"What video game designers and teachers can learn from 50 years of tabletop game development" Dr.
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"What video game designers and teachers can learn from 50 years of tabletop game development" Dr. Lewis Pulsipher FTCC. Pulsiphergames.com 18 Mar 2010 Note about the slides Slides are provided primarily for those who want detailed notes later, not as an accompaniment to the talk Consequently, they are “rather wordy” Available at http://pulsipher.net/teaching1.htm Or just go to pulsipher.net (not .com) and look for teaching material Who Am I? Designed my own games from a very young age Began playing commercial wargames in early ‘60s Early video game experience: Atari 2600, DOS Designer of six commercially-published board wargames (most recently, foreign language editions of Britannia, Nov ‘08) Forthcoming: Law & Chaos (Mayfair), Germania, Dragon Rage Worked in computer support (programming, chief of PC/network support) at Womack medical center 9+ years, taught networking at CCCC Teaching/Writing First to teach game design in North Carolina as far as I know (Fall ’04) Teach game creation topics at FTCC Presently finishing a book about how to design games, and how to teach people to design games Monthly contributor to Gamasutra/GameCareerGuide (and “expert blogger” there) Contributor to books: Hobby Games:100 Best, Family Games:100 Best, Tabletop Game Design (forthcoming) Teaching is my profession, game design my avocation Pulsipher.net, pulsiphergames.com http://pulsiphergamedesign.blogspot.com/ http://teachgamedesign.blogspot.com Some of my work Let us Proceed Lessons video game designers can learn from tabletop (board and card) game development in last 50 years So we aren’t counting Monopoly, Scrabble, etc.—not even Risk (1959) Just as well, these tend to be poor game designs We’re interested in lessons from wargames and “Euro”-style boardgames (originating in Germany) Brief list of lessons is “more fun” (has broader appeal and potential) Playtesting is sovereign Simplicity prospers "Atmosphere" sells games in the 21st century Replayability is variety, not repetition Multi-sided Lessons directly related to multisided games The three-player problem Problems of multi-sided games: Turtling Leader-bashing Sandbagging Kingmaking Important Distinction—”multiplayer” means “multi-sided” Tabletoppers call any game with more than *two* players “multiplayer” Video gamers mean “more than one player” In video games, a “multiplayer” game often has just two teams, as in Team Fortress, whereas “multi-player” to tabletoppers usually means “more than two sides or teams” So I try to use the term “multi-sided”, meaning more than two separate interests regardless of the number of human players. The crux of the difference (and of the lessons) Video games traditionally are for one person, with the computer providing challenges devised by the designers Tabletop games are for more than one person, with the game system providing ways for players to challenge one another, as devised by the designer More and more video games are of the second type In tabletop terms, many traditional video “games” are interactive puzzles, not games “Solve” it and you’re done. Tabletop games are rarely “solved” Another way to look at it Video games are traditionally “p v e” (player vs. environment) Tabletop games are traditionally “p v p” (player vs. player) But video games tend to be avatar based While on the tabletop, some kinds of games are avatar-based, some not When you don’t have an avatar, things are less “personal” Lesson: multi-sided has broader appeal (more potential) It’s more fun when you play with (and often against) others Wii games, MMOs, Left4Dead People can provide more creativity and variety than programmed computers can provide (though someday that may change) “Memorability” is much enhanced when there are other players to remember with Lesson: Playtesting is “sovereign” Until you have a prototype, you only have a plan, not a designed game. To improve a game, you must have a playable prototype No game is worth much before it is playtested and modified If a game doesn’t work well, you can suppose it wasn’t playtested sufficiently This is not news to the most successful companies, such as Epic and Firaxis Playtesting is sovereign Gears of War II about 40,000 playtest hours Civilization I—Sid Meier programmed, Bruce Shelley tested, they talked, Sid modified, Bruce tested again, day after day Meier said on slashdot, "My whole approach to making games revolves around first creating a solid prototype and then playing and improving the game over the course of the 2-3 year development cycle... until we think it's ready for prime time… I definitely spend a lot of time playing the game before I let anyone else look at it." Playtesting is “sovereign” The rules for a tabletop game are the equivalent of the programming of a video game Both represent the mechanics of the game Programming must be precise and is very time consuming (even with game engines) A playable set of rules can be much less precise, relying