The focus is on game mechanisms - what makes a game exciting and why. How did the board game designer make his game fun? Components and theme are secondary. The play's the thing.
Showing posts with label El Grande. Show all posts
Showing posts with label El Grande. Show all posts

Wednesday, July 18, 2007

Look me in the eyes before you do that to me!

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How do board game designers make gaming more social?



The author avoiding paparazzi while enjoying "Wildlife".

I greatly prefer playing games live to playing them over the internet. This is despite the fact that I'm not an especially extroverted guy. Some who speak to the advantages of board games over electronic games speak to the benefits of just being with people and having the opportunity to socialize. When I play game, I tend to focus on the game and not the social interaction. So why do I prefer gaming in a social setting?

An important aspect of playing a game is the feeling that you are playing with and against people. Some games bring that spirit out and some games bury it. To some degree, I can understand when players complain of a game having little interaction, even when, objectively, players absolutely can affect each other. The question begins to become - how much of the game is personal and how much of it is purely about the game mechanics? Sometimes the interactions in a game are like the interactions of a pinball against the bumpers - lively but impersonal. The greatest gaming interaction brings out the players' personalities and lets you feel that you are playing with and against the people at your table, and not just managing a bunch of battling wooden cubes.

In the question of interaction, one of the more controversial games is Seyfarth's "Puerto Rico", which some people feel has little interaction and which others say has plenty of interaction. I find there to be plenty of interaction in the game, but the naysayers have a good point. The interaction in Puerto Rico tends to be impersonal. Players must, for example, consider when to produce and when to ship, and these choices can have substantial impact upon opponents. Players will often strategize in a way to avoid producing the same key commodity as their right hand neighbor in order to avoid getting shut out in a trading round. But look at how that is couched: avoid mirroring your right hand neighbor as opposed to, say, avoid mirroring a very aggressive player. When making tactical decisions in Puerto Rico, the consideration is overwhelmingly based on the way that decision affects the complicated interactions of player positions - who is a strong producer, who is vulnerable to having goods thrown overboard, etc. These decisions generally play out in a clear and predictable manner once you understand the game. The interactions in Puerto Rico are important but generally impersonal. Players keep their eyes on the playing mats as they ponder the next best move. A game with greater interaction gets players to also look not only at their opponents positions, but into their eyes as well.

Compare Puerto Rico with a game like "Louis XIV" by Rudiger Dorn. Louis XIV is a majority-control game in which many contested areas have a "do-or-die" element. "I really-really-really need a helmet to insure that I can complete one of my missions this turn. I think I can take it by putting two units on the Dauphin - but what is Bryan going to do? It looks as though he'd be better off spreading his units across several nearby characters, but Bryan is the sort of guy who likes to play defensively and smack people down when they look like a threat. But I'd really like to place my third unit on Louvois, where I think I can pick up an easy influence card..."

In both Louis XIV and Puerto Rico players can have an important effect on their opponents. In Louis, though, there is a much greater degree to which a player naturally considers the motivations and alternatives of his opponents. I'll call the player interaction in Louis XIV "warm" and the interaction in Puerto Rico "cold". It is warm interaction in which you have a great awareness not only of your opponent's positions, but of your opponents as people and are likely to interact with them as such. Play styles differ - and a game of Louis XIV might take place without any table talk, but a player of Louis XIV is much more likely to want to look into the eyes of his opponents when playing.

There are lots of different mechanics that generate player interaction. I'll break them into two large categories: interference and trade. Hurting and helping.

Interference is the more common. It involves any way that an opponent interferes with your effort to achieve your goals. The most obvious is attacking: In a military game, I use my assets to destroy yours. In Eurogames, interference most commonly takes the form of a challenge for control of a resource, or challenge for dominance.

Challenges for control of a resource take place in games ranging from Power Grid to Caylus to Age of Steam. In Power Grid, only one of us is going to get into that nearby city, and if I can get there before you, I force you to expand into a more expensive city - or none at all. In Caylus, all players are competing for the benefits on the tiles, and with the use of the provost, I can even insure that nobody gets the use of certain tiles. There is also the competition for the extra favor provided by building the castle, which only one player can get each turn. In Age of Steam, I am challenging you for control of key routes, and also threatening to deliver goods and deprive you of them.

