In this article, Dr. Ibrahim Yucel summarizes thoughts and discussion held at the IGDA Game Design SIG roundtable on monetization at GDC2019, focusing on three different tiers of monetization integration.
The roundtable started with an invitation for those in the room to share their personal experiences designing or playing games with real money transactions within them. A few developers expressed their concerns about the ethics of the microtransaction model possibly putting their work in a bad light and one developer in particular expressed his wish to avoid microtransactions as a whole since he was not comfortable with it in the current environment.
A few others pointed at the success they’ve had with microtransactions, and how the resources and capital it generated provided players with more content. That improved engagement and kept the game, and its player base, alive.
The roundtable then continued to set a framework for discussing the effect in game economies had on game design, highlighting three potential tiers of integration into a game. First, we identified games in which real money transactions only provide the player with additional cosmetic items for the player to use, with no mechanical impact on the game rules. It was pointed out that even though most found this form of monetization unobjectionable, it still prevents a player from self-expression and ownership, which can be detrimental to their experience. The next tier we identified was paying for access into new or additional content. This was not too problematic as developers acknowledge that much of this additional content could not be made without the additional capital the in-game purchase provided. The negative consequence of this, however, was a potential fracturing of one's player base due to limiting access via purchase. The third tier, and most problematic, was allowing the player to buy power and/or time via real money transactions. We acknowledged that good practice with monetization allowed players to accumulate currency through play in addition to real money transactions, but the roundtable did not come to a consensus on how valuable the players' time should be.
In addition to these tiers, developers also pointed out the difference in purchasing consumables versus purchasing “permanent” virtual items, and marketplace effects on these forms of monetization. The comparison eventually began a discussion on the game Magic: The Gathering (M:TG), which had traditionally been a physical collectable card game but was now fairly successful with the launch of the digital M:TG Arena game. Developers pointed out while the digital version no longer give player the chance to “cash out” via ordering physical copies of their cards like in a previous M:TG digital forms, The reduced cost and convenience of the digital version allowed players who had abandoned the game to return.
The roundtable ended with a open questions session in which students and young developers asked questions of the body. Most questions dealt with if certain monetizations had been tried by others and pros and cons of specific practices.
Overall, I had a exceptionally educational experience at GDC 2019, and would like to thank the Game Design SIG for hosting the roundtable. I feel some were very hesitant to talk about monetization as it has developed many negative feelings in player communities, but still has potential to allow the best game experience for all players, regardless of their personal buy-in.
Dr. Ibrahim Yucel is a scholar of game studies, virtual reality, new media, digital culture, and online communities. His research currently focuses on the evolving forms of gamification and mixed realities. He is the Coordinator of the Interactive Media and Game Design program at SUNY Polytechnic in Utica, NY. He teaches in the Communications and Information Design program at SUNY Poly and is an adviser for the Information Design and Technology masters program.
Showing posts with label Board Games. Show all posts
Showing posts with label Board Games. Show all posts
Sunday, May 12, 2019
Sunday, September 23, 2018
Shared AR Gaming Experience at NYC Media Lab!
Hi! Apologies for the huge gap in blog posts. I have been busy but I have news to relate! Last month, on August 10, 2018, Peter Locharernkul, Asha Veeraswamy, and I were at the AT&T Entertainment Hackathon in NYC and our offering, Shared AR Gaming Experience took 2nd Place in the category of Best Entertainment App Overall.
While the demo focused on transforming the board game, Chutes and Ladders, into a 3D experience, this augmented reality phone app is envisioned for use with any board game. Through the use of a multiplayer lobby, the 3D augmented reality game can be played with anybody in the world. Asha's Donkey Kong version of Chutes and Ladders showed how easily embellishments in the form of custom animations and art could be added for seasonal holidays or rebranding for advertising purposes, as is the popular thing nowadays. (For instance, check out the Lord of the Rings Monopoly game.)
The configuration for Chutes and Ladders can even be modified to be more of a winding staircase instead of a zigzag. With board game sales reaching over $9 billion, this expansion app is sure to extend the appeal of classic games and galvanize the already revitalized interest in board games.
On the strength of the demo, we were pleased to be featured last Thursday as part of the NYC Media Lab 100: The Demo Expo where the app was shown to the public.
Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.
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Shared AR Gaming Experience |
The configuration for Chutes and Ladders can even be modified to be more of a winding staircase instead of a zigzag. With board game sales reaching over $9 billion, this expansion app is sure to extend the appeal of classic games and galvanize the already revitalized interest in board games.
On the strength of the demo, we were pleased to be featured last Thursday as part of the NYC Media Lab 100: The Demo Expo where the app was shown to the public.
Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.
Wednesday, March 2, 2016
Educational Games: The Big Picture Part V
The final article in the educational game development series on Games + Learning,
"The World According to Edu-Larps: The Analog Learning Games," explores meta-gaming, the activities and fandom surrounding a game that promote self-directed learning, and how meta-gaming is expressed in analog games and informal settings like museums. Analog games include card and board games, tabletop RPGs, and edu-larps.
For schools with technological challenges, these types of games may be a more affordable option. Moreover, analog games provide a social aspect that can't be replicated in digital games and allow educators to change parameters to suit the particular classroom. Analog games have proven to be especially effective with struggling students and students with disabilities.
Informal schooling in after-school programs, summer camps, and museums provide children with the opportunity to pursue learning at their own pace and according to their own interests.
In particular, check out the audio interview, which covers material not included in the article.
Mega-gaming also happens with digital games and it begs the question: Is the true essence of learning outside of the game rather than inside? What do you think? If so, then all those on-board assessment tools may not be uncovering the true state of a student's educational progress.
Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.
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Students participate in Mesopotamia Edu-larp |
Informal schooling in after-school programs, summer camps, and museums provide children with the opportunity to pursue learning at their own pace and according to their own interests.
In particular, check out the audio interview, which covers material not included in the article.
Mega-gaming also happens with digital games and it begs the question: Is the true essence of learning outside of the game rather than inside? What do you think? If so, then all those on-board assessment tools may not be uncovering the true state of a student's educational progress.
Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.
Tuesday, December 22, 2015
The Polar Ice is Melting!
In this article, game designer Sande Chen describes her playtest experiences with the card game, EcoChains: Arctic Crisis.
Happy Holidays! I hope everyone is doing well. Here, in the East Coast of the United States, it's unseasonably warm for December. While we may be enjoying the spring-like weather, up in the Arctic, the polar ice is at its lowest point ever. This is why 2/3 of the polar bear population is expected to die off by 2050. :( The climate change card game, EcoChains: Arctic Crisis, which was funded through Kickstarter and a National Science Foundation (NSF) grant, hopes to bring attention to this global issue.
I was recently sent EcoChains for review on this blog and I thought what better place to bring it than to NYC Playtest, the monthly meeting of board game designers. They vigorously playtest board games to get feedback from other designers. I played a game of EcoChains with the board game designers and then I played a round with people who play board games or tabletop RPGs with kids every day.
It's a fairly quick game, estimated 30 minutes long, for up to four players. We played it incorrectly both times, despite multiple people reading the directions repeatedly. We also did not use the advanced cards, which probably would have made the game more interesting.
Initially, we got some polar ice cards and starter animals. Throughout the game, we built food webs, indicating which animals consume other animals. For example, a seal can survive on arctic cod, but in turn, a polar bear can eat the seal. Some animals, generally the higher order ones, require polar ice in order to remain in the food web. When the polar ice melts due to climate change, the polar bear would have to migrate or die. In the first game, we did not realize there could be more than one node in the food webs, meaning 2 seals can build on 1 arctic cod card, so we quickly reached a stalemate, whereupon we were continually passing around cards (to simulate the migration) around the table. The second game, where this was rectified, did run much better. While making food webs, players try to hit goals, such as sustaining 3 whales.
In both games, we did find it hard to keep track of our cards, as the food webs can get quite large. You almost need some kind of placemat to organize your cards. In the second game, we didn't realize that the "good" polar ice recovery event cards weren't played out immediately like the "bad" polar ice melting event cards. I suppose this was to simulate the situation of positive externalities in that if one party makes the effort to help recover polar ice, this helps all parties. However, the benefactor would have to choose between taking the "good" event card or selfishly continuing on the path of accumulating points. The player who has accomplished the most goals and has the most animals generally wins.
