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Evolutionary Design
Page 4 of 6
Step
4: Identify Problems with the Game
Identifying
problems is the act of asking the right questions about that data.
What
makes a game fun? The au naturel designers of the world shrug and
respond, “Fun makes a game fun! Fun, fun, fun!” And I want to
slap someone. Though I have a great respect for intuition, I believe
you can attain amazing results when you mix intuition with a healthy
dose of analytical thought.
When
balancing Giants and Castles, I chose two heavily documented fields
to explain why people act the way they do when playing a game. The
first is economics. Every game has resources, and there are standard
economic rules associated with the behavior and management of those
resources. The second is psychology. Psychology tells us that
players demonstrate standard emotional and social responses to particular
environmental cues.
Questions
derived from these two disciplines informed my actions in the “Create
New rules” phases of the design process.
Common
Economic Issues
Economics is
a marvelous though incomplete metaphor for understanding the behaviors
of complex systems. The premise is simple. Every individual has
needs and wants. Through the exchange of resources, individuals
seek to maximize their happiness (or utility). Though economics
has difficulties explaining exactly how a person will act in a given
situation, it is remarkably accurate at explaining how to influence
groups of people though systems governing the transfer of resources.
In
Giants and Castle, I had four major resources:
- Rooms
- Treasure Rooms
- Spells
- Action Points
Action
points were the equivalent of time. Each player had the same amount
and you either used it or lost it before the next player’s turn.
Rooms were the currency of the game and were used to purchase spells,
a resource. Treasure rooms were also a special resource, though
in times of trouble you could use them as currency just like a normal
Room.
Given
this economic definition of the items in the game, I could ask the
following questions as I observed game play.
Surplus or scarcity?
Are there too
many spells in the player’s hand? Are there enough rooms present
for all players to cast spells? At one point I had too many treasure
rooms, so their value decreased in the eyes of the players. Instead
of fighting over each one as if it were the last, players simply
assumed there would be another. Adjusting the supply of resources
is perhaps the most common balancing technique.
Are players willing
to spend resources?
I noticed
players were unwilling to spend action points picking up a room that
would only end up being spent on a spell. The opportunity cost of
casting spells was high compared to benefits gained from using action
points to explore. I added several spells that allowed players to
pick up stacks of rooms. Now players cast spells regularly.
What are resources
change hands for other resources?
Why would
the player use a spell card? Why would a player pick up a room?
I noticed a small economy within the game. The most effective way
of gathering treasure rooms was moving tokens quickly. People valued
spells because spells allowed for rapid movement of tokens. However,
in order to cast spells, players need rooms. The result was a web
of dependencies that I took into account when creating rules.
Who owns resources?
Each resource
had ownership rules. Carrying a room, placing a treasure room on
castle, and holding a spell in your hand were all types of ownership.
Many of the interesting game dynamics came from the fact other players
could steal rooms from one another.
Common
Psychological Issues
Where economics provides
incite into the practical elements of game design, psychology gives
us tools for manipulating the player's emotions. The following questions
help hone the enjoyment level of the game.
What are your rewards?
Rewards are positive reinforcement that makes the player
feel pleasure. In general, there are two basic reward types, attention
based rewards, and ability based rewards.
- Attention:
A token, or social response that recognizes past accomplishments.
This is the equivalent of someone giving the player a pat on the
shoulder and saying 'good job'.
- New Abilities:
An opportunity to perform a valuable action
These
can be mixed. For example, in Age of Wonders, units gained
medals for their experience in combat. The reward both recognized
the player’s investment in the unit and gave the unit skill bonuses
that let the player use the unit in new ways.
The
amount of psychological pleasure, or value, of rewards is dependent
on a wide variety of factors, but there are several key ones.
- Economics:
Most rewards are valuable because they let the player manipulate
resources that have a certain value within the game economy.
This is why economic balancing is so important. If the game economy
is broken, then expected rewards are devalued, positive reinforcement
decreases and players find the game ‘boring.’