Every auction is a challenge for control of a resource. I'm going to be the high bidder or else you are. Someone is going to deprive someone else.

A challenge for dominance typically takes place in the form of a majority fight. I want to put more units on a personality in Louis XIV than you have, so that I can reap the benefits. In Samurai, I try to put more points around the Buddha so that I can snatch it away. A challenge for dominance is really just a challenge for control of a resource. The distinction is just that it is more strategic than tactical: it might take place over the course of several turns, it would typically involve investment of other scarce resources like tiles, cubes, or game turn actions, and winning the challenge is often an end in itself (victory conditions) rather than a means to securing some future benefit.

Games with trading naturally have warm player interaction because they require communication and subjective valuation. In Settlers of Catan, when I offer wood for sheep, my potential trading partner can "just say no", even if on the surface the trade might benefit him. He must consider whether it disproportionately benefits me. He must consider whether he might be able to extract another card out of me. He might hold off, hoping to get the card on the next roll of the dice, or from another player. Once we open our mouths and negotiate we are dealing with each other as people and not just impartial players.

Apart from games that involve direct trade or other negotiation, how do designers create games that make player interaction warmer? A key element is that a player is given choices over whether or not to interact and with whom. If an opponent has a meaningful decision over whether or not to mess with you, you take on an active stake in his game.

Two good examples of games which provide warm interaction over common resources are "Ticket to Ride" and "Through the Desert". In each case, players are expanding their reach over the map knowing that, at any given time, only one person can stake a claim to certain assets - whether it is a route or a water hole. What makes it especially warm is the degree of uncertainty in your opponent's move. How long can I continue to draw cards before Albert would take one of my key routes away from me? I'd like to make a move toward that oasis - but will Kelly take the two point watering hole I wanted, or will she leave me alone and take the one near Jason?

What makes it tense is that I have to make a critical choice whose outcome depends on what other players might want to do. Our motivations and our fates are intertwined. Can I see into Kelly's mind? When she does take my water hole away, I take it a little personally. She knew that it was me she cut off. She could have hit Jason. I see Kelly as a person and not just a machine-player.

There is some debate over how much Andreas Seyfarth's "Thurn & Taxis" is too much of a solitaire game. One element of player interaction in the game is the fact that players are racing to pick up scoring bonuses. The sooner you fill up the green area (for example), the more points you score for it. Your decision to fill up the green area is very dependent on what cards are coming up - and the same holds true for your opponent. Most of the time, either of you are going to create a route that fills in an area whenever it works best for you given other considerations. How many stations can I play if I extend the route? What cards came up? Rarely is a player going to try to anticipate the motivations of his opponent to make competing choices. Opponents seem like impartial movers who make the best tactical decisions based on circumstance.

Let's look at some ways that designers make the interaction in their games hotter.

As discussed earlier, the element of player choice is key. How much can a player control whether to directly challenge an opponent and choose the opponent? In many games there is the "Why me?" effect. "Why did you have to go against ME when you could have gone against Peter?!" This pops up consistently in Reiner Knizia's "Through the Desert". In the earlier example, my best choice of move depends on whether Kelly is going to challenge me or Jason for the scoring opportunities that are close within reach. When Kelly decides to move against me, she's not just playing against the game. She perceives me as the stronger threat - whether because I'm leading or because my position threatens her more, or just because she knows I'm the sort of S.O.B. who is more likely to hit her next turn. Either way, I take it personally.

The "Why me?" effect is what can make multiplayer war games so much more contentious than two player war games. You can't exactly get ticked-off when your Memoir '44 opponent takes out one of your tanks. That's his job! But when he kicks you out of a region in Shogun/Wallenstein - well that's NOT his job! His job is to pick on the other guy, and leave you alone, right? When you're in that position, the choice to attack Aaron versus Erin isn't totally strategic. You're also going to consider what their reactions will be - both emotionally and strategically. Aaron tends to blow up and immediately counterattack, but he's better off going south and hitting Ryan. Erin is cooler, but she's in a corner and has no one to hit except for you. How do you choose? Your answer depends on the players, not just the game.

