Tag: Game Mechanism

A cool Mechanism in Search for a Game

Arachnid version 17 Cooperative

This is a super cool card based, action selection mechanism. Cards are selected by players (or drawn from a deck) and placed on a conveyor. They each represent a action that a player can perform by placing their pawn on them. Each card represents an action with three different variations which increase in strength from left to right. The position on the conveyor will determine which specific action variant can be activated, as indicated by the arrows above the card. After an action is performed by a player, the card is removed from the conveyor, the remaining cards slide down to fill the empty spots, and new cards are added to the conveyor.

In the version shown above, there is an alternate action indicated by the circle in the centre of the card, which can be chosen instead of the main card action. The topmost positions can be activated but they will require two player tokens as well as additional resources in the top-most space.

In a Cooperative game, this makes for an interesting puzzle where the cards get cheaper to use and gain in power as they stay on the conveyor. Players can plan ahead by placing cards they might need on a later turn, but may have to pay a high price or perform a weaker action if they have to use the cards earlier than expected. I’ve also tried a simpler version of this in a competitive game which worked but didn’t quite fit with the game. Below is an image of the single player board.

Arachnid version 12 Player Board

Unfortunately, this mechanism just didn’t work with the Arachnid game. The main game is a tile laying and tactical skirmish game but the card conveyor impedes the game play more than it challenges the players. The two different puzzles just don’t seem to mesh. I had to remove this mechanism and replace it with an action point system with upgradable and expandable action spaces. This simple action efficiency system should help the game flow much smoother.

The mechanism isn’t lost forever because it is way too cool to throw away. I’m sure I can use this in a future game where it might fit just right. If you know of a game where a system like this is used, or you would like to use this in your own game, I would love to hear more about it. Comments are welcome.

The Fate Delusion

“Chance Favors the Prepared Mind”. This is one of the more important quotes that has guided me in life in my later years. We have all heard stories of a single chance meeting or unusual occurrence which has started a chain of events, putting a person on a path which eventually leads to success. Our propensity to eliminate noise makes us see this unbroken path as absolute, rather than a single branch among the scores of possible choices heading off in all directions. Our confirmation bias ensures us that this path was the only path to the ultimate goal. Last but not least, we overlook the mental “Priming” effect which brings this singular event to our attention, and inspires us to act on it. In short, we tend to subscribe to the popular delusion that success is based on fate.

Under closer examination of these success stories, there doesn’t appear to be any consistency in the number of attempts it takes to succeed. Some people have succeeded on what appears to be the first try, while others have only succeeded after a string of failures. This would imply that random events could be what starts a person on the path for success, but in the essence of true randomness, this could take any number of tries, or experiments. We also overlook the years of hard work which is often involved in becoming an “Overnight Success”. I believe that all these stories have one thing in common, a firm focus on success. This mental priming is the key factor.

It is fine to delude ourselves when we are in the safe environment of a Board Game, in fact it is often an important factor, contributing to the fun. The fate delusion is a welcome addition to the “Magic Circle” of the game group. The challenge to game designers, however, is how to employ this to the best effect.

It is critical to “prime” a player in the early part of a game so that they can start off on their path and head in a chosen direction. This can be done with unique character profiles or abilities, proper graphic design clues, a clear game theme, reduced choices in the beginning which expand afterwards, a story-line to follow, and anything else which can create a clear starting point in the players mind and one or more clear directions to head. Once a player is primed to look for certain specific opportunities, and has a clear direction to follow, the designer needs to introduce some choices.

Uncertainty could be introduced by other players actions, causing a player to make a choice and react a certain way. Another common way to induce choice is by introducing random events with cards or dice. However it is done, the players must receive a constant input of decisions to be made, so that they can lay down their path of action. As this decision path becomes more firmly anchored in a player’s mind, the player will be able to peer into the possible future and develop strategies. In the end, the player should be able to see a clear path of action from the beginning to the end of the game. Whether they attribute their victory or loss to fate or skill is completely up to the player and, of course, part of the fun.

