In case you didn’t know, I’m a HUGE fan of Auro: A Monster-Bumping Adventure (Steam link). When you get right down to it, this game had a HUGE influence on my game design thinking, especially with respect to the kinds of pared-down, endlessly interesting little decision-making machines that I want to keep making! Auro, and Keith Burgun’s writing about a single-player ladder ladder/procedural content system (among lots of other interesting game-design insights!) have become the basis for BrainGoodGames!
Long story short, Auro is awesome, Dinofarm is awesome, Keith Burgun is awesome, and I’m super excited to follow and play their spiritual successor to Auro Alakaram! Of particular interest is this idea of “Chaff” spells, which may or may not be balanced, but are included for the sake of variety for players who favor that (or sometimes do) over serious, meticulously balanced play. I think there’s probably a ton of room for spells like this and I can’t wait to try em out!
There’s been an awesome resurgence on the Dinofarm discord of people blogging about game design! Tons to think about and great to have a community of people to bounce ideas off of.
You can check out a list that Redless made on the Dinofarm forums here!
I was watching a Lewis Pulsipher game design video where he talked about players who like to use Logic vs Intuition in games. He broke things down as follows
Logic Players: -Tend to balk at randomness -Tend to like to “figure things out” -Tend to want to come to a definitive conclusion -Tend to like more serious “thinky” games
Intuition Players: -Are okay with randomness -Tend to go with heuristics or instincts -Tend to be OK with fuzzy conclusions that may be incorrect -Tend to prefer “beer n’ pretzel’ style games
I wanted to push back on this a bit an mention that I like to think about this in terms of Keith Burgun’s forms. Kieth defines puzzles as interactive systems that have “correct” solutions and games as those that feature much more ambiguity in terms of your approach. Basically this means that it is not ever confirmed whether your move was “best” or correct in a Burgun game (as it would be when you have solved a puzzle), but you can have some sense of whether it was good, or whether some moves are better than others through a developed intuitive/heuristic sense of the game system.
These Burgun games – systems that rely on heuristics/intuition rather than calculation – are what I am most interested in playing and creating. For starters, you can circumvent the calculation/busywork involved in taking a purely logical/conclusion based approach, and secondly, because your “solutions” are ambiguously correct, there is a lot of room for continual development of your internal heuristic framework as you continue to engage with the game system!
This commandment is in some sense the simplest, but also the most important and far reaching. It has implications that reach into all of the other mechanics, and to some extent it can be interpreted as the driving force behind the other mechanics. The fundamental premise of this commandment is to highly value the player’s time.
Players have many ways they could spend their leisure time. If they choose your game, make sure they’ve made a good decision.
This means a lot of very simple things for starters; do not have overly-long animations, do not force the player to replay content that has no new value to offer them, ensure that they spend the least amount of time fiddling around in menus and the most time actually playing your game. But the fundamental reasoning behind it goes a little deeper.
The design philosophy behind this commandment is the idea that games can in fact be a valuable use of an adult’s time through interactive merit alone. This primarily means making sure that your experience has strategic depth, presents the right challenge level for the player and encourages as much learning as possible. Games can be a worthwhile way to spend your time, if they can challenge, surprise and reward you. They can help improve your decisiveness (and the quality of those decisions), they can increase your ability to value things, and they can increase your spatial reasoning ability.
Perhaps more importantly can also teach hard-to-communicate lessons about sacrifice, determination and confidence in a safe, enjoyable environment. There is no need to try and hide the interactive systems in our games behind movies, music, fancy graphics or skinner box style manipulation. By including other sources of value or perceived value, players can develop the incorrect assumption that games need to be propped up by the values of other media, In fact, games can stand on their own as valuable as long as we give them the chance to shine by cutting away those unnecessary masks.
I adore Super Mario World. It’s one of my favorite games ever. However, there is a point in the game that is very bittersweet!
Ah, the credit sequence! Triumph plus the end of the fun.
