Theory: The Gold Standard in Thematic Design

One of the things I love about Netrunner is how the game expresses complex ideas using core mechanics. A given card will use the exact same mechanisms as lots of other cards, but still have something it uniquely, convincingly represents. Each such card is a masterwork in miniature, a perfect building block for a remarkable game.

By way of example, take a look at Yog.0.

8-17-15 - Yog.0

Yog.0 is a simple card—and an amazing design. The italicized flavor text gives us the thematic background: this card represents a tool for hackers, a database containing lots of stolen passwords. While that might seem pretty complicated, Yog.0 only needs two bits of text to fully express the concept.

To see how that’s true, let’s imagine how such a database might work in practice. The player is in the role of a hacker, and the card represents a list of passwords. If the player-hacker needs to break through security and the relevant password is listed, there’s no additional cost in time or money. She has everything she needs. If the password doesn’t appear, however, the database is useless; she must use a different tool.

Both of those aspects are represented on the card. The first is contained in the line above the italics. Without getting into the technicalities of what it means to “[b]reak” a “subroutine,” it’s clear that the player-hacker gets to make progress for a cost of zero. Furthermore, since it costs zero the player-hacker can do it as many times as she wants. Both of those are what we expect from using a list of passwords; so long as the password is in the database, the player-hacker can keep right on going, no additional input required.

Of course, it’s also important to capture the situation where the password isn’t there. That’s handled by the “3” in the lower-left corner. In Netrunner, every security system has a strength. Getting through requires a hacking program of at least equal strength, as noted in the lower-right corner.

Yog.0 has a strength of 3. Right there, we can tell which passwords are on the list. The password to get through this is:

This has a strength of 2, noted in the lower-left.
This has a strength of 2, noted in the lower-left.

But to have the password for this, Yog.0 would need a strength of 4. It doesn’t, so we know right away that this password is missing.

Strength 4 is more than Yog.0 can handle.
Strength 4 is more than Yog.0 can handle.

All of that thematic information, in one line and one number. Yog.0 doesn’t rely on its italicized flavor text to put across what’s happening; we can feel it as we rush through one code gate after another, effortlessly putting in the necessary passwords. We can also feel lit in the sudden stop when we run into something we don’t have the password for!

Compare how Yog.0 works to more complex alternatives. Password tokens could be put on code gates, and Yog.0 could come with some; a match means one can get through. We’d have to keep track of all those tokens, of course. There might also be a need to accumulate more tokens; that could be a minigame, with the player-hacker stealing new passwords. Stealing passwords doesn’t directly advance the player toward winning, though, so there need to be adequate incentives for participating in the minigame. That implies a development issue . . . .

Ack! Thematic design can very quickly lead down an incredibly complex road.

Yog.0, like many of Netrunner’s cards, is brilliant because it avoids that trap. It has all of the thematic power with none of the rules bloat. That’s the gold standard for thematic components, and the key to an elegant, yet thematic, game.

Link: No Girl Wins

Yesterday, a woman played at Warmachine night.

In a perfect world that wouldn’t be exceptional–but, sadly, it very much was. After playing miniatures games up and down the East Coast over the course of years, I can still count the number of women I’ve seen at the minis tables on one hand. It’s so rare that I think to count them in the first place.

That was on my mind this morning when I saw No Girl Wins, Juliet Kahn’s excellent article regarding the forces, some subtle and others blatant, that discourage women from playing video games as they get older. It’s easy to see a number of the same dynamics at work in other gaming genres, minis among them.

If you haven’t yet, I would encourage you to give the article a read. It’s thought-provoking and filled with concrete factors to consider while designing. The article is well worth your time, even if video gaming isn’t within your bailiwick.

Theory: Take Notes

Careful note-taking is central to the design process. Overload is inevitable for a busy designer without a systematic approach to keeping thoughts and ideas organized. Even a designer working on a single project will run into trouble without some way to keep track of successful changes and failed experiments

Below are some guidelines I’ve found useful for note-taking. I hope you find them valuable as well.

1. Write everything down.

This might sound obvious, but things are often obvious because they’re important, and this is important. Don’t assume that you’ll remember anything. Any time you make any sort of progress on a design, write your thoughts down.

