|
Evolutionary Design
Page
5 of 6
Step 5: Create
new rules
The
final step is to create rules that fix the problem areas. This
is where a game designer brings their own artistic flair to the
craft of design. You must know the system intimately so that you
can understand the general effect of small rule changes. There
are no magic bullets since the solutions needed are typically unique
to the specific gaming system. There are design patterns that are
useful, but that is a subject far beyond the scope of this article.
The
best I can give you are some rules of thumb that usually apply:
Take risks
If you are playing and testing on short iterations, there is
only so much damage you can do before you figure out that you screwed
up. If you see a need and you have a creative solution, try it
out.
Be willing to remove
existing rules
To paraphrase
a writing rule, balancing is the act of cutting away everything
that is non-essential. If a rule is not helping, kill it, regardless
of how much effort you’ve put into making it work.
Focus on incremental
changes to existing rules
Often a
game sub-system needs to be tweaked, not rebuilt from scratch.
Be wary of changes
that add unnecessary complexity
A simple
fix is often just as good as a massively complex system. Pac man
uses a power up system consisting of a single dot. The designer
could have implemented an RPG style experience system instead, but
would it have done the job at hand any better?
Changes should
reflect identified issues
If you
toss a system into the game with no expectations of what role it
will play in the various reward systems, you will pay the price.
You end up with a set of unrelated game rules that need to go through
extensive balancing before they actually work.
The Life
Cycle of an Evolutionary Design
Once you’ve created
your initial rules, played the game, observed, identified issues
and created some more rules, you are ready to repeat the process
all over again. After enough repetitions a solid enjoyable game
will emerge.
I’ve
noticed several stages in the evolution.
Stage 1: Prototyping
At first
there are very few rules, so each change has a huge effect on the
game. Giants and Castles originally was a game about digging up
treasure in the Amazon. After play testing a couple rounds, minor
rule changes caused an entirely new set of game mechanics to emerge.
I got a few comments from players, but mostly this stage is driven
by careful designer analysis.
Stage 2: Balancing
Next, the
game settles into a ‘conceptually interesting but practically boring’
stage. The rules seem to be in place, but the game is just not all
that enjoyable to play. This is where the meat of balancing occurs.
Players have copious opinions because they can sense the general
idea of the game, but they are typically frustrated by the details.
I took time to listen to my players. They saw things that I would
never have commented on because I was too caught up preserving and
nurturing the intricate web I had created. Slowly, the game became
more enjoyable.
Stage 3: Equilibrium
Finally,
the comments become sporadic, and players spend less time complaining
and more time having the time of their lives. Your game has reached
equilibrium. The web of rules support and reinforce one another,
so that adding or tweaking a rule has little effect on the system
as a whole. In Giants and Castles I added another card to the spell
deck during the final iterations. In previous iterations, such
an action had radically changed the flow of the game. This time,
the game play was nearly indistinguishable. An economic term for
equilibrium is ‘the point of diminishing returns on design.’ Congratulations,
you have a mature game.
Expanding
the Evolution Metaphor
Imagine a hill.
The high points on the hill are areas of great player enjoyment.
The low points make players miserable. The evolutionary process
is often called a hill-climbing algorithm. Your initial game idea
is a point on the side of the hill. Each iteration of the design
process, you stop and “Ask which direction should I move to increase
player enjoyment?” Slowly, but surely your game will climb the
hill. The equilibrium point of evolutionary design corresponds to
the peak of the player enjoyment.
Evolutionary dead
ends
What happens if
there are multiple hills? Unfortunately, a given game design can
only climb one hill. If the closer hill was also the shorter hill,
then someone who is climbing the other hill will end up with a more
enjoyable game. The result is called a ‘local maxima’, and it points
out a cruel hard fact of game design. Some starting ideas will
lead to a game with a low enjoyment level, no matter what the skill
of the designer or the development team.
Why there are clones
Now imagine an
entire landscape of potential game designs with huge mountainous
peaks that corresponds to massively enjoyable games, and thousands
of smaller peaks that correspond to less enjoyable designs.
A few
talented, visionary game designers hit upon a seed that climbs those
mountainous peaks. They stand at the top with their incredibly
enjoyable games and the world sees a success story. These are
games like Wolfenstein 3D, Dune 2 and Ultima Online.
And
here’s the rub. Original ideas take a lot of effort and money to
balance and there’s a good chance they only end up climbing one
of the smaller hills. Designers are interested in making the most
enjoyable game given their limited resources. Many designers want
to survive to make another game. If they can start at a point near
a known success, there’s a good chance they can build a game that
climbs an equally tall mountain.
The
result is a huge number of companies clustered around a similar
design foundation. And here be clones. Not because designers are
stupid, or because marketing people are greedy. Clones happen because
smart people make optimal decisions that result in the most enjoyable
game they can imagine given their resources and need to avoid risk.
Building an original
game
It takes a diligent
and lucky team to discover a new mountain to climb. Thankfully
for designers who enjoy original games, the process is extraordinarily
simple. First pick an enjoyable fundamental activity. You could
wake up tomorrow with a new way of moving a character on the screen,
and think “I could imagine a simple game using that concept.” Now
begin iterating on the design. Play the game. Observe how people
react. Come up with new rules that make your idea more enjoyable.
Over time an enjoyable, original game will emerge. If you don’t
succeed, try again.
Giants
and Castles is my fourth board game design. It is reasonably original
since I know of no other game that uses its core mechanic of stacking.
In the landscape of game designs, it climbed a medium sized hill
and I’m not sure if it is possible to take it higher. The other
three designs were flops that made it through one or two iterations
before I realized I was ‘polishing a turd’. Still, I only lost
a week worth of effort exploring three new ideas. Such a process
is remarkably more cost effective compared to spending millions
on a shiny new game only to find the underlying premise is flawed.
Next Page
Goto Page: I :
2 : 3 : 4
: 5 : 6
Return to Home
|