For much of human history, games never were considered to have endings. They didn’t have content you could consume. They didn’t follow the pattern of other linear media like books, movies, etc. Even in the early scratchings of arcade games, single players relied on scaling mathematical systems to provide longer arcs for players to continue engaging in their games. But somewhere along the line (perhaps MOST notably with the advent of Super Mario Bros) the foundations were laid for a linear, content-driven type of game with distinct authored content that is by its nature finite.
This isn’t to say that authored content isn’t a valid way to create games, or satisfying to play or anything of the sort, but gimmicky Mario Maker stages aside, I have no way to play more Super Mario World, even though I’d like to! I’ve developed a fair amount of skill and comfort in this game system, and enjoy interacting with it, and I think it’s a shame that it has to end in an arbitrary way! Enter roguelikes and procedurally driven single player “content” with no limit! To compare and contrast:
Content Games: -Have tightly designed game experiences with fewer “rough edges” -Players can directly relate their game experiences to each other -Are much better at delivering narratives -Are effectively “puzzles” that have one or more correct solutions, and are therefore susceptible to “guides” or “brute-force” solutions.
Procedural Games: -Are susceptible to problems with generations the designer did not foresee (overly high difficulty variance, tutorialization problems, etc) -Are able to theoretically be played and returned to indefinitely -Because each board setup is different, you cannot look up definitive guides or employ “brute-force” solutions.
These last two points are especially important to me. These characteristics are the de-facto standard in multiplayer match-based game designs, but are very rarely employed in a single-player context, and I think that’s a shame. I like to return to games over the course of time, like taking a favorite old board game off the shelf, without having to re-trod over solved game situations that present little new value to me. I like to develop rules of thumb, generalized skill and make inferences about the game system, not look up a guide or brute force a solution to a give problem set. These characteristics are far too rare in single-player games, and I am committed to looking for new ways to create them.
In a way that I alluded to in the article on Challenge players can often have a tendency to limit their own enjoyment of a game unintentionally. I talked a bit about the concept of grinding in an RPG, a fundamentally intrinsically unenjoyable activity. However, by presenting players with a challenge, you are asking them to use the tools available to overcome it, and grinding is guaranteed to work (i.e a perfect strategy!). As designers, we need to encourage them to play in the way that we predict will be the most enjoyable (and in fact, this may be the primary role of a game designer).
Another classic example of this phenomenon is the prevalence of obviously sub-optimal decks/cards/strategies in CCGs (collectible card games). Sometimes the argument is made that players would have more fun if they didn’t stick to “meta” deck, card or strategic choices. There is a fundamental tension here between what the game is asking you to do (win) and what will result in the most enjoyment (having unique play experiences and learning).
Hearthstone statistics might tell me to play mid-range shaman. Is it the most fun way to play? Is playing the same deck over and over the most fun way to play?
Wherever possible, we should acknowledge that this disconnect between pursuing the goal of the game and pursuing value from the game is undesirable. We should attempt to create harmony between these two aspects of a game by trying to maximize the extent to which the most fun way to play is also the most strategic.
In truth, this commandment is actually very closely related to the commandment about Learning. This is because if there are no gameplay paths that the player can come up with that give a reasonable chance of victory, or if the player can choose an arbitrary path (i.e if the game is too easy or too hard), then the player either cannot or does not need to learn anything! If we accept the premise that learning is a huge aspect of the fun of strategy games, then providing the correct challenge level is absolutely critical in creating an enjoyable experience.
Games have tried many methods of tailoring the challenge level correctly over the years, some overtly, others more subtly. One classic example is the concept of “grinding” in early RPG systems like Final Fantasy. The ability to grind (gaining power through some repetitive action) ensures that players of any skill level can eventually surpass whatever challenge the game throws at them. In theory this allows players to correctly tailor the challenge level to themselves. In practice it often results in players grinding until the game presents no strategic challenge (as players will often use the simplest solution available, even if it is less fun for them!). Not only that, but grindingly inherently involves engaging in a low-value activity in exchange for power, which means part of your game system is inherently boring to engage with (setting aside the quirk of human nature which assign some base-line satisfaction with gaining quantifiable power, as evidenced by clicker games).