I didn’t understand how critical this would be until I started really pursuing design seriously. At that point it became clear that game design doesn’t always involve fretting over and polishing one game continuously. Sometimes that was because I had an idea that I wanted to follow up on right away; more often it was because I knew a concept might not pan out, and so I wanted to have another project “on deck.” Whatever the cause, I found that I was usually working on two or three games at once.

Nor do I have the impression that I’m unusual. If anything, I think I have fewer games in progress than many designers!

Working in parallel like this makes it hard to remember where a design is, what you’ve already tried, and what you meant to try next. This is especially true when a game has lain dormant for a while; coming back to it can feel like starting from scratch. If you don’t have good notes, starting from scratch is exactly what you’ll be doing!

Having a written record guarantees that improvements to a game don’t get lost. It’s incredibly frustrating to know that you solved a problem . . . if only you could remember how. Writing everything down guarantees that you never have to repeat your work.

2. Create a rulebook whenever you’re ready to stop.

Given that switching back and forth between projects is part of the job, it’s vital (a) to retain progress made on current game until it’s time to come back to it, and (b) to get up to speed on the next project as quickly as possible. Written notes help enormously with (a), but not so much with (b); figuring a game out from working notes is frustrating and increases the chance that you’ll miss something. It’s therefore extremely valuable to actually write out a rulebook before setting a project down, so that you can easily re-learn the latest and greatest version of the game when you’re ready to start working on it again.

Putting together a rulebook for a project recently saved me a lot of grief. I wanted to try out a change to Lines of Questioning—but LoQ has already undergone many changes, and I couldn’t remember off the top of my head exactly where the rules stood. This was my own game, and I didn’t know how to play! Without a rulebook I would either have had to reassemble the standard version from notes jotted on legal pads—with the concomitant risk of error—or redo the hours of work and many playtests necessary to hammer it out a second time.

Bjarne Stroustroup, creator of C++, says in his introductory programming textbook that properly documenting code isn’t just a kindness to other people who might read it. It’s also a kindness to yourself, since you may well be called on to maintain your code months or years later. The same principle holds true in game design. Document your designs with a rulebook; you’ll be grateful when you resume work on them.

3. Keep your records.

Sometimes it’s useful to be able to see, not just the current state of a design, but how it got there as well. Maybe you’ve decided that some changes aren’t right, and you want to revert a game to a previous version; maybe an idea that didn’t seem useful or important suddenly has new promise. Holding onto notes and old rulebooks ensures that you can turn back the clock.

The easiest way to keep these documents without your workspace (be it a physical desk or a computer desktop) becoming a mess is simply to organize by date. Admittedly, this isn’t much of an organizational method; knowing that a certain set of rules is from 8-11-15, or that some playtest notes are from 12-24-13, doesn’t tell you anything about what they contain. Something is better than nothing, though, and having a system begets putting things in the system. If you intend to store things by date you’re more likely to store them at all, and that’s the most important thing.

A more powerful, albeit more time consuming, method is to organize by topic. Notes on player powers go in one file; notes on mission cards go in a different one; board layout gets a third. If you’re willing to keep this system up, it provides easy, direct access to relevant information. Just make sure to have a comprehensive rulebook so that you don’t end up relearning (or, worse, teaching) from a slew of documents!

Maintaining old notes and rulebooks is the kind of task that seems like unnecessary drudgery until you really need to be able to refer back to them, at which point you’re happy you went to the trouble. Then you forget how relieved you were in that moment, and it goes back to feeling like drudgery. 😉 Try to hold onto the joy of having what you needed a the exact moment when you needed it, and resist the temptation just to recycle your old notes. Sooner or later you’ll be glad to have them.

Carved in stone

I’m always hesitant to say that someone else should work the way I do; there are lots of ways to be productive. Nevertheless, I feel confident in saying that anyone involved in game design who doesn’t have an eidetic memory will benefit from taking lots of notes, maintaining rulebooks for their designs, and holding on to their work documents. The time investment is significant, but the efficiency gains are tremendous.

In the Lab: Working on an External Project

Last week a friend offered the chance to design a faction for a card game he’s working on. I leaped at the opportunity, and I’m currently hammering away at the design.