- Player investment:
The more effort a player puts into an action, the more valuable
the resulting reward. In Giant’s and Castles, every treasure
room was economically worth the same amount. However, occasionally
players would spend an extraordinary amount of time pursuing a
single treasure room. When they finally secured it, they were
positively beaming with pleasure. Because of their time investment,
the hard-to-get treasure room was far more valuable than the easily
found treasure rooms.
- Social response:
How people respond to the player constitutes a reward. In Giants
and Castles, I had a player who would constantly jump his token
on top of another player token so that he would be carried around.
There was very little player investment or economic value to the
action, yet he loved doing it. Why? Because the other players
laughed. He was being rewarded with a form of attention. Admittedly,
social response is a stronger reward in board games than in single
player computer games. In multiplayer games, however, the value
of social responses can dominate all other forms of reward.
Games like Ultima Online spend much of their design efforts adjusting
social response reward structures.
What are the reward
schedules?
If I were
asked to pick one element that makes a game addictive, I would choose
reward schedules. A reward schedule is how often the player is
awarded. Getting a new unit every mission in a game like Starcraft
constitutes a reward schedule. Gamasutra has a great article called
Behavioral
Game Design on reward schedules that should be mandatory reading
for all game designers. While rewards cause players to feel enjoyment,
reward schedules keep the player motivated and excited about continuing
to play the game in order to reach the next reward.
I find
that staggered reward schedules tied to the player’s investment
work best. Imagine a set of rewards given approximately every thirty
seconds, every minute, every 5 minutes, every ten minutes, and every
20 minutes. The result is that the player is constantly bombarded
by positive reinforcement. However, the 20-minute reward is inherently
more valuable than the 30 second award because the player must invest
playing time in order to achieve it. Many players will become numb
to the pleasures associated with 30-second rewards, but will still
play for several minutes longer to reach the ‘larger’ reward. Sid
Meier used this technique to great effect in Civilization. How
many players were bored with killing a single unit, but kept playing
to finish construction of the Wonder they started 20 minutes ago?
In
Giants and Castles, I used several overlapping reward schedules.
Approximately every 5 minutes, someone discovered a new treasure
room. Every turn they got a shiny new spell to cast. Every 10
minutes they got a powerful card that allowed them to change the
balance of power. There’s the overarching goal of winning that
is timed to occur approximately 30 minutes from the start of the
game.
There
is certainly room for improvement. I’m missing 1 minute and 30
second rewards so initial game play feels a bit slow. Only in the
last half of the game when all reward schedules are fully active
do players really light up and begin playing the game passionately.
Are interesting
decisions being made?
This is
an old standby of game designers everywhere, but it is also important
to emphasize. Imagine a player can choose between two option A
and B. There are several possible outcomes
- A results in a beneficial
effect in the emergent game system that is always obviously superior
to the result caused by B.
- A or B cause the
same result in the emergent system.
- Choosing A changes
the complex emergent system in a different way than B. The results
of either A or B are useful to the player given a particular in
game situation.
Decision-making
costs player time. By presenting the first two options to the player,
you force them to waste energy making a trivial decision. There
is only so much player time you can expect your game to receive.
If you aren’t spending that valuable resource on improving the value
of your reward schedules, then the reward schedules suffer and once
again, the game is boring.
I had
an ingenious idea with Giants and Castles. Instead of dice, I would
use movement cards. Players draw movement cards that tell them
how often they can move in a turn. Each turn, they manage their
remaining cards and play one that fits the situation best. Every
single time, players ended up playing the movement card with the
highest allowable movement points. It was the obvious right choice.
I tinkered
with the movement system for a while until I realized that movement
was a dumb thing to force the player to think about. So I removed
movement cards and gave everyone a fixed number of moves. Voila,
the game play improved as players focused on more important activities.
What are the social
connotations of player actions?
Players
are fundamentally social and emotional decision makers. Notice
how, in the discussion on rewards, economics only matters in that
it helps determine the value of ultimately psychological benefits.
Though simple reward based models of human behavior are exceedingly
useful in game design, people are also heavily influenced by their
social perception of a situation.