Bruno Faidutti had some very amusing things to say on this subject when interviewed here about his design for Silk Road. He talked about specifically introducing features that caused players to "snivel". "Don't use the thief against me! Use it on Sean! He' doesn't look like he's winning, but he's got the stronger long range position!" Faidutti loves putting in "take that" elements into his games, and by giving his players a reason to snivel, he is introducing more human interaction.

The "why me?" effect isn't for everyone because it can create bad feelings in a game. I think that those bad feelings are strongest when the choice of who gets picked-on is most capricious, and it is weaker when there is some tactical excuse behind the decision. The perfect balance is a matter of taste. At one end of the spectrum is a game like Stefan Dorra's "Intrigue". In this game, players are doling out financially advantageous favors to selected players - based partly on bribes but ultimately selected out of whim. You just offered me $4,000, Mike just offered me $2,000; I keep both of your bribes and I give the position to... Mike. Somewhere toward the other end of the spectrum is a game like Kramer and Ulrich's "El Grande". In this game of majority controlled regions, I might have the opportunity to either take control of Valencia away from you or to take control of Old Castle away from Richard. The choice is entirely mine, but when I choose to attack you, it may be because I can better defend Valencia, and not just that I chose to pick on you.

Hidden information has the ability to enhance player interaction. When a player's assets are entirely public, the game becomes more purely strategic. I know exactly what the effects of my actions are going to be, and I know what Alan can do in response on his next turn. If, on the other hand, Alan is hiding something from me - the difference between what I know and what I don't know is hidden in Alan's brain. How can I read his mind?
We are playing Euphrates and Tigris, and the black leader on my monument is vulnerable. Alan chooses not to try taking control of it. Why? Is he lacking the red tiles that are needed to boot a leader? Is it because he doesn't see the move? Is it because he doesn't need more black points? If I think Alan is a conservative player, he'll probably only attack if he has lots of red tiles. But if he tends to take risks and still doesn't attack my juicy monument - maybe he's really low on red tiles, and I ought to try attacking his blue leader. The element of uncertainty forces me to go beyond what is purely on the board and begin to enter my opponent's mind. I'm playing the player.


The extreme case is in a game such as Liar's Dice, where psyching out your opponents is the main appeal of the game. Not only does the intrigue of the game come from trying to bluff your opponents and to decipher their own bluffs, but the moment when dice are revealed is very satisfying because it pits the challenger and the challengee up against each other in such a personal way. Paul jumped bid to nine "6's". Do I really think he has more than one or two? I challenge. Everyone at the table has their eyes on Paul, and when he reveals his dice... he's got five 6's! Paul suckered me in! The groans and laughter at the table make it clear that this game is about Paul and me - not about dice.

There is an important case where hidden information destroys warm player interaction. It is when you don't know which player controls which pieces. This is a mechanic I strongly dislike. It is seen in games such as "Clans", "Top Secret Spies", and "Drunter & Druber". In these games, players are dealt a card, face down, indicating which color pieces they control. During the game, they may make moves which might benefit any color - with the purpose of advancing their own position, but not in so obvious a way that would tip off other players as to which color they control. At the end of the game, when "red" wins, players reveal their cards to see who was playing red.

By its nature, this mechanic hinders the personal relationship between players. I try hurting "blue". But who is "blue"? My relationship focuses on the innocent little pieces of wood. Even the moment of victory is anti-climactic as it requires another step to reveal which player won. To some degree, the player interaction takes the form of trying to guess who is behind each color based on the players' actions. Even so, the fact that you can't reveal what you think you know means that players play in a very sheltered manner hidden behind poker faces.

The components of a game can even contribute to making the interaction in a game warmer. To the degree that players are all competing in the same physical space, and to the degree that these conflicts are graphically evident, players tend to feel the competition more directly.

This is a shortcoming of Thurn & Taxis. A part of the competition in this game involves taking cards away from opponents who might otherwise need them. However, it's a pretty abstract and indirect process to visualize this. I need to look at the route of area cards that my left-hand opponent is collecting, check the board to see what areas are adjacent to his route, then check the card display to see if any of those areas are currently available, and finally check my own card display to see if I can use the card that I'd like to take away from my opponent.