This isn’t my project and I don’t have express permission to discuss it just yet. If and when it’s ready for public consumption, though, I’ll let you know. My hope is that that’ll be soon–there’s a lot about the game that’s really neat, and I’m excited to talk about it!

I know this is a bit of a non-update, and I apologize for that. There’s a playtest opportunity coming up, which means I’m pouring time into my contribution to make sure it’s ready. I promise a meaty theoretical discussion for Wednesday. 🙂

Theory: Downtime As Encouragement

When designers try to bring out a theme through play, the focus is usually on the high-action moments. However, those moments are often fraught with danger and difficulty, with the result that the theme players experience is sometimes “you suck.” Ironically, it can therefore be useful to pack themes of empowerment into the quiet, calm situations. It’s when the game is at a low ebb that “you are powerful” is easiest to convey.

I noticed this dynamic for the first time when I played Warframe. Warframe casts the player as a futuristic super-space-ninja. My expectation was that, as a super-space-ninja, I would feel like an unstoppable warrior.

However, I’m strictly mediocre at action games. I therefore spent most of my time playing Warframe dying and respawning. It was a lot of fun, and even pretty ninja-y; I got to run on walls, sneak up on people, and generally behave like a shadowy infiltrator equipped with the best bow-and-dagger set around. I just didn’t feel as unstoppable, as remarkable, as I’d expected.

Yet, there was one time when I felt the super-ninja theme come through: back on my spaceship. Hiding in the void, watching alien vessels fly by without detecting me and flipping through my arsenal, I could imagine myself as not just a ninja-who-dies-a lot but as the super-space-ninja I aimed to be. In the safe zone, there was no evidence to the contrary.

Thus, an important thematic moment for Warframe was contained in what was, in essence, the menu system. By seeding the spaceship with little touches indicating power and competence–the enemy ships unwittingly passing me by, the consoles coming to life as I walked–the game’s designers let me in on the excitement of being skilled. Warframe draws on the lure of Real Ultimate Power, and on my spaceship I felt I had it.

Admittedly, this was thin gruel compared to being actually good at the game! There was no escaping the knowledge that outside the walled garden another round of ignominious ends awaited.

That’s probably as it should be, however, and on the way up the learning curve it was nice to have a place where I could get a little bit of the feeling that had drawn me to the game. I had come to be powerful, after all, and it was great that Warframe found a way to meet that desire when I couldn’t attain it otherwise. Warframe thus demonstrated to me that while some players may not have the skill to fully access a theme, it’s still possible to put the idea across in parts of the game where skill isn’t a factor. I’ll remember the lesson in games where the theme is about the player’s strength and power.

Theory: Complexity As an In-Game Resource

Managing complexity is usually viewed as an issue exclusively for designers. That’s not unreasonable; players do not, as a rule, have much ability to make a game more or less complicated. It’s possible, however, to envision ways to give them that ability–and there would be concrete benefits to doing so.

As an example of how this might work, consider word count on cards. I think it’s generally agreed that cards with more words on them are harder to parse, tend to involve more elaborate effects, and are more complicated than those with fewer. Designers are aware of this, and try to keep word count down where possible.

Unfortunately, that approach can only go so far. Looking from the designer’s perspective at cards as a group doesn’t address what will be in a certain deck, or which cards will appear in any particular game. Thus, designers have a further challenge: not only do they need to minimize word count overall, they must try to anticipate how the high- and low-word count cards will come up in play. It’s no use saying “90% of cards are very simple” if the remaining 10% are both extremely complex and enormously popular.

What’s more, different players have different tolerances for complexity. Experienced, highly invested players might find it easy to understand even the most difficult cards, while a parent playing with his or her six-year-old could easily wish for the simplest possible version of the game. It’s hard for a designer in the predictive, top-down position to make a game work for all of these players, even if the game is theoretically capable of accommodating them.

Why not, then, approach the problem from the other side? If word count becomes an explicit, player-facing part of the game, it becomes a lot easier to anticipate how much of it there will be. Word count might thus be limited to, say, 200 words per deck (or market, or tableau, or whatever the game has). Just as with any resource, players can decide how to spend it: a few really wordy cards mixed into a generally very simple environment, or a lot of one-step-above basic cards, or any other combination. The average level of complexity will be consistent no matter how players approach the game.

