playtesters and designers on the same ladder undervalues both. It elides the many skills each possesses, collapsing them into “people who make games” in order to force similarities that aren’t necessarily there. They should each be understood as having their own hierarchy, and should be measured against those in the same field, so that they can be evaluated according to how well they do their respective jobs instead of how they do each others’.

Efforts to “promote” playtesters into designers grow, I think, out of a sense that playtesters’ contributions are undervalued and that making them into designers will get them the recognition they deserve. I appreciate where people with that goal are coming from, but turning skilled playtesters into designers doesn’t do anything to get playtesting respect. If anything, it suggests that playtesters don’t need to be respected until they’ve “graduated” to designer status. That cure may really be worse than the disease.

The right solution here is simply to push recognition for playtesters. Acknowledge them more prominently. When you meet a good one, recommend him or her to others. Don’t cast playtesters as merely junior designers. Recognize and value the unique skills they bring to the table.

Theory: Themes and Expectations

In thinking about themes for Over the Next Dune, I was reminded of Fantasy Flight Games’ Android. Android was widely, and in my view unfairly, criticized for having a divide between its gameplay and its narrative. It’s a cautionary tale about how themes are interpreted: players rely on a theme’s common associations, and if you’re going to do something different you have to help players bridge the gap.

In Android each player is a private detective trying to solve a crime. At the start of the game there are several suspects. Players put tokens on the suspects which represent evidence that points toward or away from that individual being the perpetrator. At the end of the game whichever suspect the evidence weighs most heavily against is arrested.

Many players hated the way Android handles investigation. The game never tells players who “really” did it, and there’s no smoking gun. It doesn’t flow like a conventional police procedural, where the investigators follow a trail of evidence from A to B to C until arriving at an irrefutable conclusion. Rather, evidence simply accumulates until there’s enough to declare someone the responsible party. A lot of people felt that they were being asked to do a bad investigation, and that the whole game was basically an exercise in framing someone.

However, in my experience as an attorney the accumulation of evidence is exactly how most criminal investigations go. It’s unusual to “break the case open” and be 100% certain about who committed a crime. Even theoretically objective, science-driven evidence like DNA analysis is frequently subject to interpretation and vulnerable to error. Most cases involve evidence that’s still less reliable, like eyewitnesses (studies have shown that eyewitnesses are frequently wrong, even when they say they’re sure about what they saw) and peoples’ recounting of conversations (try to remember everything you said to someone this morning, word for word–it’s not easy, and that’s with no pressure!). All the police can usually do is gather these pieces of evidence, knowing that they aren’t what one might wish for, and see if they sum up to an adequate level of proof.

Android’s problem isn’t that its investigation was implemented badly. To the contrary, I would say that Android’s investigation is unusually realistic. The problem is that many players’ expectations aren’t met. A lot of people go in anticipating the type of procedural story we see on TV and read in books, with a clear right answer to find, and they’re inevitably disappointed.

The lesson of Android, I feel, is that in choosing a theme designers must keep in mind what players will expect. If a game is going to provide something different, the designer needs to go out of his or her way to help the players see where the game is coming from. Android neither delivered what players were looking for nor explained why it wasn’t going to, and so it has consistently been criticized for not doing things it was never meant to do.

I’ll wrap up with an I’m-not-getting-paid-for-this moment: Android can still be found on the shelves and at significant markdowns online. I encourage you to pick it up. It’s much different from other games on the market, and is worth trying out.

Theory: Succession Wars and Not Having Enough Players

This weekend I was forced to confront an issue that’s been lurking in Over the Next Dune’s development for a while: what happens when a group wants to play cooperatively, but has fewer than five players? To answer that question, we have to look at a game that grappled with the same problem–and that, I feel, got it wrong.

Fans of Battletech–the classic game of giant fighting robots–might be familiar with The Succession Wars (“TSW”). TSW was a zoomed-out giant fighting robot game in which five interstellar empires battled for supremacy. Instead of controlling a few robots, each player controlled one of the empires, moving its armies and trying to take over the other players’ territories. If you imagine Risk in space you have something of the idea.

TSW’s map was arranged in a circle, with each player having a piece of the circle. As a result, at the start of the game each player shared a border with two other players. In a five-player game, this arrangement is OK. Everyone starts with two players to worry about, and things are even.

Unfortunately, it turns out that that balance is very fragile. My friends and I tried the game once with four players. It was an unmitigated disaster. The rules direct that when there are only four players, one player plays two of the neighboring empires (the purple and green on the map). Hence, those two empires each had one “safe” border–my friend was quite reasonably not going to attack himself. Not having to divide their forces to cover two fronts gave those empires an enormous numbers advantage where they were actually going to fight. That game ended with the player controlling two empires steamrolling the opposition.

TSW was balanced around the idea that everyone would need to pay attention to two borders at once. Putting one player in charge of neighboring empires freed those empires from the need to defend against each other, which broke that cardinal rule and ultimately broke the game. The neighbors controlled by a single player effectively had twice as many forces to deploy on the border each was going to contest, which proved to be a dominating advantage.

The lesson I took from TSW is that when one player needs to “sub in” for others, controlling multiple players’ pieces, the rules must ensure that the player cannot combine those pieces to become more powerful than the other players in the game. TSW tried to avoid that sort of combination with a rule that the player in charge of neighboring empires could not pool their money or forces, but by allowing a strategic partnership between the two empires it ultimately failed to prevent the single player from having more resources than everyone else. OtND needs to avoid that mistake, and next time we’ll apply TSW’s lesson to our case study.