Tag: Game Design

The Rational Market Fallacy

As anybody who has invested regularly in the stock market can tell you, this market is anything but rational. At least not in the short term. It is subject to some severe swings, and behaviors that can only be described as psychotic. How can a company like McDonalds be worth 25% less in a short period? I don’t recall seeing a few thousand stores suddenly disappearing into the void. How can a company like Tesla be valued higher than GM when it is miniscule in comparison? How can 3D printer stocks see a rise of over 1,000% , just to come crashing back down in value within 6 months. This doesn’t sound like rational behavior to me. The rational market theory states, more or less, that the fair market value of a commodity will be determined by supply and demand. I’ll believe this if I ever see it!

Experiments were performed by Dan Airely to explore how initial market values are arrived at, and the results are quite surprising. You can check out chapter 2 of his book “Predictably Irrational” for more detail on this topic. It turns out that the initial price of an item is often completely arbitrary. Once we see this price (We don’t even have to agree with it.) we latch on to it and it affects our perceived value of this item and anything associated with it. The item’s true value, or the cost to create this item, could be considerably different from what we’re willing to pay for it. The initial value of any item is strongly associated with the item and influences all future decisions we make regarding it.

We also have another strange quirk when we are establishing a value.If we are paid to acquire an item, this is considered work and we tend to ascribe a lower value to the object. If we have to pay for an item, we will value it more highly. The Item doesn’t change, but our perceived value of it could vary quite a bit. In one board game where we have to pick-up and deliver items, and another game where we have to purchase items and speculate, we likely view the two markets in completely different ways, even if both of these markets were fluctuating in the same manner. The value is skewed by the fact that we are doing a chore or accomplishing a mission, rather than speculating and taking a risk.

How do we establish this arbitrary value? A random card flip or dice roll would do the job, but it may not be very satisfying. Players might, perhaps, make up a value, but this could quickly get out of hand. (The game “QE” does this). The answer must lie somewhere in between. Players can be given rough guidelines, initial recommendations based on the game state, and enough freedom to set a price they think the other players are willing to pay. The player setting the price should, of course, have some way to exploit this newly priced item. The other players should also have some way to access the item besides dealing with the player initiating the value. This might keep things in balance. Let’s create a hypothetical example.

A pick-up and deliver game, set in the desert, where players are free to buy and sell goods by travelling to the various cities. The market will be driven by transactions, where every offer to sell would reduce the value of a commodity and every offer to buy would increase the value. Random actions will also affect the market, but the general market always trends upward in the long run. Players set initial prices by travelling to different cities and establishing trading centers for certain goods. A player can choose from a range of initial starting prices, with the more remote locations allowing players to set higher values. The player initiating the trading center could become the agent for that city and other players can trade through the agent for a fee. Players can also travel to the city to deal directly. As more cities trade in the same commodity, the prices could tend to decline. This might make for an interesting game where values are somewhat arbitrary, and players have to try and determine what the other players are willing to pay.

In the above example, players will probably lend credence to the arbitrary starting values, even though they know the values are artificial. The fluctuating market will hopefully result in some wild market swings, especially with the random events occurring regularly to shake things up. The player interaction and trading should also add some variability to the game as players might demand high prices based on potential market values. The key component of this game would be the initial values set by the players opening up the trade centers. This could make for an interesting market economy.

The bottom line is that a predictable market economy and values that are obvious will probably make for a boring game. Add a few random events, arbitrary values that can’t be clearly predicted, and a dash of irrational player behavior and you might just have some real fun. I am not an expert, nor am I a successful in publishing games. (Yet!) I am just trying to figure things out and hope you enjoy my occasional rant. Feel free to comment if you agree or disagree, or even if you just want to say hi.

Roger Meloche

The Road Less Travelled

Relative Value Bias

I am Currently reading the book “Predictably Irrational” by Dan Ariele. As described in chapter one, people’s decisions can be irrationally swayed by relative comparisons. For example, if you were given a choice between a brown or grey jacket of equivalent value (assuming you have no color preference) you are equally likely to pick either one. If a third jacket were introduced which is similar, but slightly inferior to one of the original two, your choice will be strongly influenced by this. If, for example, you introduce a second grey jacket which has a minor flaw or is the same, but without a belt, the great majority of us would pick the original grey jacket. This is because the grey jacket would seem like a better deal, simply because you have a basis of comparison, and the brown jacket will seem like a lesser value, because we have nothing relative to compare it against. This irrational bias in our decision making is exploited regularly by merchandisers and just about anybody else who wants us to buy their product or service.