Of course, word count is a blunt instrument for measuring complexity–but there are other tools available. Each card could have the grade level of its text evaluated. (This isn’t as intensive a process as it sounds; Word has this kind of evaluation as a built-in feature.) The limit could then be based on the number of grade levels overall, or on the highest grade level permitted for any one card. Cards could alternatively be categorized based on the number of steps required by their text, or the number of action windows they implicate. An appropriate standard could be chosen for each game.

Handling complexity in this fashion also enables an opt-in approach that helps players customize their experience. Long-time players can push the limit up to allow for new strategies; parents can directly set the bar at the appropriate level for their kids.

Complexity doesn’t, then, need to be the province of designers alone, nor does it need to be unpredictable. There are techniques out there for measuring it objectively, and once measured it can be treated as a resource under player control, with maximums for individual components and/or for a game as a whole. Approaching complexity in this way could benefit designers, who might be able to say more confidently that they know what the play experience will be like, and has particular advantages for the players themselves, who would be able to tune an aspect of the game that is critically important to enjoyment.

Theory: Explain the Purpose of Options

So you’ve designed a game where it’s hard to transition from reading the rules to playing  intelligently. Maybe the player has options whose import–the “why” as distinct from the “what”–aren’t clear just from reading the rulebook, or perhaps the game is just too complicated for new players to be able to devote much thought to strategy. Everything is fine once someone is invested and has discovered the game’s tactical nuances, but the learning curve is more like a cliff. How can you help new players understand their choices, so that they don’t just quit in frustration?

There’s an often-overlooked solution: simply tell them.

GMT makes Fire in the Lake, its excellent-but-complex simulation of the Vietnam War, approachable using that exact method. Fire in the Lake has two big humps in its learning curve: first getting through the dense rulebook, and then understanding how the rules are applied on the tabletop to make progress toward winning. By being straightforward about what each maneuver is intended to accomplish, GMT gives players a tremendous boost over the second hurdle.

You see, there’s a lot for new players to take in when they start to learn Fire In the Lake: four factions, each with their own victory conditions and unique actions. It doesn’t get easier when one considers that each action has multiple parts. A US player, for example, can assault with her own troops in any of several locations (which costs no resources), then has the option of forcing her ally to attack (which does cost resources). How many pieces are removed by the assault depends on who’s attacking–the US or her ARVN ally, the terrain, and whether or not the US has established a base at that location. The US player also has three other actions she can take, plus three additional helper-actions which can’t all be combined with all of the main options. Her choices are also, by the way, contingent on the monsoon.

As you might imagine, it’s not easy to see the forest for the trees at the end of all this. After going carefully through the rulebook before my first game I was so busy juggling the technicalities in my head that I wasn’t sure how to fit my choices together into a strategy. Then I looked down at the player aid, and saw this:

"Why you would do this," helpfully spelled out.
It’s the first line that’s key.

Having the execution details of a patrol–the cost, where patrolling troops can move–was useful. The greatest value, though, came from that first line: “Purpose.” Here’s why you would do this; you’ll get the following out of it.

All of a sudden it was possible to make meaningful decisions. I had been getting ready to take actions “just to try them out,” accepting that the match would basically be an extended tutorial. Equipped with some basic information about what I could expect from each action, however, I was able to pursue a coherent strategy right away.

It’s worth pausing to reiterate that. A few lines on the player aid saved me from a four- to six-hour tutorial, and launched me right into the exciting part of the game. Those couple of sentences granted an enormous return in player engagement.

Fire in the Lake isn’t the only game that can benefit from explaining when and why certain moves are useful. Consider, for example, chess. The rules of chess are quite simple. Even small children can easily learn the game.

However, the strategic implications of the choices available are complex and often opaque. On his first turn a player can move a pawn, or jump with a knight. When is one better than the other? Why? If he should move a pawn, which one? How many spaces forward? I’ve never heard anyone say that they stopped playing chess because they couldn’t learn it, but I’ve heard people say that they just found it overwhelming.