Disclaimer…..

I am not an expert, nor am I  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

Sacred Places

A Peek inside my Game Design Library

This is a list of the most important books in my Game Design library and the reason why they are so important to me. Everybody has their own unique approach to game design and may have their own favorite tomes which they rely on. This is a peek at my personal library.

We’ll start out with the nuts and bolts of game design:

The art of Game design, A book of lenses, by Jesse Schell

This will cover just about everything related to game design. It is a pricey book, but it covers every aspect of design and is well worth it. This is basically the foundation of my game design library and I couldn’t imagine being without it. (3 Squirrels)

Building Blocks of Tabletop Game Design, An encyclopedia of Mechanisms by Geoffrey Englestein and Isaac Shalev.

This is a catalog of every common game mechanism used in modern games. A very thorough listing of game mechanisms, which I consider to be the gold standard. Whenever I dream up some hairbrained mechanism, I check in this book to see if somebody has already done it, or something like it. It is also a good reference for when you really need a cool mechanism, or it can be used as a Thesaurus to inspire new ideas which build on earlier practices. (5 Squirrels)

The Design of Everyday Things by Don Norman

This may sound like some type of boring product design book, but in reality it’s about the psychology of design. It covers many topics, like the principles of human interaction, cognition and emotion. It sheds light on how the human mind interacts with the products we design as well as how it processes information and interprets what we encounter as we engage with the devices and systems around us. It also discusses how errors and misinterpretations can occur and how to avoid them. This is a must read for anybody designing anything! (3 Squirrels)

Uncertainty in Games (Playful Thinking) by Greg Costikyan

This book explains how every game requires some type of uncertainty. The uncertainty in chess, for example, lies in the inability to predict exactly how your opponent is going to move. Every game has its own type of uncertainty which is explored in this book. This uncertainty comes in many forms that you may not realize until it’s pointed out to you. (2 Squirrels)

Writing to be understood, What works and why  by Anne Janzer

This is an enlightening guide to writing non-fiction. It has really helped me understand my target audience when writing rules for games. I highly recommend this. (1 Squirrel)

Thinking, Fast and Slow by Daniel Kahneman

This is a fascinating look into how we interpret the world around us. The basic premise is that our thought processes are split between a primitive but necessary automatic level and a more deliberate but much slower conscious and deliberate level. It explains the strengths and shortcomings of each level, and uses these to explain our quirks and behaviors like loss aversion, imprinting, and many other facets of our thinking. If you’ve ever wondered what’s going on inside a game player’s mind, this book can help you find out. (3 Squirrels)

Nudge, By Richard H. Thaler

A compelling look at what drives us to do what we we do. How people, our environment and social pressures guide our decisions. We can use these tools to guide players on a fascinating journey within our games. (3 Squirrels)


The following books are less essential to my design library, but still important. They delve deeper into some topics and provide interesting perspectives. I am glad to have them.

Board Game Design Advice, from the best in the world. By Gabe Barrett

This book asks the same questions to a hundred or so of the top board game designers world wide. It is basically a feel good book. It is nice to know that you aren’t the only one going through the problems you encounter when designing a game. It is also nice to know that there may not be one right answer to a given question. There are many different approaches and many common problems encountered when designing games. It’s nice to hear so many unique perspectives. (2 Squirrels)

Influence by Robert B Cialdini

Have you ever wondered what compels us to do things? This book will explain what drives us to do the things we do for better or worse. It is an expose’ on the influence peddlers, fast talking salespeople, compelling ads and media tricksters which control and exploit us. It is both a safety manual and a “how to guide” on influencing human behavior. This is a must read for people who want to manipulate others for fun… (by Designing Games) (4 Squirrels)

Scarcity, by Sendhil Mullainathan

This book deals with scarcity of resources and how it can have very strong effects on an individual. This is a very powerful effect which can be utilized in board games in many ways. (3 Squirrels)

Predictably Irrational by Dr. Dan Ariely

Another psychology book about how we are such irrational beings. This will also provide insight into game players’ odd and sometimes bizarre behaviors. (3 Squirrels)