On the education front, the game does make it clear through the gameplay that polar ice is necessary for animal survival. Players do learn about food webs and different arctic animals. However, my playtesters did not feel that this was a card game that kids would pick up and enjoy on their own for fun. Rather, the game seems like it would fit in better as a classroom activity where teachers can provide context.
Sande Chen is a writer and game
designer whose work has spanned 10 years in the industry. Her credits
include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher,
and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.
Happy Holidays! I hope everyone is doing well. Here, in the East Coast of the United States, it's unseasonably warm for December. While we may be enjoying the spring-like weather, up in the Arctic, the polar ice is at its lowest point ever. This is why 2/3 of the polar bear population is expected to die off by 2050. :( The climate change card game, EcoChains: Arctic Crisis, which was funded through Kickstarter and a National Science Foundation (NSF) grant, hopes to bring attention to this global issue.
EcoChains: Arctic Crisis |
It's a fairly quick game, estimated 30 minutes long, for up to four players. We played it incorrectly both times, despite multiple people reading the directions repeatedly. We also did not use the advanced cards, which probably would have made the game more interesting.
Initially, we got some polar ice cards and starter animals. Throughout the game, we built food webs, indicating which animals consume other animals. For example, a seal can survive on arctic cod, but in turn, a polar bear can eat the seal. Some animals, generally the higher order ones, require polar ice in order to remain in the food web. When the polar ice melts due to climate change, the polar bear would have to migrate or die. In the first game, we did not realize there could be more than one node in the food webs, meaning 2 seals can build on 1 arctic cod card, so we quickly reached a stalemate, whereupon we were continually passing around cards (to simulate the migration) around the table. The second game, where this was rectified, did run much better. While making food webs, players try to hit goals, such as sustaining 3 whales.
In both games, we did find it hard to keep track of our cards, as the food webs can get quite large. You almost need some kind of placemat to organize your cards. In the second game, we didn't realize that the "good" polar ice recovery event cards weren't played out immediately like the "bad" polar ice melting event cards. I suppose this was to simulate the situation of positive externalities in that if one party makes the effort to help recover polar ice, this helps all parties. However, the benefactor would have to choose between taking the "good" event card or selfishly continuing on the path of accumulating points. The player who has accomplished the most goals and has the most animals generally wins.
On the education front, the game does make it clear through the gameplay that polar ice is necessary for animal survival. Players do learn about food webs and different arctic animals. However, my playtesters did not feel that this was a card game that kids would pick up and enjoy on their own for fun. Rather, the game seems like it would fit in better as a classroom activity where teachers can provide context.
Friday, December 11, 2015
Educational Games: The Big Picture Part II
In the weeks after the publication of "Is the School Market Still Just a Mirage?" on the Games and Learning website, I have seen that it has led to discussions about the state of the industry and perhaps some soul-searching as to how to improve the situation. Simon Egenfeldt-Nielsen wrote on the LinkedIn discussion that while the article was U.S.-centric, the lessons hold true for Europe as well. This issue of commercialization ranks high on the list of concerns for educational game developers globally. Other developers, however, are not yet at that stage of worrying about profits, but more generally are concerned about: How do I fund the development of my game?
This important question is the focus of the second article, "The Real State of Learning Game Funding." Much like in the book, Serious Games: Games That Educate, Train, and Inform, I relate advice from developers who have walked the walk and come out with thousands of dollars to fund their projects. What are other developers doing that you can learn from? Read and find out.
In particular, check out the audio interview, which covers material not included in the article.
I would consider this article to be the most business-oriented of the four, but maybe that's why it's the most important. While this stuff is not as fun as working on the game design, the nitty gritty details of how to find funding and how to make money are vital to a new business. This often can be lacking in creative endeavors. If you're starting up an educational game company, I think you'll find this article very informative.
Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.
This important question is the focus of the second article, "The Real State of Learning Game Funding." Much like in the book, Serious Games: Games That Educate, Train, and Inform, I relate advice from developers who have walked the walk and come out with thousands of dollars to fund their projects. What are other developers doing that you can learn from? Read and find out.
In particular, check out the audio interview, which covers material not included in the article.
I would consider this article to be the most business-oriented of the four, but maybe that's why it's the most important. While this stuff is not as fun as working on the game design, the nitty gritty details of how to find funding and how to make money are vital to a new business. This often can be lacking in creative endeavors. If you're starting up an educational game company, I think you'll find this article very informative.
Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.
Thursday, November 5, 2015
Let's Learn About Learning
In this article, game designer Sande Chen argues that creating a taxonomy of educational games would aid greatly in assigning value and determining usage for these products.
Last week, I was reading about a new system with technology to be implemented in the elementary school when an odd phrase caught my attention. The article said that the kids would "use iPads to watch a video of the teacher explaining and demonstrating something." It struck me that this was of more benefit to teachers and higher-ups than for learners. In a learner-centric approach, if I were a learner who needed assistance, I think I would want to have interaction so I could ask the teacher questions rather than just watch a video of a teacher. This also reminded me of the early days when computers were first introduced, they were mostly used for typing. Or of digitized textbooks, which simply moved the textbook from paper to screen. I truly hope the students get to do more than just watch videos on iPads.
I looked at the article closer. Maybe the journalist had misinterpreted something. Perhaps this was more about "flipped classrooms," whereby students view lectures at home and all the discussion and problem sets are done in class. As I read, I realized the problem. The headline was "Using Technology for Active Learning" and I associate active learning with learning by doing, but this system was not about active learning. Rather, the system was named "learner-active" which seemed to be another way of suggesting DIY learning, or learning at one's own pace. This understood, the cynic in me still thought about how a teacher might refer a struggling student to a video rather than spend time going over difficult material. Furthermore, if I wanted my primary school student to be engaged in the tools of distance learning, I could do that at home.
Learner-active vs active learning. Too confusing. I can see why the journalist got mixed-up with these similar-sounding terms. This highlights an issue I've found when reviewing literature about technology and education. We can't even agree on the proper terminology to talk about games in education. No one likes the term edutainment and yet, journalists still continue to use the word, even referring to Portal 2 as edutainment when Valve opened its Teach With Portals site. There's edtech, learning games, game-based learning, games for good, games for change, persuasive games, serious games, edugames, gamification, and simulations. There are subtle distinctions but it still adds to the confusing pot of what is educational games.
In the Cooney Center report, "Games for a Digital Age: K-12 market map and investment analysis," there is a distinction between short-form and long-form learning games. It's arbitrary, but it indicates to teachers that short-form games are short enough to be used in classrooms whereas long-form games require a lot more sessions. The authors break educational games down further into the following categories:
While these categories may seem like they're from the game industry, with the exception of Drill and Practice and Interactive Learning Tools, there isn't a clear alignment. In educational circles especially, there seems to be a great
deal of confusion between the act of role-playing and the genre of role-playing
games. Almost every game has an element
of role-playing whereby players assume a character's role, but the category
of role-playing games refers specifically to games derived from tabletop
role-playing games, such as Dungeons
& Dragons.
Drill and Practice "games" refer to programs such as Study Island that would be considered interactive worksheets. Interactive Learning Tools are interactive elements, not necessarily games, that can be easily inserted into a lesson. A timeline is an example of an "interactive."
I think this is a good start towards a taxonomy of educational games and software. It's very hard for parents and administrators to gauge the value of the game. There's so many games and apps out there for young learners and they're all labeled educational. Parents need more information. A taxonomy would help in indicating how an educational product is supposed to help in learning.
Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.
Last week, I was reading about a new system with technology to be implemented in the elementary school when an odd phrase caught my attention. The article said that the kids would "use iPads to watch a video of the teacher explaining and demonstrating something." It struck me that this was of more benefit to teachers and higher-ups than for learners. In a learner-centric approach, if I were a learner who needed assistance, I think I would want to have interaction so I could ask the teacher questions rather than just watch a video of a teacher. This also reminded me of the early days when computers were first introduced, they were mostly used for typing. Or of digitized textbooks, which simply moved the textbook from paper to screen. I truly hope the students get to do more than just watch videos on iPads.