Usually, I'm too lazy to do this on a regular basis. For me, the physical layout of the components encourages a more solitaire play.

Imagine how differently the game would feel if the six available areas on the board had a black pawn on them. As a player takes a pawn (instead of a card), he puts down a marker to indicate that it is part of the chain he is building. (Note that this would not conform to the actual rules of Thurn & Taxis because in the game, players do not immediately add cards taken to their route but instead take them into their hand for later play.) In this scenario, players are all engaged together in the same space. I can see exactly where you need to go and I can see exactly where you can go. By playing in the same space, players have a greater awareness of their relationships with one another and will naturally play more actively against each other. This sort of scenario is closer in spirit to "Ticket to Ride", where everyone's position, and their potential to block, is right out there. It's one reason that I prefer "Ticket to Ride" over "Thurn & Taxis".

Mike Doyle, the artist who has contributed new designs to games such as Caylus and the upcoming El Capitan, recognized the value of having players share the same space when he created an alternative version of Puerto Rico, which uses a central board rather than individual player mats.Doyle talks at greater length about what he wanted to achieve with this design on his site,
and also created a mini-site in which he provides detailed graphics and instructions for the player who might want to try creating his own map and playing Puerto Rico this way.

As we've seen, player interaction in a game is more than just the ability to affect your opponents. The interaction becomes hotter when the game is designed to force people to come out from behind their wooden cubes and relate to the people at the table. The most significant way that designers do this is by giving players choice in whether and when to interact, and with whom. Similarly, when a player's strategy is dependent on the whims of others, it forces him to look away from the board and into the minds of his opponents. All these things bring out the social nature of gaming and help to insure that each session we play is as unique as the people playing.

Monday, September 25, 2006

The Well Constructed Game

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Some board games seem constructed like a Mercedes and some seem contructed like a Yugo. Some games respond actively to every touch of the pedal and hug the road on every twist of the wheel, while some have trouble shifting and then bang around noisily from all the loose connections.

In game terms I mean that some games have all of their mechanisms tightly tuned, where every rule presents an agonizing decision, and every decision affects your game, while some games are thrown together, with rules that hardly matter and frequent decisions that are barely relevant.

Even if the latter game "basically works" it lacks the thrill of the feeling you get when a game has been trimmed and tuned. That's what The Well Constructed Game is: one which is not only fun, but which has all of its mechanisms tied together, effective, and purposeful. In this sense, The Well Constructed Game truly is a work of art - it has an aesthetic thrill that goes beyond its basic function of entertainment and competition. This artistry is very difficult to pull off and is the mark of a great designer.

I want to talk here about compactness and elegance in a game design - deliberately avoiding what neccessarily makes it "fun". In admiring The Well Constructed Game, I don't want to imply that this characteristic is either neccessary nor sufficient for a game to be good. But we can certainly admire it when we see it.

For much of his early career, Reiner Knizia was especially admired for how much good game he got out of some incredibly simple designs. Modern Art is a terrific example of a very simple and Well Constructed Game from this era. The basic structure of the game requires players to maximize their income both when they sell works of art (cards) to other players, and then later when they sell the art back to the bank. What drives the game so wonderfully is the scoring mechanism which creates a spectrum of implications for the players. Basically, the cards auctioned off come in one of five suits ("artists"), and the artist whose works have been most auctioned in that round pays the most. Players therefore have motivations to promote the auction of artists whose cards they hold in their hands - knowing that this will make them fetch a higher price - and they have motivation to auction off cards by artists they've already bought in the round - thereby bolstering their value at pay off time. Additionally, Knizia incorporates an excellent scoring bomb by having the values of paintings accumulate each turn - but still paying zero if that artist isn't in one of the top three positions. With just an auction and a well designed scoring mechanism, Knizia creates a very tense and engaging game. Every element in the scoring mechanism has a way of working to create strategic decisions for the players.

Actually, one could fairly argue that there is a supefluous mechanism in the game. There are 4 different ways that a card may be auctioned, and each card specifies how that card is auctioned. It might be through an open outcry, or a closed bid auction for example. These alternatives definitely add color to the game, but are they neccessary? I think that they're a little fiddly, and they detract from the game's basic elegance - but I love 'em anyway. I suppose that this shows that being Well Constructed is a nice thing - but it's not everything.