Now imagine how much more accessible chess would be if every set came packaged with some basic information about what various moves accomplish. This opening brings the bishops and rooks forward to useful positions; that maneuver threatens the opponent’s pieces. Suddenly the player could to evaluate positions, at least in a simple way, and make informed choices. If he wanted to bring the bishops and rooks forward, he might try these moves; if he preferred to get his queen involved, he would at least have an example of what not to do.

Of course, that sort of information is readily available; there are any number of chess resources out there. Seeking them out, however, requires a level of investment that cannot be assumed of new players. When the problem is getting players engaged in the first instance, there’s no better solution than putting valuable help in the one document they’re most likely to read: the rulebook.

As always, this is not a tool suited to every game. Twilight Imperium 3rd Edition doesn’t need to expend energy telling people what the “Warfare” and “Production” roles are for. Netrunner can safely assume that everyone will understand the use of “purge all virus counters.”

When there’s a divide between a game’s rules and its strategy, however, a little explanation can go a long way. Helping players out with a brief statement of how each option might contribute to a strategy does a great deal to bridge the gap between reading the rulebook and having fun with a game. If nothing else, it avoids four- to six-hour tutorials!

Theory: Infinite-Size Units

One of the most interesting things in the Age of Sigmar rules, I feel, is allowing units of any size. Age of Sigmar makes that work by tossing balance aside as a design goal: hordes of troops (or, for that matter, hordes of gigantic firebreathing dragons on the wing) are OK because the opponent has bought into facing them. That leaves open, however, the question of what a balanced version of the idea would look like. How a game would have to work to allow players to take units of any size, and have it remain fair?

This is challenging in part because of the obvious arithmetic benefit to having lots of pieces (more weapons means more hitting), and in part because of the synergies inherent in most miniatures games. Such synergies exist because minis-game units generally exist in a rock-paper-scissors dynamic: tanks are vulnerable to tank hunters, tank hunters lose to massed infantry, etc. Having lots of one thing overloads the opponent’s ability to play the counter: the opponent probably has enough hunters for one tank, but if there are ten tanks the hunters can’t keep up.

So, we need a system that doesn’t directly reward having lots of troops arithmetically, and we also need to avoid RPS mechanics that might fall apart because no one could possibly have enough rocks to break an open-ended amount of scissors. Here’s my first pass:

Imagine a minis game where unit size determines, not mathematical power, but narrative role. Putting a single spearman on the table means that spearman is a mighty hero, the focal point of the story, capable of amazing things. A small number of spearmen (say, 5-10) is a disciplined unit meant to work as a team. Putting lots and lots of spearmen on the table makes them into a rabble, a horde, disorganized but threatening via sheer numbers.

All of these have the same overall power: a hero can mow down a rabble, and a rabble can swamp a hero. (Whether heroes should be mowing anyone down is a worthy question, but outside the scope of this exercise.) The challenge is that the different unit sizes access their power in very different ways. Heroes, for example, might be good at removing specific models (what chance does a member of a rabble have against such a terrible warrior?), but bad at exerting control over the battlefield as a whole. The rabble exerts lots of control (they’re everywhere!), but is weak until it can leverage that control to put lots of attacks on the hero at once.

All of that assumes, of course, that removing the opponent’s models is the goal. We could go even further, looking toward an asymmetric arrangement where the players win in different ways. Heroes accumulate victory points by performing remarkable acts of derring-do. Disciplined units earn points for keeping in formation and working together under pressure. The rabble gets rewards for shoving forward and taking over the board.

Now, the truth is that this might not work. So much of a minis game is in the math, and I haven’t even begun to consider what the math here would need to look like. Finding a way to handle combat where numbers are relevant but don’t directly add power is not trivial.

I still feel, however, that this is a worthy thought experiment. A miniatures game where numbers really don’t matter would be quite distinctive, a design that breaks new ground. There’s a lot to be said for pursuing that.

I need to start a tag for “projects for a 25th hour in the day” . . . .

Theory: Balancing for Whom?

(I’m on vacation this week; this post is going up automatically. I’ll respond to any comments when I get back!)

There’s a predicate issue we often skip right over when balancing a game: who will the balance affect? Who are the “players” that the game needs to treat fairly? The answer can dictate a great deal about a game’s design.