I looked at the article closer. Maybe the journalist had misinterpreted something. Perhaps this was more about "flipped classrooms," whereby students view lectures at home and all the discussion and problem sets are done in class. As I read, I realized the problem. The headline was "Using Technology for Active Learning" and I associate active learning with learning by doing, but this system was not about active learning. Rather, the system was named "learner-active" which seemed to be another way of suggesting DIY learning, or learning at one's own pace. This understood, the cynic in me still thought about how a teacher might refer a struggling student to a video rather than spend time going over difficult material. Furthermore, if I wanted my primary school student to be engaged in the tools of distance learning, I could do that at home.
Learner-active vs active learning. Too confusing. I can see why the journalist got mixed-up with these similar-sounding terms. This highlights an issue I've found when reviewing literature about technology and education. We can't even agree on the proper terminology to talk about games in education. No one likes the term edutainment and yet, journalists still continue to use the word, even referring to Portal 2 as edutainment when Valve opened its Teach With Portals site. There's edtech, learning games, game-based learning, games for good, games for change, persuasive games, serious games, edugames, gamification, and simulations. There are subtle distinctions but it still adds to the confusing pot of what is educational games.
In the Cooney Center report, "Games for a Digital Age: K-12 market map and investment analysis," there is a distinction between short-form and long-form learning games. It's arbitrary, but it indicates to teachers that short-form games are short enough to be used in classrooms whereas long-form games require a lot more sessions. The authors break educational games down further into the following categories:
- Drill and Practice
- Puzzle
- Interactive Learning Tools
- Role Playing
- Strategy
- Sandbox
- Action/Adventure
- Simulations
![]() |
Photo taken by Davi Silva. |
Drill and Practice "games" refer to programs such as Study Island that would be considered interactive worksheets. Interactive Learning Tools are interactive elements, not necessarily games, that can be easily inserted into a lesson. A timeline is an example of an "interactive."
I think this is a good start towards a taxonomy of educational games and software. It's very hard for parents and administrators to gauge the value of the game. There's so many games and apps out there for young learners and they're all labeled educational. Parents need more information. A taxonomy would help in indicating how an educational product is supposed to help in learning.
Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.
Labels:
Board Games,
Game-Based Learning,
Gamification
Friday, May 8, 2015
IGDA Webinar: The Evolution of the RPG
In this video, producer Patrick Holleman delves into the game design implications that occurred as role-playing games evolved from table-top games to the video game space.
Slides from this presentation can be found here. Game design Webinars from the IGDA are held on every third Wednesday of the month.
Slides from this presentation can be found here. Game design Webinars from the IGDA are held on every third Wednesday of the month.
Wednesday, October 22, 2014
Critical Combat Systems in Competitive Gaming
In this article, retired Dungeon Master Derrick B. Smith delves into the history of Critical Combat Systems and explains why such systems may not be the best choice for competitive games.
Computer game players are finding more games with Critical Combat Systems for entertainment. The inclusion of a random critical system in a non-competitive game can bring a level of excitement. The inclusion in any competitive gaming environment is a mistake. It turns a competitive game from being fair and balanced to one of random dumb luck. Imagine tossing a 6-sided die to decide how many points a touchdown was worth in an American Football game.
The starting point for Critical System being introduced to gaming dates back to the beginning of the RPG genre. Typically seen as “House Rules,” many groups adopted the concept. Dungeons & Dragons (D&D) and similar RPG games have simplified combat systems that lend themselves to the addition of a “Critical Strike”. Many groups would later go on to add a “Critical Fail” mechanic to their existing gameplay.
The D&D combat system used a 20-sided die (d20) roll for combat resolution. In its easiest form, any natural d20 roll of a 20 would allow for a “Critical Hit”. This allowed the attacker to double the damage the target suffers. There were many ways to resolve this double damage. Most groups’ double the full damage including any modifiers the player’s character was entitled to utilize. Other groups adopted a doubling of only the weapons base damage die than adding any modifiers unchanged. The main difference in the two systems was the maximum damage. The second reduced the potential significantly.
Other gaming systems added complex “Critical Strike” charts typically broken down into weapon groups and creature body type/armor. Though it allowed for more diversity in the results, they also slowed gameplay down. A talented Dungeon Master could story line the results without relying on any complex charts to add flavor to the game.
The Critical Fail system allowed for comical or tragic failures. The failure was rarely automatic and very dependent on the situation at the time of the failure. This shows why a true RPG requires a Human Game Master. Though computers are great for doing calculations and simplifying some tasks, they are not able to adapt to a changing story line based on game events and player decisions. The fumbling player would in many cases be required to make additional die rolls to reduce the negative result. An example would be to prevent breaking a weapon or hitting an ally or themselves.
As computer-based games developed, it was natural to see RPG-styled games created. A “Critical Strike” component added to non-competitive games can be more exciting than harmful. Within a Player vs Computer game, the effect of this random element does not add a noticeable negative aspect to the game. This is not true when you have games designed to be competitive or built with a Player vs Player (PVP) aspect. The random element that a “Critical Strike” adds could be compared to flipping a coin to determine who goes first in each round of a Chess Match. This random factor removes the development of tactical skills from many games. Players will still develop strategies for gameplay but there will be many who only try to score that Critical to win.
There are games designed to be competitive and the random luck “Critical Strikes” add diminishes the inherent skill component some games contain. Instead of an evolution of attacks and defenses strategies being developed, players migrate to getting lucky and falsely believe that luck is similar to true skills. Though a Critical Strike system brings uncertainty and a sense of suspense, the thrill does not last long and an enduring game fails to evolve.
Derrick B. Smith is a retired Dungeon Master. He started playing D&D and similar games before it was called 1st edition. He is still waiting for the first real RPG computer game to be developed. Also, Biker, Trucker, Gamer, Seamstress.
Computer game players are finding more games with Critical Combat Systems for entertainment. The inclusion of a random critical system in a non-competitive game can bring a level of excitement. The inclusion in any competitive gaming environment is a mistake. It turns a competitive game from being fair and balanced to one of random dumb luck. Imagine tossing a 6-sided die to decide how many points a touchdown was worth in an American Football game.
The starting point for Critical System being introduced to gaming dates back to the beginning of the RPG genre. Typically seen as “House Rules,” many groups adopted the concept. Dungeons & Dragons (D&D) and similar RPG games have simplified combat systems that lend themselves to the addition of a “Critical Strike”. Many groups would later go on to add a “Critical Fail” mechanic to their existing gameplay.
![]() |
Photo taken by Davi Silva. |
The D&D combat system used a 20-sided die (d20) roll for combat resolution. In its easiest form, any natural d20 roll of a 20 would allow for a “Critical Hit”. This allowed the attacker to double the damage the target suffers. There were many ways to resolve this double damage. Most groups’ double the full damage including any modifiers the player’s character was entitled to utilize. Other groups adopted a doubling of only the weapons base damage die than adding any modifiers unchanged. The main difference in the two systems was the maximum damage. The second reduced the potential significantly.
Other gaming systems added complex “Critical Strike” charts typically broken down into weapon groups and creature body type/armor. Though it allowed for more diversity in the results, they also slowed gameplay down. A talented Dungeon Master could story line the results without relying on any complex charts to add flavor to the game.
The Critical Fail system allowed for comical or tragic failures. The failure was rarely automatic and very dependent on the situation at the time of the failure. This shows why a true RPG requires a Human Game Master. Though computers are great for doing calculations and simplifying some tasks, they are not able to adapt to a changing story line based on game events and player decisions. The fumbling player would in many cases be required to make additional die rolls to reduce the negative result. An example would be to prevent breaking a weapon or hitting an ally or themselves.
As computer-based games developed, it was natural to see RPG-styled games created. A “Critical Strike” component added to non-competitive games can be more exciting than harmful. Within a Player vs Computer game, the effect of this random element does not add a noticeable negative aspect to the game. This is not true when you have games designed to be competitive or built with a Player vs Player (PVP) aspect. The random element that a “Critical Strike” adds could be compared to flipping a coin to determine who goes first in each round of a Chess Match. This random factor removes the development of tactical skills from many games. Players will still develop strategies for gameplay but there will be many who only try to score that Critical to win.