This behavior shouldn’t be ignored when designing a game. You can, perhaps, reward players who explore alternative strategies by increasing the utility or value of unique and less obvious cards or other components in your game. This might enhance the replay value of a game and may even lead toward more varied strategies emerging in your game. You might instead decide to guide players in a certain direction  by using similar components and graphical cues to lead plyers to a more interesting and fun path of action. No matter how you plan to use it, it is a behavior that probably should be considered in your design.

I am not an expert, nor am I a successful in publishing games. (Yet!) I am just trying to figure things out and hope you enjoy my occasional rant. Feel free to comment if you agree or disagree, or even if you just want to say hi.

Roger Meloche

A Glimmer of Hope

Fight Night in Canada V9a (Temporarily Broken)

The first playtest of Fight Night Version #9 went off the rails. The hurriedly put together graphics were hard to follow, there was no clear player direction, and the mechanism’s in general were a little clunky and slow. The teach was horrible (My Bad) and one of the mechanisms was broken so bad we couldn’t finish the game. Ouch!

There is, however, a glimmer of hope. I witnessed the first emergent strategy in any of my games. The players were also immersed in their roles in the game, not through any story or art in the game, but by their behavior alone. It would have to be the behavior, because the art in the prototype is so cheesy. This is a sign that there is something intriguing buried under this current mess of a game. Yeah!

The first steps are to fix the broken mechanisms, then deal with the graphic issues, and finally guide the players a little better. This version of the game will be a test bed for determining player behaviors and looking for patterns.

Once I have more information, I can start looking at simplifying the game while adding more opportunities for unique player actions. This will come later in version #10. “Stay tuned to this station for further updates.”

Special thanks to the play-testers for their time and their valuable insights.

Where’s the Beef?

Looking at my latest iteration of “Fight Night in Canada”, I keep picturing that lady in the old hamburger commercial yelling “Where’s the Fun”. It’s in the game somewhere buried under a pile of pasted on mechanisms and ill fitting fixes. It’s time for some drastic measures, time to “Kill my Darlings”.

Lets’s start at the beginning. I came up with a really cool system of resolution conflict, combining dice and a type of area majority/worker placement. I had to find out from some local game experts if this has ever been done before, as well as show off my my new toy. “Fight Night in Canada” was born. I made a quick prototype and showed it to Moe and Sean (Of TabletopBellhop Fame).

Fight Night in Canada version 1a

It turned out that this is likely a new idea and it could be fun, so I decided to pursue it. After man play-tests and redesigns, I found myself at version #7, an over-complicated, sometimes fun, but way too complicated mess.

Fight Night in Canada version #7

I thought I had nailed it on version #2f, when I wrote the full rules with illustrations, but certain issues kept rearing their ugly heads, and no matter how many ways I tried to rework the attack dice. I just couldn’t give the players enough interesting choices without introducing too much complexity. After all, this game was nothing more than a simple two player “dice chucker”; a 45 minute teach was not acceptable for a 20 minute game. My last attempt (version#8) to streamline this mess helped a bit, but not enough. It’s time to take some drastic measures.

I looked at what worked well and put everything else, including the attack dice which were part the original foundation of the game on the chopping block. In design circles, this is known as “Killing Your Darlings”, a brutal but sometimes necessary part of a game design. I am keeping the defense dice but I’m “Chucking” the attack dice and any other component which is not working or creating complexity. Version #9, here we come!

I will post the new version as soon as it is completed so you can judge for yourself whether or not I was successful.

Stuck in the Middle with “La Famiglia”

Latest version 5a of La Famiglia

The play-testing last version of “La Famiglia” went well, but something interesting came up. We were trying to decide exactly which market I was trying to appeal to, and it turned out to be nobody. It’s like that song “Clowns to the left of me, Jokers to the right, here I am…..Stuck in the middle with you….”.

It was much too complicated to appeal to the mass market crowd that plays games like Euchre and Uno, but it didn’t have enough depth for a Hobby Gamer to sink their teeth into. It is very likely to languish in that No-Sale limbo that designers and retailers dread. My choices were to simplify it to the point where it might appeal to the mass market, or ramp up the complexity and player decisions enough to appeal to hobby gamer. I’m afraid I can’t have my cake and eat it too……Or can I ?

I decided to do both. I added more interesting decisions by giving some of the cards special abilities. I also tweaked the “Situation” deck a bit to make it more interesting. This might be enough for the hobby gamer to enjoy.

As far as the mass market gamer goes, the game will be introduced in stages. The base rules will not include the special card abilities. It might be interesting enough for a casual gameer. If the players wish, they can incorporate the special abilities of the cards. If they want to push it to the limit, they can use the situation deck. I’m hoping this multi-layer approach will work. Only time and more play-testing will tell.