Another common method of scaling difficulty is to allow players to simply select the difficulty from a menu at the start of the game. This is problematic as the player has no way of knowing which difficulty level will be appropriate for them in your game system until they have engaged with it. A more modern “fix” is to allow players to re-select their difficulty at any time from a menu. The problem with this approach is that it again gives players a trivial way to bypass the challenge and learning of your game, and therefore a lot of the fun! Additionally, I think that part of the job of a game designer is to do upfront work to craft a game experience the player will find enjoyable, and to some extent that includes selecting the difficulty. Players shouldn’t have to do the designer’s work for them (although I will admit that at times this is not feasible, in which case practical concessions need to be made).
Am I more of a “Ultra-Violence” guy or a “Nightmare!” guy…
BrainGoodGames have taken another approach, as outlined in the article on Learning. They use a single-player ladder system to develop a sense of player’s skill, and then adapt dynamically to continually modify the challenge to be suitable for them! In my estimation this solves a lot of the fun-circumvention problems of other systems, and removes some design burden from players. Win-win! A further augmentation present in Militia, and likely soon to be included in other BrainGoodGames is the inclusion of a “Placement Match” system to allow players who feel the difficulty is incorrectly calibrated to quickly set it to a (ideally) closer challenge level. This also allows experienced strategy game players to skip ranks that are too easy for them, and players’ to opt in to re-calibration after a large balance patch!
Raph Koster explains in his novel “A Theory of Fun” that perhaps the most important source of enjoyment in a game comes from learning. I absolutely agree with this claim, and framing things in this way can allow us to make many inferences about the ideal way to design our games.
As explained in my recent article, carefully crafted ambiguity allows a designer to continually present the player with novel and yet at least somewhat comparable situations to those they have encountered before. In this context, players are able to use their existing knowledge of a game’s system, without being able to rely on rote memorization of solutions to succeed. As they receive feedback (most importantly through whether they won or lost), they can develop new insights into the system (i.e learn).
However, this is not quite enough, because there is another way that learning can be prevented that is quite common. If the game situation is too easy to figure out for the player, they can simply pick an arbitrary strategy and win, without weighing/considering several options (strategic thinking). If the game situation is too hard/beyond their capability to figure out, then all of the strategic paths they come up with will be equally ineffective (resulting in a loss). Either way, learning is stifled.
Fortunately, multiplayer match-based games have already come up with an ingenious solution to this problem: a matchmaking/ladder ranking system! In such a system, players are (theoretically) matched against opponents that provide suitable difficulty for them. As Keith Burgun points out, such a system can also be applied in a single-player context in much the same way. As players win, the game gets harder, and as they lose, the game gets easier. At some point, they will be placed into matches of an appropriate challenge level (which allows for optimal learning!). This process can even be sped up by doing a “placement match” to estimate what rank/difficulty they should start at.
This does beg the question of how to scale the system mathematically to increase the challenge in a way that does not feel arbitrary (not to mention designing a system that rewards learning in the first place). This is one of the primary challenges of designing a single-player strategy game in my opinion, and needs to be considered early on in the process. It is absolutely possible to come up with satisfying answers, and provide reasonable scaling up to a very high level of skill.
As one final point, I want to mention that a system such as this has the added benefit of reflecting a player’s growth and learning in a tangible way! By ranking up a player is able to see with some degree of certainty that they have in fact improved at understanding the system strategically, which is an awesome side effect.
A strategy game is a delicate thing. Humans are excellent at using heuristics to reduce complex problems to simple rules of thumb, and the formation of those heuristics (learning) is a huge part of the enjoyment. However, if a game features too much rules complexity, the player will spend their time trying to internalize the rules rather than engaging in higher level strategic thinking (more on this in Commandment #1 here). On the other hand, the less inherent (rules) complexity a game has, the easier it is for human minds to “solve” it, at which point it becomes more like a puzzle than a game. A classic example of a game that is highly solvable is tic-tac-toe.