There are games designed to be competitive and the random luck “Critical Strikes” add diminishes the inherent skill component some games contain. Instead of an evolution of attacks and defenses strategies being developed, players migrate to getting lucky and falsely believe that luck is similar to true skills. Though a Critical Strike system brings uncertainty and a sense of suspense, the thrill does not last long and an enduring game fails to evolve.
Derrick B. Smith is a retired Dungeon Master. He started playing D&D and similar games before it was called 1st edition. He is still waiting for the first real RPG computer game to be developed. Also, Biker, Trucker, Gamer, Seamstress.
Friday, December 27, 2013
Bonus Dice: Designing Tabletop Games for Better Game Culture (Part II)
In Part I, game researcher Mark Chen takes a look at
what might create better game culture, i.e. a community of consumers and
creators who think critically and reflectively about games. In Part II, he argues that tabletop gaming should receive the same level of academic interest as digital gaming.
Still, I suspect the movements and fervor found on BGG trickles down. It’s like high fashion setting certain trends that eventually trickle down to Walmart shoppers. The games that become popular were popular on BGG first. Maybe another analogy is with digital gamers who buy AAA games and new hardware every season: They push (perhaps too uncritically) the industry in certain directions and generally make it grow, which then allows for a whole slew of other players to follow in their wake (who may not even know there’s a wake they’re following).
One of the most fascinating pockets of community on BGG are the hobbyists (a huge “serious leisure” literature repository that everyone should learn about) who make their own versions of out-of-print games. Take a look at all the cool remakes of Magic Realm (MR), for example. It’s a game with a cult following for its intricate simulation of a fantasy setting and its detailed and nuanced combat system. What’s really cool about MR is that a BGG user, Karim “carthaginian” Chakroun, wanted to try the game but discovered that he’d have to make the game first. It turns out, he’s a graphic designer and he decided to produce a set of PDFs with new artwork that anyone can download to make their own copy of MR! (Game rules can’t be copyrighted, but artwork is protected, so, to recreate a game, players have to change up the art.) As it happens, carthaginian has made lots of custom artwork for out-of-print games *and* he’s moved onto professional graphic design for games, such as Alien Frontiers!
Carthaginian and other BGG users who engage in this DIY practice represent an interesting intersection between tabletop gaming and crafting/making. They share tips and tricks and how-to guides, much like what you’d find on Instructables. There’s also a number of BGG users who are amateur designers, releasing their own “print and play” games through BGG as PDFs.
So, yeah, (if you’ll allow me to switch to 2nd person…) make your own games! Make both digital and tabletop games! And, yes, the first game will likely suck. Learning is most effective through failure. This is as true in designing games as in playing games.
[This article originally appeared on Critical Gaming Project’s new blog series, Better Game Culture]
Mark Chen is an independent researcher of gaming culture and spare-time game designer. He also holds appointments at Pepperdine, UW Bothell, and UOIT, teaching a variety of online and offline courses on game studies and games for learning. He recently wrote a book, Leet Noobs: The Life and Death of an Expert Player Group in World of Warcraft. Currently, Mark is making games to promote critical thinking and cooperation and researching the communication practices of BoardGameGeek.com users.
The High Fashion Phenomenon
And yet BGG is only a small part of tabletop gaming. It may seem that the tabletop community is pretty monolithic given how much a one-stop site BGG is, but, outside of the net, tabletop gaming is surprisingly scattered. I’m reminded of this every week as I attend meetings of a local board game Meetup group. The regular attendees come from all walks of life. Among others, there’s techie people (which could just be because we’re in Seattle, though there is an interesting intermingling between tech and board games), a lawyer, and a bunch of service industry folks. Very few are academics, and most of them don’t really know BGG exists.![]() |
Toshiyuki Hashitani’s wooden board by Wolfgangs SpeileParadies for Settlers of Catan |
A Disconnect?
Most of these players also don’t know about the recent rise of games journalism, criticism, and activism (love Ligman's TWIVGB). For all the work we’ve seen in the last couple of years pushing for inclusivity in gaming and examining games deeply, none of it is hitting on-the-ground gamers… Wait. Is that true? Admittedly, most of the work being done is on the digital gaming front, so looking at local tabletop meetup groups and saying something about the work with digital games’ reach is probably not fair. Okay, so I’ll just say this: Tabletop criticism and journalism is massively threadbare, and I hope places like Shut Up & Sit Down herald a new trend in rectifying this. Hopefully, more academic research will also look to tabletop gaming.Serious Leisure and DIY Gamers
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Jared’s Magic Realm build using carthaginian’s redesign |
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Alien Frontiers |
Carthaginian and other BGG users who engage in this DIY practice represent an interesting intersection between tabletop gaming and crafting/making. They share tips and tricks and how-to guides, much like what you’d find on Instructables. There’s also a number of BGG users who are amateur designers, releasing their own “print and play” games through BGG as PDFs.
Use Tabletop Game Design to Understand Games Better
This, then, represents a different way games scholars and critics can get into making games. Tabletop design can be a more approachable pathway for non-techie people. It’s easy to grab a deck of cards and think through new game mechanics or to grab a used game from a thrift store and mod the rules or write new rules using the same components. It becomes more important to think about the manual for a designed game (something which is often absent for digital games), and this forces a different kind of dialog between the designer and players. I believe this difference pushes the designer to think about the boundaries of the game and cohesiveness of theme to rules in a different way than what’s afforded by digital game design.So, yeah, (if you’ll allow me to switch to 2nd person…) make your own games! Make both digital and tabletop games! And, yes, the first game will likely suck. Learning is most effective through failure. This is as true in designing games as in playing games.
[This article originally appeared on Critical Gaming Project’s new blog series, Better Game Culture]
Mark Chen is an independent researcher of gaming culture and spare-time game designer. He also holds appointments at Pepperdine, UW Bothell, and UOIT, teaching a variety of online and offline courses on game studies and games for learning. He recently wrote a book, Leet Noobs: The Life and Death of an Expert Player Group in World of Warcraft. Currently, Mark is making games to promote critical thinking and cooperation and researching the communication practices of BoardGameGeek.com users.
Wednesday, December 18, 2013
Bonus Dice: Designing Tabletop Games for Better Game Culture (Part I)
In Part I of this article, game researcher Mark Chen takes a look at what might create better game culture, i.e. a community of consumers and creators who think critically and reflectively about games.
I’m going to make two statements (interleaved with ideas) that converge later.
Speaking of Lim, Merritt’s previous article speaks to a diversification and inclusion of gaming (which really can’t happen fast enough… and I don’t think is going to happen unless we continually fight for it), and something that should be stressed is how relatively low the barriers to making small digital games are these days (once you get past the initial barriers of social structure and disparate everyday experience, as Merritt aptly points out). Indeed, the hardest part of making interactive fiction games in Twine or Inklewriter, is the writing! Even 2D platformers, top-down JRPGs, and point-n-click adventure games can be made pretty easily these days with GameMaker, Construct, RPGMaker, and Adventure Game Studio.
In fact, BoardGameGeek has a crazy extensive database of tabletop games. If a game is played with physical material and had some sort of distribution (as in, it’s not just a game cousin Jane made up and shared with her brother), it’s in BGG’s database. Each game has its own set of forums that cover reviews, strategies, house rules, clarifications, news, issues, etc. Then there are non-game specific forums, such as regional ones to help people meet up with other players, general boardgame news, reviews of iOS and Android ports of favorite games, etc. (A whole bunch could be said here about affinity groups and literature on digital media and learning.)
[This article originally appeared on Critical Gaming Project’s new blog series, Better Game Culture]
Mark Chen is an independent researcher of gaming culture and spare-time game designer. He also holds appointments at Pepperdine, UW Bothell, and UOIT, teaching a variety of online and offline courses on game studies and games for learning. He recently wrote a book, Leet Noobs: The Life and Death of an Expert Player Group in World of Warcraft. Currently, Mark is making games to promote critical thinking and cooperation and researching the communication practices of BoardGameGeek.com users.