The Well Constructed Game is efficient but it need not be simple. It is not important that there are very few rules - only that every rule contributes significantly to the game play. Wolfgang Kramer and Richard Ulrich created a miraculous design in "El Grande". In El Grande, players place wooden cubes from their "court" supply onto any of nine regions on the board, in an attempt to get first, second or third place leadership positions during the game's three scoring rounds. Essentially, three mechanisms drive the game, and each one is a doozy. The first is that players must bid for turn order in each turn- which is key because early players have their choice of "Action Cards" which can give great advantages. Gnashing against this, is the fact that the higher your bid to go first in the round, the fewer "caballeros" (wood cubes) you'll have in your supply to place on the board. Finally - Kramer and Ulrich create an extremely effective tool to govern where players may place their cubes at any moment - they must be into a region adjacent to the "king", but not in the same region as the king itself. Moreover, the king is moved each turn - with the right to control his placement governed by the player who earlier bid for that right. As anyone who has played El Grande knows, this simple rule governing the king and his placement creates a spectrum of tactical decisions for the players.

Notice also how these three mechanisms mesh with each other. You want to control the king to place your caballeros in the best position. To do that, you need to bid high for that right. But the higher you bid, the fewer caballeros you make available to yourself. The interaction of its mechanisms, the dramatic effect each mechanism has on game play, and the agonizing decisions they place on players all combine to make El Grande a supremely Well Constructed Game.

I first noticed the value of a Well Constructed Game when I was playing a game I found to be poorly constructed: the self-published Garden Competition by Ken Stevens. Garden Competition is by no means a bad game, but what struck me was just how many different rules and mechanisms seemed to not achieve their intended effect. For example, a key aspect of the game is the fact that players must decide which flowers to plant. Of the dozen or so different types, only certain ones are worth points at the end of the game. There is an elaborate system in which each player has slightly different information on which flowers - or colors of flowers - will score. Players are expected to deduce which flowers are valuable by observing their opponent's behavior. The problem is that deduction is either trivial or unneeded. If an opponent plants a rose, it means either "red" or "rose" is worth points. If you can get a rose - plant it. If not... well then there are so many *other* flowers to focus on, you may as well just ignore it.

This looseness and clutteredness in design shows up in the work of seasoned designers as well. If a Well Constructed Game is one with no excess baggage, then it's easier to appreciate tight design by looking at games by otherwise excellent and respected designers that seem burdened by superfluous mechanisms and inconsequential game play. Oasis by Alan Moon and Aaron Weisblum and Keythedral by Richard Breese are examples of designs with rules and mechanisms that have a disproportionately low consequence on game play and strategy.

Oasis is an unfortunate example of a boardgame where nothing that happens on the board is all that interesting. Players collect tiles in 3 different land types, trying to gain large clusters of adjacent tiles. But unlike a similar mechanism in Merchants of Amsterdam by Reiner Knizia, it is rare to find oneself threatened with being cut off or enclosed. Oasis tends tco have fairly large areas to play one's tiles, and there are no tactical objectives besides getting a lot of them all together. In contrast, Merchants of Amsterdam requires players to lay adjacent clusters of tiles in the sections of the city, but the grid is narrow (2xn), and littered with strategic points (bridges) which encourage players to play tiles where they otherwise wouldn't want to. The effect in Oasis is a feeling of pointlessness and disappointment. Here is this evocative board with placement rules and the promise of interesting strategy. Eventually players find that their choices aren't all that important, that it is unlikely that they will be cramped in, and that the feeling of tension was false.

In no way does this break the game. It remains entirely playable. But by having its board not finely tuned, the game ends up feeling a little limp and disappointing. Players have a sense of putting tiles on the board for little purpose.

Keythedral suffers from the problem of having needless distinctions for its commodities. Keythedral is a little like Settlers of Catan in the way that players collect five different types of resources by having cottages and workers on tiles which produce goods each turn. Collecting certain combinations are important at the beginning of the game in order your upgrade cottage or to build fences which help you defensively. However, soon into the game the primary use of resources is to spend them in particular combinations in order to buy tiles which are worth victory points. As the game progresses, larger quantities of resources are needed to buy bigger tiles worth even more VP's.