Blink by Malcolm Gladwell

A peek under the hood of our subconscious mind. It shows how we often make decisions on a subconscious level, then consciously convince ourselves that we were very clever. (Confirmation Bias) It is a guide to the care and feeding and the function of our subconscious mind. It sheds some light on the decisions we make when playing games. (2 Squirrels)

GameTek by Geoffrey Englestein

No library is complete without a few words from Geoff Englestein. This is a collection of his most fascinating topics discussed on the GameTek segment of the Ludology podcast, distilled into one book. A fascinating and informative read. (4 Squirrels)

The Kobold guide to Board Game Design by Mike Seliker

A collection of insights and anecdotes from game designers like Richard Garfeild, Steve Jackson, James Ernest and many more. It’s really fascinating and fun read. (2 Squirrels)

Your Move by Joan Moriarty and Johnathan Kay

A game scholar and a game guru from “Snakes and Lattes board game café in Toronto, team up to discuss the social implications of modern board games. They tackle some controversial topics like colonialism, cultural appropriation and people behaving badly; as well as lighter topics like “That Stupid Free Parking Rule” in monopoly. I really enjoyed this book. (2 Squirrels)

The Game inventors Guidebook by Brian Tinsman

Game design in a nutshell. This is a great beginner’s primer on game design, and was the first book in my game design library. It’s a little outdated, but provides a good overall picture of the game making process. (2 Squirrels)

Winning the Brain Game by Mathew May

A fascinating look at how to overcome the roadblocks to truly creative thinking. A must read for any game designer. (2 Squirrels)

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I would love to hear about the cherished members of your own design library. Please leave a comment to recommend a book or tell me how absolutely right or wrong I am about my current selections.

Nova Raiders gets Facelift

https://steamcommunity.com/sharedfiles/filedetails/?id=2484637697 Click on the link to try it out on TTS

Nova Raiders (AKA Pirates of the black hole) has gotten a complete redesign, both inside and out:

  • I discarded about half of the movement rules to streamline the game
  • Introduced the “Telleport” spaces
  • Re-structured the turn order so players wouldn’t fall asleep in between turns
  • Made the dice more prominent to encourage tactical play
  • Gave it a complete graphical face-lift
  • modified the end-game to increase the tension
  • opened up the movement rules to give players more flexibility
  • and gave it a snazzy new name.

I was a bit worried that I may have broken the game with so many changes, but it played fairly well in the last play-test. I would like to thank the game designers for the time they spent testing the game and for the frank and honest feedback. I managed somehow to maintain the fun parts of the game while fixing the bugs.

Of, course there were a few new issues as expected with such a drastic overhaul. It appears that I might have opened up the movement possibilities a bit too much, making the game a bit less challenging. I also had too many restrictions on bringing new player pieces into play. My next challenge will be to increase the opportunities to bring in more components, while at the same time, restricting movement just the right amount to make things more challenging. I’m gonna have to put on my thinking cap for this one.

The next issue is the counter-intuitive scoring system. There is some type of thematic or behavioral dis-connect that I have to iron out. The system works, but seems weird. I’ve been wracking my brain trying to sort this one out. There has got to be a simple solution, I just have to find it.

All in all, it was a great test. Only about a thousand or so more to go…LOL

Leveling Down

Leveling Down in Games

Leveling up seems to be quite common, especially in RPG’s. It seems logical in a game or series of games, that your skill increases and the the game experience becomes more challenging to match. Does it actually reflect realty though? We all get older and slower as life goes on, but we do (hopefully) tend to get smarter which can more than compensate for our declining physical abilities. What if a game worked this way? A player starts out strong and gets weaker as the game progresses. They must master the intricacies of the game or learn new skills to compensate for the decline of their starting abilities. This could be accomplished with initial starting abilities in an RPG style game or possibly with a finite amount of Cash or Resources in a economic or euro-style game. Has anybody tried this in a game yet?