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image from barefootliam at deviant art! |
What is Better Game Culture?
One is that, as we argue for better game culture, I think we’re basically arguing for more critical and reflective consumers, creators, and scholars of games and gaming practice. “More” in the sense that we just need proportionally more people who do think critically and reflectively about games and gaming. But also “more” in the sense that who we do have are continually learning and making connections and generally becoming better at what they do.Use Game Design to Understand Games Better
And one of the best ways to learn how to think about games, their structures, and experiences is to make them. By making games and thinking through player experiences as they navigate rules and systems, a designer really starts to pay attention to cohesiveness and the internal logics of a game’s space. Equipped with this experience, the designer starts to also see other games differently, understanding that sometimes intent just doesn’t match up with underlying mechanics whether that’s due to technical limitations or something inherently flawed with the design structure. When the narrative or theme is supported by the game’s rules (sometimes in place as a holdover from whatever genre tradition the game is following), it can be an extremely beautiful experience, such as with the case for some players of Depression Quest or Lim.Speaking of Lim, Merritt’s previous article speaks to a diversification and inclusion of gaming (which really can’t happen fast enough… and I don’t think is going to happen unless we continually fight for it), and something that should be stressed is how relatively low the barriers to making small digital games are these days (once you get past the initial barriers of social structure and disparate everyday experience, as Merritt aptly points out). Indeed, the hardest part of making interactive fiction games in Twine or Inklewriter, is the writing! Even 2D platformers, top-down JRPGs, and point-n-click adventure games can be made pretty easily these days with GameMaker, Construct, RPGMaker, and Adventure Game Studio.
The Rise of Tabletop Gaming
The second statement is that tabletop gaming (i.e., gaming with and around board and card games) is experiencing a massive growth and golden age right now, and, just as with digital games, a lot of community and culture around tabletop games is supported and afforded by the net. It’d be very easy to get lost in the forums of BoardGameGeek (BGG).In fact, BoardGameGeek has a crazy extensive database of tabletop games. If a game is played with physical material and had some sort of distribution (as in, it’s not just a game cousin Jane made up and shared with her brother), it’s in BGG’s database. Each game has its own set of forums that cover reviews, strategies, house rules, clarifications, news, issues, etc. Then there are non-game specific forums, such as regional ones to help people meet up with other players, general boardgame news, reviews of iOS and Android ports of favorite games, etc. (A whole bunch could be said here about affinity groups and literature on digital media and learning.)
[This article originally appeared on Critical Gaming Project’s new blog series, Better Game Culture]
Mark Chen is an independent researcher of gaming culture and spare-time game designer. He also holds appointments at Pepperdine, UW Bothell, and UOIT, teaching a variety of online and offline courses on game studies and games for learning. He recently wrote a book, Leet Noobs: The Life and Death of an Expert Player Group in World of Warcraft. Currently, Mark is making games to promote critical thinking and cooperation and researching the communication practices of BoardGameGeek.com users.
Thursday, December 12, 2013
Auctions as a Game Balancing Tool
In this article, game design instructor Sebastian Sohn gives a summary of different auction types used in board games.
Auctions are widely used in board games as an in-game mechanic or as a meta game.
Auctions are how conflicts are resolved in life. Auctions deal with the what economists call "unlimited wants yet limited resources." Auctions are also great for game design for several reasons including:
English Auction used as meta-game balancing tool.
In this WWII-based board game, the Allies tend to win more often due to historically accurate (Allies won) but poor game balancing. In many tournaments, players bid to play as the Allies. The winning bid is paid to the low-bid player, who then begins the game as the Axis Powers. This allows for a more balanced game, as the Axis player can now use this influx of resources to strengthen his strategy.
No Thanks!
English Auction used to avoid a penalty.
No Thanks! has an interesting twist to auctions. In normal auctions, players pay to win something, while in No Thanks!, you pay to avoid penalty points. Every round, a card with penalty points ranging in 3-35 points is offered. In turn order player may take the penalty points or bid one chip. If you take the card, you take the penalty points and the chips on top that you can use to avoid other cards.
Vegas Showdown
Multiple English Auction occurring simultaneously
Play Vegas Showdown AI for free, costs to play with people
This game’s auction offers a multiple items simultaneously. Players bid in turn order. If one gets outbid, that player is bumped off auction block and can bid on something else next turn. Being bumped usually triggers a chain of bidders being bumped from item to item until everyone's ideal price is reached. This is similar to the rules of a White Elephant Gift Exchange, a holiday party game used to distribute gifts.
Modern Art
Multiple types of auctions
Modern Art is a pure auction game where you act as buyer and seller of modern art painting. Continuous turn-based English, once around English, sealed, buyout auctions are featured. When you sell a painting, money goes to the selling player, not the bank. This is a great game to play to learn how different auctions work.
Monopoly: when a property is auctioned off, all proceeds go to the bank. And yes, Monopoly has auctions if you play by the official rules.
Modern Art: the seller receives all proceeds for paintings sold unless she buys her own offer. If one buy their own offered painting, then the seller pays the bank.
Hollywood Blockbuster: the proceeds of the auction are distributed equally to all other players.
Any bidder may offer a bid at any time until the auction’s close. Each bidder can bid or rebid at any moment. This is the most common auction in life and can be emotional, causing people to become irrational and overbid.
Turn-Based English Auction
Since English auctions can be hectic, loud and highly emotional, many games use a turn-based approach: each Player raises the bid in turn order or passes. To shorten the auctions, most games will not allow a bidder to reenter the auction once the bidder passes. English auction may be continuous, each bidder keeps bidding higher multiple times in turn order or may be once around, declare one and only one bid in turn order.
Sealed (first-price) Auction
Bids are submitted secretly to the seller; participants do not know each other's bids. This style is commonly used in real estate sale and by the US government to procure contractors.
Vickrey Auction (sealed-bid second-price auction)
A sealed auction, the highest bidder wins but pays the second highest bid. Used as quick auction that has similar results to a English auction. Proxy bid by Ebay and US Treasury securities sales use an auctions similar to Vickrey. War of Attrition, uses an auction similar to Vickrey to simulate and analyze human behavior. War of Attrition is used in branch of mathematics called game theory as a scientific model.
Auction that has the highest bidder winning, but all bidders end up paying. This is used as model for political campaigns or lobbying. It’s good for auctioning abstract resources like turn order (initiative). In Age of Steam game, turn order is auctioned in this manner, but only the top two bidders pay.
Top-Up Auction
This is a variation of the all-pay auction. Winner pays as usual but the losers pay out the difference in between their bid and the next lower bid. Top-Up Auctions are commonly used by charities as fund raisers.
Dutch Auctions
A high asking price if offered and is steadily dropped until a buyer accepts. The dutch tulip market and the US Treasury both use this style of auction. Ebay used to offer this type of auction as a way to sell multiple, identical items to multiple buyers. It has a similar effect to sealed auctions, as only the winner’s bid is known. Buyout Auction The seller offers with a fixed price. Ebay uses Buy-It-Now on top of their standard auction as way to purchase immediately at a preset price, rather than wait for the end of an auction.
Reverse Auction
The roles of buyers (bidders) and sellers (askers) are reversed. Asks are lowered until a bidder accepts. In traditional auctions, multiple bidders usually compete for one good or service offered by one seller, while in a reverse auction, multiple sellers compete to provide goods or services to one buyer. Priceline.com and Lending Tree use this model by acting as brokers in pooling large number of sellers to few buyers.
Walrasian Auction
In a Walrasian Auction, both bid and ask prices are adjusted for in batches, until an equilibrium priced is reached. This is similar to how the stock market works. A similar auction style can be found in the video game, M.U.L.E.
[This article originally appeared on Sebastian Sohn’s personal blog.]
Sebastian Sohn is a "well played" game player, critic, and game design instructor. He is especially fascinated by the use of games as an experiential teaching aid and constantly on the lookout for tabletop games, videogames, and roleplaying games that teach life skills.
Auctions are widely used in board games as an in-game mechanic or as a meta game.