on the mind(s) of the designer(s) when they’re present, and (inevitably imprecise) notes And that’s a major reason why learning to design starts with tabletop games. Lesson: Simplicity Prospers Tabletop games are more easily focused on the essence of the game You cannot “hide behind the computer” "A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away." Antoine de Saint-Exup'ery Simplicity… If something doesn’t work, “lose it” It’s much easier to alter a tabletop than video game, especially for beginners Prototypes don't have to be pretty Paper prototyping saves time and money Xbox Live Shadow Complex (3D side-scroller with exploration) prototyped all levels on paper Lesson: “atmosphere” sells games in the 21st century “Atmosphere” (sometimes called a “skin” or incorrectly lumped in with “theme”) is the supposed setting/purpose Theme must influence how the game is played, atmosphere does not Abstract games are hard to market Video game example: Puzzle Pirates? “Atmosphere” Euro-style boardgames are often abstract, with an atmosphere tacked on; but the box back describes the atmosphere, and that (along with the art) strongly influences who buys the game Shooters are usually about shooting and blowing up stuff, but the atmosphere can be quite different (and occasionally becomes a theme when it affects gameplay) Lesson: Replayability is Variety, not Repetition Traditional video games, as interactive puzzles, can be solved, and then there’s no further reason to play Games involving other people usually have no “solution”. Variety, mixed with different players, can provide near-infinite replayability Britannia as an example—people play 4-5 hour game 500 times and more Replayability At the other end of the spectrum, so many video games (especially on Facebook, and MMOs) thrive on repetition, effectively training people (Skinner style) to do the same thing over and over again “Achievements” are busy-work, not gameplay This is mind-numbing if not actually evil; replayability implies stimulation, repetition is the opposite. Lesson: the “three-player problem” Three sided games either: 1) No time limit, two gang up on the one who’s ahead, game never ends 2) Time limit, “petty diplomacy problem” where one who thinks he’s losing can decide who wins Solutions: A race or “multi-sided solitaire”; players cannot do enough to hinder/harm another to make a significant difference in the end portion of the game Three player solutions Solutions: Sudden victory that can frequently be forecasted and prevented, with changing victory conditions “Equilibrium”, no side can drastically alter the situation in a single turn A game that is almost entirely positional Extreme uncertainty about who is winning and losing See forthcoming article in “Tabletop Game Design” book Multi-sided conflict games: Turtling Sitting away from the action in order to let others wear themselves down/out fighting one another Akin to “camping”, but the camper is trying to kill people; the turtle just wants to avoid getting involved at all Even a poor game like Risk has mechanisms to discourage turtling Turtling Solutions: Positive rather than negative economy (more gain than loss as the game goes on) Zero-sum game (one player’s gain is another player’s loss) Extreme uncertainty about the situation: the turtle then cannot know when it’s time to “come out of his shell” and win Points that are scored continuously: even if others wear themselves out, they can score enough to win by the game end limit Multi-sided conflict games: Leader-bashing When it is too easy to attack (hinder) whoever is ahead without harming yourself So, most everyone attacks the leader (why not?) Hence no one wants to be ahead even as the game draws near an end Leader-bashing Solutions: Make it harder to hinder other players (a map game can often do this, because of location) Make it uncertain who is ahead (Britannia example) Make it harder to attack the leader without harming yourself (Britannia again) Multi-sided conflict games: Sandbagging This is the reverse side of leader-bashing Everyone wants to be behind rather than ahead, so they won’t get bashed Also a strategy used by “turtles”—avoid looking “dangerous” Solutions: Tend to be the same as for leader-bashing Multi-sided conflict games: Kingmaking This is the general case of the “petty diplomacy problem” A player who thinks he will lose can determine who wins (or at least, who doesn’t win) Negotiation: “if you attack me I’ll throw my forces at you and another person will win” Kingmaking Solutions: As with leader-bashing, reduce the capability of players to attack every other player Uncertainty about who is losing/winning The more sides/players in the game, the less one (losing) side can determine the outcome Summation Perhaps owing to more powerful computers and faster Internet, video games are “converging” with tabletop games For the past several years, video games have been moving more toward “multisided” play. Tabletop games are the best way to start teaching video game design Questions? Comments? Copyright 2010 Lewis Pulsipher