Games do have a secret weapon to employ to help resist solvability, while maintaining some degree of elegance: Ambiguity. Interestingly, one of the most prevalent and oldest forms of ambiguity in games is simply another player! You are unable to know definitively what other players will do in a game (although some games are designed to test your ability to guess), so even in the case of a very deterministic system like Chess, your opponent contributes to a very high degree of unpredictability/unsolvability (such that we have played Chess for many many years without “solving” it).
However, in a single-player strategy game, we do not have the luxury of all this free ambiguity; designers must thoughtfully add it themselves. The most natural solution may seem to be to come up with an intelligent AI opponent to play against. This has a few drawbacks. Firstly, in a practical sense, playing against an AI opponent in a strategy game frequently has players casting about for ways to exploit the patterns in the behavior of the AI, rather than trying to form a deep understanding of the game system itself. Secondly, if we think of an AI as a set of rules, adding even the simplest AI to our game has a huge ballooning effect on the rules complexity of our game. Players may not need to know about the AI behavior, but they can learn about it, and doing so pushes against learning how the core systems of the game interact strategically.
Fortunately, there are many more techniques available to a game designer to add ambiguity to their games. Dice, cards and coins provide convenient metaphors so that the player can understand the possible outcomes and their likelihood without having a big reference table. Procedural generation is another fantastic tool for providing new non-rules information to the player while they have time to strategically react. The enemy movements in Militia are yet another example of providing new information for future turns. Each enemy chooses from ~4-8 possible moves, within simple rules, which has the effect of mixing up the board for next turn, but in a way that can be understood and planned for.
This board is a product of the board that came before it plus some simple enemy movement rules.
There are absolutely ways in which introducing too much ambiguity, or ambiguity that the player cannot react to or plan around can reduce the learning potential of your system or make it unsatisfying to play. I’ll be going into more detail about my take on the different forms ambiguity can take in later articles, but for now you can check out Keith Burgun’s excellent article on the subject.
This commandment is another that I’ve absorbed from another designer, Keith Burgun. Fortunately Keith wrote an excellent article about the subject that you should read!
…Oh you’re still here? Well I can go into a little detail about why I think this is important, and how it applies to BrainGoodGames. To summarize, games should always be moving towards their conclusions. That is to say, players should not be able to take repeatable actions that move the game further away from the end conditions. The simplest form of this is a simple turn timer, where the game will end at the end of X turns, but there are other ways to push towards the same goal, like having the game end when a player has built 12 buildings in San Juan, or having a finite number of resources on a StarCraft map.
As a counterexample, some DotA matches (even pro matches!) have unfortunately gone on for over two (or more!) hours (!!) when an average game is expected to take somewhere around 45 minutes. This is both very bad for planning tournaments/play sessions and boring. The reason this is allowed to happen is that the fundamental force driving towards the end of the game (creeps pushing lanes) can be circumvented by certain powerful item/hero combinations, where although the creep waves increase in size (which is intended to move the game towards it’s conclusion), the player is effectively able to deal with arbitrary numbers of them. Another oft-cited example is the StarCraft player who “flys” their buildings off to corners of the map to avoid the victory condition of “all buildings destroyed”. A more subtle example, but one that exists in many games is the concept of “rebuilding” or “healing”; mechanics which naturally undo progress and return something to an earlier state.
The reason that this is boring in many cases is that the interest in a strategy game comes largely from dealing with novel situations that are at least somewhat comparable to past experiences. Returning to a previous game state circumvents the novel portion of that equation, and forces players to evaluate situations that are too similar to those they have seen too recently. This dramatically cuts down on the strategic value provided to the player per time spent.
So make sure your strategy game keeps pushing towards it’s conclusion!