In
Giants and Castles, removing a room from the top of another Giant’s
stack was seen as stealing. Some players felt this was an immoral
activity. Others delighted in the fact they could do a socially
unacceptable act without punishment. This social conflict caused
meta-game discussion that truly enlivened most gaming sessions.
Does the game use
setting correctly?
There are
stages to a player’s interaction with a gaming system
- Players mechanically
perform game rules with no knowledge of how their actions alter
the game.
- Player attempt to
fit the results they witness into existing schema (mental patterns
for dealing with known situations). They then react in a pre-programmed
manner as dictated by their schema.
- Player create new
schema and optimized responses to unique game situations.
The
game’s setting heavily influences the first two stages. Setting
consists of the contextual clues that tell the player what sort
of world they should expect to operate within. By setting up the
right contextual cues, the designer can quickly activate pre-existing
schema in a player so that they ‘instinctively’ know how to play
the game.
In
Giants and Castles, there were many examples of setting.
·
The background story tells players they are giants
and defines the other tokens as castles. This instantly sets up
expectation of the crude behavior and rough and tumble game play.
·
The board game artwork of a green field with castles
sets the expectation that they are in a concrete world with predictable
physical rules. Players instantly realize they can walk about the
game board, interact with castles and each other.
·
The size of the pieces set up expectations of the
scale of those actions. The player might easily expect giant might
easily pick up the top of a castle.
Board
games have extremely minimalist settings compared to computer games.
Most of the time and effort that goes into computer game goes into
making beautiful art resources, improving AI, and creating a plot
that influences player perceptions. This is all setting.
Toss
setting out the door completely and you have a game that is just
as enjoyable to play, but takes more effort to appreciate. Instead
of easing the player into the game system using their predictable
expectations, players must build an extensive foundation of experience
in order to derive the workings of the game system.
Many
abstract war games exhibit this issue. Long time players swear
they are the most enjoyable games they’ve ever played. Yet a casual
gamer doesn’t have the time to invest a thousand hours building
the schema necessary to enjoy the game’s subtleties. In today’s
high paced mass-market environment, requiring a high initial level
of player dedication is suicidal. The result is an understandable
emphasis on setting.
The
most common mistake of modern games is that they mistake setting
for game design. A great plot does not make a great game. Nor
does a great player model or animation engine. These merely provide
contextual support for the game’s reward system. If the rest of
the game design is broken, a multi-million dollar investment in
setting will still fail produce an enjoyable game.
In
Giants and Castles, I was fascinated by the game’s plot. I wrote
a huge background tale full of romance, dramatic characters, and
ancient prophecies. I envisioned my name in lights, “Author and
Story Teller Extraordinaire.”
Players
became confused. All the setting information led them to expect
a world that dealt with romance, characters and ancient prophecies.
With the wrong or extraneous schema activated, they tried to do
things that the game rules didn’t support and became frustrated
with learning the game. In the end, I simplified the plot so that
it existed merely to support game play. The game improved.
Some
intellectuals struggle with the dichotomy between narrative and
interactivity. Game designers are first and foremost creators of
enjoyable game environments. They are storytellers only when this
secondary activity facilitates the player’s intuitive interaction
with the game’s rules.
Is the end game
exciting?
In a competitive
situation, the gaining of resources will increase a player’s ability
to win. In chess, for example, minor advantages turn at the beginning
of the game turn into major advantages at the end of the game.
A player who is ahead by a pawn or two can often declare the game
won far before checkmate occurs. Unfortunately, this means the
end of the game is often boring. I call this form of game play
‘divergent’ because players end up at radically different
competitive levels as time progresses.
In
Giants and Castles, I explicitly aimed for a competitive end game,
so I created spells that helped ensure ‘convergent’ game
play. The further ahead a player gets, the more rules and social
forces pull the other trailing players up or push the leader down.
The result is an exciting end game with everyone in the running
for victory.
I provided
spells that players could use to knock down the leader. The key
element: Players choose to balance the game. Mario Kart
uses a similar technique with the shells that slow down the leader.
Because this is a player-controlled balancing mechanism, it does
not feel arbitrary.
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