"What video game developers can learn from 50 years of tabletop game development." Dr.
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"What video game developers can learn from 50 years of tabletop game development." Dr. Lewis Pulsipher Fayetteville Technical Community College/Webster University Pulsiphergames.com 8 April 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, video games with Atari 2600 Designer of six commercially-published board wargames (most recently, foreign language editions of Britannia, Nov ‘08) Forthcoming: Law & Chaos (Mayfair), Germania, Dragon Rage First to teach game design in North Carolina as far as I know (Fall ’04) Currently teach at Fayetteville Technical CC Teaching/Writing Presently finishing a book about how to design games, and how to teach people to design games Monthly contributor to Gamasutra/GameCareerGuide Contributor to books: Hobby Games:100 Best, Family Games:100 Best, Tabletop Game Design (forthcoming) Pulsipher.net, pulsiphergames.com http://pulsiphergamedesign.blogspot.com/ http://teachgamedesign.blogspot.com Some of my work Don’t discount board/card games It’s a much smaller industry But R. Knizia (Ingenious, 200 other games)makes over a million dollars a year in freelance royalties K. Tauber (Settlers of Catan) is also a millionaire (Quite apart from sales of tired old warhorses like Monopoly) Today 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 Convergence is happening with tabletop games as well as with other media Multi-sided is “more fun” (has broader appeal and potential) Multi-sided games The three-player problem Other problems of multi-sided Turtling Leader-bashing Sandbagging Kingmaking games: Other lessons Playtesting: let the non-company, non-fanboy testers tell you what’s good Simplicity prospers Atmosphere" (not necessarily story or theme) sells games in the 21st century Replayability is variety, not repetition Convergence This is the “Games and Media” section, convergence is a big topic Video and tabletop games are sometimes treated like separate animals Programmers tend to dominate VG companies No programming in tabletop games So perhaps they’ve been “neglected” The important difference isn’t programming or art or the computer The crux of the difference Video games are computer-centric, tabletop games are people-centric 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 In a nutshell Games are about people, not about computers, certainly not about programming Games are about interaction with people, not about interaction with a shadow of a person (a computer) Games are about problem-solving, but not necessarily about “challenges” Games take place mostly in the minds of people, not in a computer’s CPU Games vs. puzzles In tabletop terms, many traditional video “games” are interactive puzzles, not games “Solve” it and you’re done. Tabletop games are rarely “solved” Puzzles tend to be solitary activities, games tend to be social activities Puzzles can be good—but games are better “Multi-player” means “multisided” 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. 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” The Answer The Answer to the expense of providing challenges in video games? Design games that use human opponents to provide variety and challenge Design so that the game provides challenge through the other players This is not linear “story-telling”, but lets the players write their own story through the game Where “fun” comes from “Fun” comes from the interactions of the people involved, not from the game Interest, enjoyment, fascination can come from the game—rarely “fun” It’s more fun when you play with (and often against) others—and that usually makes the game more enjoyable Wii games, MMOs, Left4Dead People rather than computers as the primary component of games 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 People provide much more replayability This is the antidote to the repetitive wasteland of typical Facebook games—human opposition/participation Questions/Comments at this point? Lesson: the “three-player problem” Three sided conflict 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 (ETC Press) 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; but they aren’t GOOD mechanisms 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 Lesson: Let playtesters decide what’s “good” Most VG creators now understand that playtesting is sovereign But often playtest only in-house Bring in non-company “improvement testers” and listen to them This is essentially the advantage enjoyed by Facebook and other “social networking” games—initial users are the non-company playtesters 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” Admittedly, 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 But often has nothing to do with gameplay 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 Good games involving other people usually have no “solution”. Variety, mixed with different players, can provide nearinfinite 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 “grinding”, on repetition, effectively training people (Skinner style) to do the same thing over and over again “Achievements” are busy-work, not good gameplay This is mind-numbing if not actually evil; replayability implies stimulation, repetition is the opposite. Summation Video games are “converging” with tabletop games For the past several years, video games have been moving more toward “multisided” play. Games are about people, not computers. The computer is only an assistant. Resources: boardgamegeek.com Boardgame designers forum: bgdf.com Questions? Comments? Copyright 2010 Lewis Pulsipher