Commandment #3: Player First!

This post is part of a series of articles detailing the BrainGoodGames Design Commandments. You can see the full list here.

This commandment is one that I’ve basically adopted in whole cloth from Sid Meier (the game designer behind Pirates, Railroad Tycoon and Civilization among others)! To see some more thoughts on the originator of the idea, check out this sweet design article by Soren Johnson.

This idea is fundamentally tied to a management of complexity/elegance of design. Many games (such as Sid Meier’s!) take their cues as at least partially a simulation of real-world systems. This has the twofold advantage of giving the player a reason to play your game (if they’re already interested in the subject matter) and some basic idea of the way things will work, without you having to explain them (related: Mark Rosewater’s thoughts on Piggybacking and Keith Burgun’s thoughts on theme).

However, strategy game designers need to be include to select only those elements which make for interesting player-facing decision-making. For example, in a war simulation, it may be tempting to include mechanics that revolve around supply lines, solider morale, etc etc. And then you may think that hey (!) I can tie the solider morale into the combat by giving certain bonuses, and cross compare that with the unique background of each solider, and so on and so forth.

How does this even work? What should I care about?

While this may provide value in the exploratory framework of a simulation game like Dwarf Fortress, where the value largely comes from discovering what the mechanics are and what emergent results they produce, it does not provide efficient value in terms of strategy game decision making. It may be very interesting for the designer as they set up the various status tables, modifiers and relationships between them, but so long as the player is not aware of or not considering them as an aspect of their decision, they are not a part of strategy (and therefore the fun/value of playing a strategy game, for its strategic merits).

By including a smaller and more carefully curated set of mechanics in your strategy game, you allow the player to get done with learning the rules as quickly as possible (as fun as they are to design and tweak) and move on to the joy of strategic play! (See also article 1 about Known Rules)

Commandment #2: Match-Based Play (Win/Loss)

This post is part of a series of articles detailing the BrainGoodGames Design Commandments. You can see the full list here.

Historically, single-player strategy games have primarily been focused around a campaign-based structure (see StarCraft, WarCraft, Age of Empires, etc). While it is possible to play these games single player against “bots”, there is very little or no variation in the starting conditions, so a strategy that you devise that works once will continue to work (not to mention that AI bots are typically not that fun to play against anyway, which is an article for another time).

The problems with this in my mind in terms of designing a strategy game are twofold. For one thing, as soon as the player has devised a solution that works every time (i.e after one match in the above examples, or after beating a mission once), the game has become a solved puzzle, which decreases the value of interacting with it considerably. Secondly, the sense of STAKES are greatly reduced in any given play session, because play can simply becomes a matter of trying solutions to the problem until one works.

Contrastingly, if a game takes its cues from multiplayer game designs (i.e sports, MOBAs, FPS games, fighting games, card games, etc) it can find answers to both of these problems. In these games, a play session is comprised of one or more matches in which some agent (usually the other team) makes moves or plays that a player must react to. Then, based on some combination of their execution and strategy as measured against their opponent, they are given clear, distinct feedback about how good that approach was (a win or a loss). This allows players to create and refine generalized inferences about the game system rather than specific solutions to static starting parameters.

Equally as important, a clear win/loss state provides players with a sense of accomplishment. If a game simply provides a “high score” system with which to judge your approach to the game, it does give feedback about the effectiveness of your approach, but each score always comes with the nagging sensation that it “could have been better”. A win tells the player “that was good enough!” rather than simply “that was X good”. Also of importance are strategies specifically tailored to have maximum payoff right at the end of the game, which is a facet of strategic thinking that many well-designed strategy games encourage.

Commandment #1: Known Rules

This post is part of a series of articles detailing the BrainGoodGames Design Commandments. You can see the full list here.

Strategy games need something for the player to consider (re: strategize). However, humans are fantastic at immediately grokking patterns and finding solutions to problems, so it can be very difficult for your system to keep up in the arms race and remain interesting! Some games attempt to remain interesting by having a ton of rules or very complex rules (grand strategy games are a classic example of this). While this does give the player something to think about, I would argue that oftentimes what they are thinking about is not strategy. I would define strategy as more

a) How do I accomplish my goals within these limitations?

rather than

b) How do these systems work? What are my limitations?

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To that end, in order for the player to be more engaged with the types of strategic thinking I want, they need to know all the rules of the game (or at least the vast majority). This allows them to quickly understand their different options and weigh them against each other, as well as reach out mentally into future turns and still be able to process the chain of events that will happen.

TL:DR : making a carefully considered best guess as to what the correct move is when you know all the immediate ramifications will be is much more interesting than calculating out what those ramifications even ARE and then selecting the one that gives the highest number.

BrainGoodGames Design Commandments

I started BrainGoodGames last year because I felt a certain type of game was missing from the landscape. Over the years I’ve ravenously read watched and played as much varied game design thinking as I could, and I’ve come to some conclusions about the types of games I’ll strive to make. I call these the BrainGoodGames Design Commandments.

I may not meet all of these goals all the time, but they are the target that I’m aiming at. Also keep in mind that these are design guidelines for a specific type of game, and not applicable to all designs.

1) The complexity of the game should be in the strategy, not in rules comprehension (the player should know the rules!)

2) The game should have a clear win/loss state (match based play)

3) The player should be having the fun, not the designer (related to 1)

4) The game should always be moving towards its conclusion

5) The game will feature enough ambiguity to remain strategically interesting

6) The game will reward and encourage skill, learning and growth

7) The player should always be playing near the correct challenge level for them

8) The most interesting/fun way to play the game should also be strategically best

9) The game should not cease to be interesting without new content

10) The game should treat the player’s time as valuable

I plan to write a series of articles going into a bit more detail on each of these commandments, so stay tuned!

Rank 25 Achieved in Minos Strategos!

Congratulations to Vivafringe for achieving the truly impressive rank of 25 in the main Play Mode of Minos Strategos!

I’m considering adding a monthly (or seasonal?) ladder reset alongside the regular “All-Time Best” ladder rankings, to give newer players something more immediate to shoot for. I’d be happy to hear your thoughts on it!

Save 10% on SkyBoats on Steam

Save 10% on SkyBoats on Steam

The 3rd BrainGoodGame is live on Steam. Extremely proud of this one, and hope you check it out!

Ahoy SkyBoat captains! Today is your chance to learn to sail the skies, take control of the winds and discover vast riches up in the clouds. Even better, as you improve your skill at the game, SkyBoats will use your evolving rank to consistently give you a satisfying strategic challenge.” 

SkyBoats – Sail the Skies

SkyBoats – Sail the Skies

Ahoy SkyBoat captains! Today is your chance to learn to sail the skies, take control of the winds and discover vast riches up in the clouds. In SkyBoats you are a skyfaring merchant who must meet the demands of the three sky cities to become the most successful Sky Captain! In SkyBoats, you’ll use our unique wind-sailing system to hone and display your piloting prowess. Even better, as you improve your skill at the game, SkyBoats will use your evolving rank to consistently give you a satisfying strategic challenge.

Our Kickstarter is LIVE!!! Check it out! 😀