Auctions are how conflicts are resolved in life. Auctions deal with the what economists call "unlimited wants yet limited resources." Auctions are also great for game design for several reasons including:
- Realism and use in day-to-day life.
- It’s a balancing tool; allowing the designer the ability to offer asymmetrical starting resources, yet places game balancing in the hands of the players.
- Finding the right price is an enjoyable game of its own.
Auction Use in Board Games
Axis & AlliesEnglish Auction used as meta-game balancing tool.
In this WWII-based board game, the Allies tend to win more often due to historically accurate (Allies won) but poor game balancing. In many tournaments, players bid to play as the Allies. The winning bid is paid to the low-bid player, who then begins the game as the Axis Powers. This allows for a more balanced game, as the Axis player can now use this influx of resources to strengthen his strategy.
No Thanks!
English Auction used to avoid a penalty.
No Thanks! has an interesting twist to auctions. In normal auctions, players pay to win something, while in No Thanks!, you pay to avoid penalty points. Every round, a card with penalty points ranging in 3-35 points is offered. In turn order player may take the penalty points or bid one chip. If you take the card, you take the penalty points and the chips on top that you can use to avoid other cards.
Vegas Showdown
Multiple English Auction occurring simultaneously
Play Vegas Showdown AI for free, costs to play with people
This game’s auction offers a multiple items simultaneously. Players bid in turn order. If one gets outbid, that player is bumped off auction block and can bid on something else next turn. Being bumped usually triggers a chain of bidders being bumped from item to item until everyone's ideal price is reached. This is similar to the rules of a White Elephant Gift Exchange, a holiday party game used to distribute gifts.
Modern Art
Multiple types of auctions
Modern Art is a pure auction game where you act as buyer and seller of modern art painting. Continuous turn-based English, once around English, sealed, buyout auctions are featured. When you sell a painting, money goes to the selling player, not the bank. This is a great game to play to learn how different auctions work.
Auction Basics
Most auctions end when the highest bidder pays for and receives an item. Auctions have two prices--the bid price and ask price--as well as two parties: the buyer (bidder) and the seller (asker). When the bid and ask price are equal, a sale is made. Where the payment ends up is important in a game's economic system. Some examples where the proceeds end up:Monopoly: when a property is auctioned off, all proceeds go to the bank. And yes, Monopoly has auctions if you play by the official rules.
Modern Art: the seller receives all proceeds for paintings sold unless she buys her own offer. If one buy their own offered painting, then the seller pays the bank.
Hollywood Blockbuster: the proceeds of the auction are distributed equally to all other players.
Common Auctions
English auctionAny bidder may offer a bid at any time until the auction’s close. Each bidder can bid or rebid at any moment. This is the most common auction in life and can be emotional, causing people to become irrational and overbid.
Turn-Based English Auction
Since English auctions can be hectic, loud and highly emotional, many games use a turn-based approach: each Player raises the bid in turn order or passes. To shorten the auctions, most games will not allow a bidder to reenter the auction once the bidder passes. English auction may be continuous, each bidder keeps bidding higher multiple times in turn order or may be once around, declare one and only one bid in turn order.
Sealed (first-price) Auction
Bids are submitted secretly to the seller; participants do not know each other's bids. This style is commonly used in real estate sale and by the US government to procure contractors.
Vickrey Auction (sealed-bid second-price auction)
A sealed auction, the highest bidder wins but pays the second highest bid. Used as quick auction that has similar results to a English auction. Proxy bid by Ebay and US Treasury securities sales use an auctions similar to Vickrey. War of Attrition, uses an auction similar to Vickrey to simulate and analyze human behavior. War of Attrition is used in branch of mathematics called game theory as a scientific model.
Exotic Auctions
All-Pay AuctionAuction that has the highest bidder winning, but all bidders end up paying. This is used as model for political campaigns or lobbying. It’s good for auctioning abstract resources like turn order (initiative). In Age of Steam game, turn order is auctioned in this manner, but only the top two bidders pay.
Top-Up Auction
This is a variation of the all-pay auction. Winner pays as usual but the losers pay out the difference in between their bid and the next lower bid. Top-Up Auctions are commonly used by charities as fund raisers.
Dutch Auctions
A high asking price if offered and is steadily dropped until a buyer accepts. The dutch tulip market and the US Treasury both use this style of auction. Ebay used to offer this type of auction as a way to sell multiple, identical items to multiple buyers. It has a similar effect to sealed auctions, as only the winner’s bid is known. Buyout Auction The seller offers with a fixed price. Ebay uses Buy-It-Now on top of their standard auction as way to purchase immediately at a preset price, rather than wait for the end of an auction.
Reverse Auction
The roles of buyers (bidders) and sellers (askers) are reversed. Asks are lowered until a bidder accepts. In traditional auctions, multiple bidders usually compete for one good or service offered by one seller, while in a reverse auction, multiple sellers compete to provide goods or services to one buyer. Priceline.com and Lending Tree use this model by acting as brokers in pooling large number of sellers to few buyers.
Walrasian Auction
In a Walrasian Auction, both bid and ask prices are adjusted for in batches, until an equilibrium priced is reached. This is similar to how the stock market works. A similar auction style can be found in the video game, M.U.L.E.
[This article originally appeared on Sebastian Sohn’s personal blog.]
Sebastian Sohn is a "well played" game player, critic, and game design instructor. He is especially fascinated by the use of games as an experiential teaching aid and constantly on the lookout for tabletop games, videogames, and roleplaying games that teach life skills.
Tuesday, December 3, 2013
December 2013: Board Games
Hello and welcome to December 2013's topic: Board Games! This topic is just a reminder that while the IGDA Game Design SIG and this blog does favor digital games, we also are interested in board games and other types of games.
After all, many computer game designers, as Erin Robinson described in her article, Building Treehouse, first conceptualize their design prototypes as board games. While pitching my design for a game to help young adults realize the importance of saving for the future, called Rainy Day Castle, I set up a table with a crudely drawn tower and various stand-in pieces for gold and monsters. Not only did this help by-standers understand how to play the game, but this set-up also provided me with future insights about how to improve my game design. Game design instructors often ask their students to design board games, as was mentioned in this recent article on GDAM.
Renowned game designers are interested in ALL games, not just video games. Brenda Romero, game designer in residence at the University of California, Santa Cruz’s Center for Games and Playable Media, designed several board games, including Train, for a series called The Mechanic is the Message.
So let me know about your board game experiences! And remember to follow the submission guidelines.
After all, many computer game designers, as Erin Robinson described in her article, Building Treehouse, first conceptualize their design prototypes as board games. While pitching my design for a game to help young adults realize the importance of saving for the future, called Rainy Day Castle, I set up a table with a crudely drawn tower and various stand-in pieces for gold and monsters. Not only did this help by-standers understand how to play the game, but this set-up also provided me with future insights about how to improve my game design. Game design instructors often ask their students to design board games, as was mentioned in this recent article on GDAM.
Renowned game designers are interested in ALL games, not just video games. Brenda Romero, game designer in residence at the University of California, Santa Cruz’s Center for Games and Playable Media, designed several board games, including Train, for a series called The Mechanic is the Message.
So let me know about your board game experiences! And remember to follow the submission guidelines.
Wednesday, November 6, 2013
Teaching Iteration and Risk-Taking
In this article, game designer Ian Schreiber describes the inherent difficulty in getting students to embrace failure as a part of the iterative process.
There is an inherent conflict between the nature of classes and course objectives, when it comes to designing a game as a class project.
The best way to learn to design games is to make a rapid prototype, fail miserably, figure out what you did wrong, and try again. Repeat until you get it right. In order to do this, the student has to feel like it is okay to take risks, that it is perfectly acceptable (even expected) to try crazy stuff that may simply not work out.
But of course, this is for a grade. Enter the fear of failure. Or, it's not for a grade at all. No threat of failure, but likely no effort put in by students on an "optional" project. Is there a way around this paradox?
Here's the method I'm currently using:
Ian Schreiber has been in the game industry since the year 2000, first as a programmer and then as a game designer. Also an educator since 2006, Ian has taught game design and development courses at a variety of schools, and on his own without a school. He has co-authored two books, Challenges for Game Designers and Breaking Into the Game Industry.