Pretty cool until you start to realize that this entire mechanism barely matters. There are so many tiles that will come available in so many different combinations that any player has no urgency to take any particular resource type. Nor is there much need to rush to take that perfect tile when it comes up. If you just hold on, you'll find the tile you need for whatever resource cubes you have. (A limit on the number of cubes you can hold would have been effective.) Furthermore, the amount of VP's you get per cube doesn't really change throughout the game. Early on you get few VP's for few cubes, and later you get lots of VP's for lots of cubes - but the value is pretty much proportional. There is neither much incentive to spend your cubes early nor to save them for later. What seems to be a series of tactical choices for the players aren't really choices at all because they hardly make any difference. Only in the last game turn or two, when future VP tiles become limited, does the urgency to manage your purchases become tense - and suddenly the game picks up a little.

Compare this to the William Attia game Caylus, which also uses different types of commodity cubes, but far more effectively. In Caylus, players have many different uses for their commodities - to buy tiles, to help construct the castle, or for special features such as the "joust". In fact, commodity cubes used in the castle have great flexibility as well: the only restriction is that of three cubes, one is "food" and that all three cubes are different colors. With such flexibility, you would expect that players would be unconcerned about which particular color of cube they pick up. In fact, the distinction among colors works extremely well. For one thing, although castles tend to need food, jousts need cloth, and tiles are hungry for wood and stone, each choice has different strategic implications. So while a player may almost always be able to find a use for his cubes, he needs to manage his production in order to achieve the particular strategic goals he has set for himself. Furthermore, any of these uses - tiles, castle, or joust - can't be chosen at will. The ability to joust or to build tiles is in short supply for each turn, and there are tactical reasons that a player may want to contribute to the castle ALOT on this turn, but not at all on the next turn. Finally, while a player who gets shut out of his choices can always accumulate cubes for another day, timing is much more important in Caylus than it is in Keythedral. A tile built this turn has greater opportunity to earn VP's. The need to delay a castle contribution can mean missing out on getting a bonus or stealing the majority favor from another player. In practice, players find that they need to plan carefully to take and spend the right combinations of cubes - and they need to desperately create alternative plans when their original plan doesn't go as expected.

The one thing that holds me back from calling Caylus a Well Constructed Game is that annoying matter of the unbalanced favor table. In Caylus, a player will occasionally earn "favors" and he has a choice of four different types to take. Of these, one type (commodity cubes) seems so weak that players hardly ever pick it, and one (money) is sufficiently underpowered that players typically use it only as a fall back or occasional choice. How much tighter and more satisfying the game would have been had each favor created its own strategic path! Fortunately, this doesn't hurt the game that much. You can always ignore those paths and they are not a major part of the game. This is very different from the case with Oasis where players must use the board constantly only to feel that they are spinning their wheels whenever they do so.

I am not a board game designer, but my belief is that playtesting is the most important contribution to a Well Constructed Game. Designers need to brainstorm. They need to come up with lots of creative ideas, and in many cases, there is little way to distinguish between what is working and what is superfluous without seeing the mechanism in action. Is the board too big to force players into Agonizing Decisions? How often are people using all the options presented to them (and how often do they win with the less popular ones?) When I wrote my series of Game Theory 101 articles for The Games Journal, all of the ideas I had were addititve in nature. What do designers put in a game that cause its complexion to change and create a Story Arc? Where are the bombs that place players in do-or-die situations? What conditions can be imposed to force players to constantly reevaluate their positions? The Well Constructed Game is the product of a reductive process. What stuff was added to the game that isn't making a difference? What decisions aren't agonizing - and can they simply be eliminated?

I've spoken here about the value of a game having no superfluous elements. Of course, a game succeeds on the basis of what it does have and not what it doesn't have. So appreciating a Well Constructed Game is mostly a matter of aesthetics. It is an opportunity for us game-lovers to simply admire the perfection in a board game design above and beyond the hours we spend immersed playing it.

This is what I am hoping to achieve in this journal with every article. A greater pleasure in the love of The Game.