Certainly, most of the time the answer is obvious. The players are the ones sitting at the table, or in front of their computers. Game balance affects them, and they’re the ones we’re concerned about.

However, the people immediately making the decisions and pushing the components around aren’t the only possibilities. For example, consider the courtroom. Many people see game-like elements in a trial: there’s strategy, tactics, resources, winners and losers. However, the players aren’t just the lawyers. The clients are playing too–sometimes for life-changing (or even life-ending) stakes. The “game” of law needs to be balanced for these players who often have little opportunity to influence what’s going on.

That might seem an unsolvable problem–how can a game be made fair for players who can’t leverage their skill?–but the writers of the Federal Rules of Civil Procedure found partial answers thanks to some out-of-the-box thinking. In essence, they introduced co-op elements into the law, requiring attorneys to, for example, provide certain important information to the opposing party. When those co-op aspects of the law work well, they eliminate a number of “gotchas” and ensure that the clients have a chance to put on their case.

We might alternatively look toward spectators as potential players. Many games are explicitly designed for spectator appeal; basketball, for example, has on occasion changed its rules in part because the game was trending in a direction that was functional but boring. Thinking about balance in terms of the viewers might be more useful than thinking about it in terms of the people actually engaged in the sport, when those viewers generate multiple billions of dollars every year.

Game design is, to some extent, about creating an experience. It’s therefore sensible to ask “whose experiences?” Always ask that question; the answer might be surprising, and might push a design in fascinating directions.

Theory: Designing for Imbalance

As a Philly native, I’m usually rooting for bad sports teams. The Eagles are often more worth following for the soap opera than for the on-field play. The Sixers are, charitably, rebuilding. The Flyers haven’t been the Broad Street Bullies for a long time, and the Phillies are in such dire straits that their manager recently couldn’t call for a relief pitcher because someone had left the bullpen phone off the hook!

Here’s the thing, though: rooting for those teams is a lot of fun. It’s not disappointing when they lose, and it’s a thrill when they win. What’s more, talking about a lousy team is way more fun than talking about a great one; there’s more room for disagreement, more topics to hash out, and more debate to be had.

I know I’m not the only one who feels this way, either. It’s long established that people like to root for the underdog. We can see that in every sports movie for kids; they feature plucky come-from-behind wins, not the crushing dominance of the best squad.

Given all of that, I’m surprised that more attention hasn’t been given to designing multiplayer games that are intentionally unbalanced. We have imbalance in professional sports, and it makes them more fun, not less. Why not tap into that same dynamic in other genres?

For example, imagine a two-player game in which the players choose their sides. One side is visibly stronger at the outset: it has more pieces, a better position, whatever. However, both players have the same victory condition: to get X points, or to remove all the opponent’s pieces.

This game would absolutely be unfair–but I’m not at all convinced it would be unfun. Whoever picks the stronger side is likely to win, and everybody likes winning. Furthermore, winning could still be a challenge and something to take pride in.

The player on the weak side will probably lose. What he or she gets in return is the chance to be the underdog. Losing isn’t a big deal, and winning means he or she shot the moon!

In this design, then, fun would be decoupled from fairness. The players would know in advance who was likely to win, but that wouldn’t matter because each one would have entertaining things to do. Rather than the fun coming from the players competing for victory, the fun would come from each player helping the other play out a great experience: the player who begins the game with the advantage gets to be the skilled master, while the player who starts out weak gets to be the never-say-die hero.

It would be important, of course, that the players in this game pick their sides. Not everyone enjoys struggling uphill; those players shouldn’t be forced to be the underdog. For those who like the challenge, though, I think this could be an exciting way to make losing fun. If a player isn’t expected to win, but will be hugely rewarded for doing so, then there’s entertainment just in giving it a try.

Obviously, this doesn’t work for every game or every circumstance. Strict tests of skill, for example, should start on a level playing field. Not every design needs to be for tournament play, however, and we don’t need to let the requirements of tournaments limit the avenues we explore. Sports have taught us that it can be fun to start from a bad position; other types of games might benefit from exploring how to apply that lesson in other contexts.