There is an inherent conflict between the nature of classes and course objectives, when it comes to designing a game as a class project.
The best way to learn to design games is to make a rapid prototype, fail miserably, figure out what you did wrong, and try again. Repeat until you get it right. In order to do this, the student has to feel like it is okay to take risks, that it is perfectly acceptable (even expected) to try crazy stuff that may simply not work out.
But of course, this is for a grade. Enter the fear of failure. Or, it's not for a grade at all. No threat of failure, but likely no effort put in by students on an "optional" project. Is there a way around this paradox?
Here's the method I'm currently using:
- My non-digital game design project has four milestones. The first is just a high concept, target audience, basic information (number of players, etc.) and some core mechanics. The second is a rough but playable prototype. The third is a playtested prototype, with the mechanics finalized or close to it. The final milestone is a polished product.
- All milestones are graded. Early milestones are easy points -- just turn in something, anything, as long as it works. Later milestones are graded based on the quality of the design -- you'd better have done some iterations.
- For the future, I'm thinking that early milestones should be worth fewer points than later milestones. This puts less importance on early work and more focus on the final product.
- On the days where milestones are due, students bring their works-in-progress to class and present the work for peer review. This also gives me a chance to see how the projects are progressing. In the future, I should probably just give a grade right then and there for the early milestones.
- Make it clear to students from the beginning that the more they iterate on their project, the more they playtest, the more they fail and then change, the better their final project will be. Unfortunately, this is one of those things they might just have to find out the hard way for themselves. I'll try bringing in a student work from an earlier course (with permission) in its various stages of completion, to show just how much difference playtesting can make.
Ian Schreiber has been in the game industry since the year 2000, first as a programmer and then as a game designer. Also an educator since 2006, Ian has taught game design and development courses at a variety of schools, and on his own without a school. He has co-authored two books, Challenges for Game Designers and Breaking Into the Game Industry.
Labels:
Board Games,
Prototyping,
Teaching Game Design
Thursday, July 18, 2013
Top Ten Tabletop Kickstarters: How They Do It
In this article, novelist and game designer Matt Forbeck weighs in on why tabletop gaming Kickstarters are outperforming video game crowdfunding campaigns.
Over at ICv2, they’ve posted a list of the top ten tabletop gaming Kickstarters of all time
(um, four years now, in Kickstarter terms). They don’t offer up much in
the way of analysis there, though, other than to say “tabletop game
projects are among Kickstarter’s most successful categories, with five
projects at over $1 million, and three over $2 million.”

It has to do with the economies of scale of plastic miniatures.
(If that sentence put you to sleep, move on. Now. I’m going deep here.)
Every one of those games on ICv2′s list is a game or product that features lots and lots of plastic figures or terrain. Most of them started out with a decent amount of plastic in their boxes, but as each Kickstarter grew, the producers tossed in more and more plastic bits until the drives went from “cool stuff” to “awesome bargain on cool stuff!”
The Reaper drive for their Bones figures line is a perfect example of this — and was also the top-grossing drive, raking in more than $3.4 million. Their most popular reward came if you backed them at their $100 Vampire level. At the start of the drive, that got you a total of 67 figures. By the end, you racked up 240 figures, plus a number of other neat things, like a copy of my Hard Times in Dragon City novel, which unlocked at the $3 million mark.
So how did Reaper manage to nearly quadruple the number of figures they offered while keeping the price the same? The secret’s in the plastic.
Casting metal miniatures is a labor-intensive process that involves pouring molten metal into a spin-casting machine that distributes the metal into hollow cavities cut into a vulcanized rubber mold. The molds wear out after a while, and you have to make new ones. The metal’s a little pricey, but the rubber’s cheap, so it’s a great way to make miniatures if you’re making a few thousand or less.
However, if you can sell more than that many miniatures, you should make your figures in plastic instead, as the molds for these last virtually forever and the figures only cost pennies apiece. The trouble is that the injection molds for plastic figures are cut from steel, a process that costs thousands of dollars per figure rather than dozens. A small company can’t afford to make hundreds of these molds at once, at least not without a huge cash influx.
And that’s where Kickstarter comes in. If you can get your backers to pledge enough money to cover your steel molds, then you can give them lots of figures for their money. Better yet, if you bust through your initial funding goals, you can set stretch goals for new figures and toss them into the mix for either little cost (as low-cost add-on options) or bundle them in for free.
When the Reaper drive started, the per-figure price of their Vampire level was $1.49 each, shipped to your door. That’s a phenomenal bargain when you consider that most metal fantasy gaming figures cost around $5 each — or much more if you’re into a game like Warhammer. By the time the drive was over, the per-figure price fell to under 42¢ each.
Every time Reaper’s backers broke another stretch goal, the bargain got better and better for them. That gave them lots of incentive to tell their friends about the deal and rope them into joining the drive, and the effect snowballed with each stretch goal knocked down. By the time the drive ended, it was such a fantastic deal for anyone who’d ever pushed figures around a table that it became nearly irresistible.
All of the other miniatures-based triumphs follow this same kind of model. The recent Dwarven Forge Game Tiles drive, for instance, (on which I did a little consulting) followed this to the letter, and it brought in over $1.9 million.
Most other types of Kickstarter ventures cannot pull this sort of thing off. If you’re Kickstarting a novel, for instance, it’s hard to offer lots more novels in a time frame that makes sense for most readers. Evil Hat managed something close to this by bringing in lots of authors for its Spirit of the Century novel line Kickstarter, and the strategy made that the #5 fiction drive ever. (By my count, it’s actually the #1 straight novel drive, but that’s a separate post.)
The nature of minis, though, means you want to have as many of them to play with as once as you can manage, and with enough money a producer can manage this in a reasonable amount of time. It makes it a natural niche for a top Kickstarter — if it’s run well. It’s not something just any company can pull off though. There’s a lot of hard-won knowledge, skill, and expertise that goes into running and producing a successful line of plastic figures, and Kickstarter makes for the perfect way for the people who have that particular combination of things to capitalize on it.
[This article originally appeared on Matt Forbeck's blog, Forbeck.com]
Matt Forbeck has been a full-time creator of award-winning games and fiction since 1989. He has twenty-six novels published to date, including the award-nominated Guild Wars: Ghosts of Ascalon and the critically acclaimed Amortals and Vegas Knights. His latest work includes the Magic: The Gathering comic book, the MMOs Marvel Heroes and Ghost Recon Online, his novel The Con Job, based on the TV show Leverage, and the Dangerous Games trilogy of thriller novels set at Gen Con. For more about him and his work, visit Forbeck.com.
Thursday, February 4, 2010
Touching Players Emotionally
In this article, game writer and designer Shelly Warmuth explains why emotive games, games that affect players emotionally, involve small ethical dilemmas.
Train changes the rules of gameplay, eliciting an emotional response while causing players to try to change the design of the game while playing it. It makes them uncomfortable, sad, and unwilling to win.
When discussing emotive games, it's important to define the emotion one wishes the player to feel and when we want them to feel that. Certainly, we've all played games that cause us to feel something. A game becomes interactive and "fun" when it elicits a positive response such as laughter, satisfaction, or awe. Consider the last time you caused a huge explosion in a game or laughed at a bit of dialogue. Game designers put in elements to bring forth certain responses on purpose. Most players were touched by Aerith's death in Final Fantasy VII. Insomniac uses amusing quips to obtain giggles and smiles in the Ratchet & Clank series. I found the beggers in Assassin's Creed to be very annoying, while hitting them became very satisfying. Meanwhile, Assassin's Creed touched on my fear of heights and, along with inFAMOUS, created a small fear of water, at least during gameplay. Some games create an unintended emotional response such as anger, annoyance, and frustration. Therefore, for the purpose of this article, it's important to define emotive games as those that involve a player’s emotions, in an intended way, even when they are no longer playing.
To elicit an emotional response, the game must first be immersive. Creating an immersive game is a huge subject by itself but, if elements of the game are jarring players out of the experience, the required interaction cannot be achieved. The player will not suspend disbelief long enough to be affected by the game without being immersed in the environment and story. It must touch them on a personal level and stick with them after play is through.
