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Evolutionary Design
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Giants
and Castles
To derive the
design process, I built a board game called Giants and Castles.
The basic concept is that you are a giant who wants to build a beautiful
golden palace. Unfortunately, you are a giant and building is not
exactly your strong point. Using your impeccable giant intuition
you decide to clomp over to a nearby valley full of pre-built human
castles. With a nod of your hat to the local lords, you rip out
their treasure rooms and lug them back to your home. With a little
balancing, you toss together a spectacular palace in no time.
As
luck would have it there are several other giants wandering about
the board searching for treasure rooms. Mass destruction, panicked
exploration, and grand larceny ensues. Thank goodness.
I used
the following requirements.
·
Rules consisting of a single page
·
5 minute learning curve
·
Average play session of one hour
·
Must entertain a wide range of people
·
Must have a concept that is instantly appealing.
Other
than the limited rule set, these requirements could easily be the
foundation for most modern mass-market video games.
The
Evolutionary Process
Design is the
creation and modification of the rules governing a gaming system.
The quality of the overall system of rules is the result of balancing
the rules against one another. The process of balancing a game is
merely the creation and modification of rules while continually
evaluating the effectiveness of the resulting system. This view
of design suggests that good design can be created through an inherently
iterative process.
1.
Create rules (Initially this will be the fundamental activity)
2.
Play through the rules.
3.
Observe how players react to rules
4.
Identify problem areas with rules
5.
Return to step one in order to create new rules that address
the problems
This
process will slowly evolve a game towards a more enjoyable state.
You can think of the rules as the DNA of the complex emergent system
we call the game. The fitness of the game in each generation is
determined through play and analysis. At the beginning of the new
cycle, rational mutations on the old rules are created and tested
once again.
The
Death of the Ego
Note that there
is very little sense of an overarching ‘vision’. At no point does
the designer say ‘the project requirements lists 35 pre-described
weapons so we must have them.” Instead, the act of playing
the game suggests additional rules and gaming systems that would
be an improvement.
Isn’t
the purpose of the designer to have a grand vision that describes
every element of the finished game? Unfortunately, though there
are optimistic designers who believe in this technique, in practice
it tends to fail.
The
basic problem with ‘grand vision’ game design is that it is incredibly
difficult predict how a complex system will behave when you make
changes to it’s rule set. In Giants and Castles, I removed a major
system of rules. I had great reasons and ‘in theory’ everything
should have worked out perfectly. Three fourths of the way through
every subsequent game, the spell card system was completely broken.
No one had enough resources to cast spells, and people were holding
onto dozens of cards. Due to a rather intricate emergent
behavior of the system, my carefully designed rule change broke
the game.
Emergent
behavior consists of patterns present within a system that result
from the atomic interactions of the elements that make up the system.
In the classic cellular automaton simulation Life, one can observe
patterns of growth, expansion, and death similar to an ecosystem.
However, the rules governing the simulation make no mention of these
patterns. They deal solely with the interactions of one cell with
its neighbors. The higher-level patterns are the result of dozens
of interactions between many cells. All games rely on emergent
behavior to define their play. The designer creates simple rules,
and the complex interactions of those rules determine the game play
patterns.
If
I were an omnipotent designer, I would have predicted the exact
result of my changes. However, most of the time, I am not omnipotent
and my understanding of emergent behavior is limited. By making
incremental changes and then immediately testing those changes,
you minimize the unexpected disruptions to the system. This increases
your ability to make rational improvements.
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