Immersion is but a small part of the challenge, however. In an age of internet guides and forums, it's difficult to surprise players or sneak up on them. Players don't need to choose whether or not to save the Little Sisters before consulting the internet or guide to see the outcome of the decision. Players hear about the treasure chest that voids the Ultimate Weapon before the game is even in their hand. It would seem that touching a player emotionally then resides in the story, but, it's almost too difficult to avoid word-of-mouth.
One option is to take away player choice. Modern Warfare 2's airport scene is appalling and disturbing. Players walk through a busy airport, mowing down innocent, unarmed people. They can't run or rush the scene. They don't choose the scene, it is given to them and they must get through it. It haunts you long after playing. This uncomfortable scene is a powerful example of what I'd hope to achieve in an emotional response. It doesn't allow player choice, while touching the player's emotions in an intended way once they are no longer playing. It's only one scene, however. Re-creating this response several times in a game would numb the player, dimming the response. This is a fine example of emotive play, but not an emotive game.
The next option involves creating ethical dilemmas in games. While I found Bioshock to be one of the most immersive games I've ever played, choosing whether or not to save the Little Sisters was not really an ethical dilemma. It didn't change the game significantly and it actually becomes a strategy for some. If you save them, you get the better ending. If you harvest them, you get more weapons upgrades and more trophies. Instead of being ethical, it simply becomes a matter of what's important to the player. Likewise, in inFAMOUS, being good or evil fails to significantly affect play or ending. It, more or less, changes the visuals of the game. Fable II, however, creates decision-making that does affect the game without the player being completely aware of the changes they are making. To get an emotional response from this device, then, the designer must design ethical dilemmas into the game that actually affect the gameplay and story. The problem with this lies in the previously-mentioned word-of-mouth. If we create decisions, how do we keep the player from looking up the outcome prior to making the decision? And, how do we keep the player from changing that decision when they get an unexpected response?
We could make it a timed decision, but word-of-mouth means they'll know about the choice before they get to it. We could take away decision, but, we've already shown that, while this creates the intended response in the short-term, it will ultimately fail to keep the player immersed in the experience. We could make games that involve an ethical decision which is merely the lesser of two evils. Again, though, the guides and forums rear their ugly heads allowing players to make an informed decision. Complicated, branching story lines involving many decisions would seem the only, albeit expensive, option, then. In this way, player choices would lead to other choices making them unsure of the ultimate outcome.
In the final analysis, the answer would seem to lie in creating a game that offers small ethical dilemmas. The player should be making decisions with little thought to the outcome. The decisions should seem so insignificant that they are invisible to the player, making them unaware of how they are affecting the game. And yet, the decisions should be significant enough to affect the player in a small way even when making them. Saves must be automatic and seamless so that the player cannot undo a choice. The game should be immersive and the outcome of the story should shock or surprise the player in some way so that they become aware, in the end, that their choices caused that outcome. The designer retains control of the intended emotional response and outcome while giving the player the illusion of control and decision-making. In this way, not only will they be touched by the story and the game, but they will continue to consider the choices they made long after they have finished playing.
Brenda Brathwaite created a game with all of these elements in Train. Players make choices based on the rules of the game without being fully aware of the outcome of those choices. When they suddenly become aware, the game itself becomes an ethical dilemma that touches players long after they have stopped playing.
Shelly Warmuth is a freelance game writer and designer. Her games, Dance Class and Coach's Corner, won top honors in HG4H's InsertCoin. She looks forward to the release of these great games on Project Natal in the near future.
Train changes the rules of gameplay, eliciting an emotional response while causing players to try to change the design of the game while playing it. It makes them uncomfortable, sad, and unwilling to win.
When discussing emotive games, it's important to define the emotion one wishes the player to feel and when we want them to feel that. Certainly, we've all played games that cause us to feel something. A game becomes interactive and "fun" when it elicits a positive response such as laughter, satisfaction, or awe. Consider the last time you caused a huge explosion in a game or laughed at a bit of dialogue. Game designers put in elements to bring forth certain responses on purpose. Most players were touched by Aerith's death in Final Fantasy VII. Insomniac uses amusing quips to obtain giggles and smiles in the Ratchet & Clank series. I found the beggers in Assassin's Creed to be very annoying, while hitting them became very satisfying. Meanwhile, Assassin's Creed touched on my fear of heights and, along with inFAMOUS, created a small fear of water, at least during gameplay. Some games create an unintended emotional response such as anger, annoyance, and frustration. Therefore, for the purpose of this article, it's important to define emotive games as those that involve a player’s emotions, in an intended way, even when they are no longer playing.
To elicit an emotional response, the game must first be immersive. Creating an immersive game is a huge subject by itself but, if elements of the game are jarring players out of the experience, the required interaction cannot be achieved. The player will not suspend disbelief long enough to be affected by the game without being immersed in the environment and story. It must touch them on a personal level and stick with them after play is through.
Immersion is but a small part of the challenge, however. In an age of internet guides and forums, it's difficult to surprise players or sneak up on them. Players don't need to choose whether or not to save the Little Sisters before consulting the internet or guide to see the outcome of the decision. Players hear about the treasure chest that voids the Ultimate Weapon before the game is even in their hand. It would seem that touching a player emotionally then resides in the story, but, it's almost too difficult to avoid word-of-mouth.
One option is to take away player choice. Modern Warfare 2's airport scene is appalling and disturbing. Players walk through a busy airport, mowing down innocent, unarmed people. They can't run or rush the scene. They don't choose the scene, it is given to them and they must get through it. It haunts you long after playing. This uncomfortable scene is a powerful example of what I'd hope to achieve in an emotional response. It doesn't allow player choice, while touching the player's emotions in an intended way once they are no longer playing. It's only one scene, however. Re-creating this response several times in a game would numb the player, dimming the response. This is a fine example of emotive play, but not an emotive game.
The next option involves creating ethical dilemmas in games. While I found Bioshock to be one of the most immersive games I've ever played, choosing whether or not to save the Little Sisters was not really an ethical dilemma. It didn't change the game significantly and it actually becomes a strategy for some. If you save them, you get the better ending. If you harvest them, you get more weapons upgrades and more trophies. Instead of being ethical, it simply becomes a matter of what's important to the player. Likewise, in inFAMOUS, being good or evil fails to significantly affect play or ending. It, more or less, changes the visuals of the game. Fable II, however, creates decision-making that does affect the game without the player being completely aware of the changes they are making. To get an emotional response from this device, then, the designer must design ethical dilemmas into the game that actually affect the gameplay and story. The problem with this lies in the previously-mentioned word-of-mouth. If we create decisions, how do we keep the player from looking up the outcome prior to making the decision? And, how do we keep the player from changing that decision when they get an unexpected response?
We could make it a timed decision, but word-of-mouth means they'll know about the choice before they get to it. We could take away decision, but, we've already shown that, while this creates the intended response in the short-term, it will ultimately fail to keep the player immersed in the experience. We could make games that involve an ethical decision which is merely the lesser of two evils. Again, though, the guides and forums rear their ugly heads allowing players to make an informed decision. Complicated, branching story lines involving many decisions would seem the only, albeit expensive, option, then. In this way, player choices would lead to other choices making them unsure of the ultimate outcome.
In the final analysis, the answer would seem to lie in creating a game that offers small ethical dilemmas. The player should be making decisions with little thought to the outcome. The decisions should seem so insignificant that they are invisible to the player, making them unaware of how they are affecting the game. And yet, the decisions should be significant enough to affect the player in a small way even when making them. Saves must be automatic and seamless so that the player cannot undo a choice. The game should be immersive and the outcome of the story should shock or surprise the player in some way so that they become aware, in the end, that their choices caused that outcome. The designer retains control of the intended emotional response and outcome while giving the player the illusion of control and decision-making. In this way, not only will they be touched by the story and the game, but they will continue to consider the choices they made long after they have finished playing.
Brenda Brathwaite created a game with all of these elements in Train. Players make choices based on the rules of the game without being fully aware of the outcome of those choices. When they suddenly become aware, the game itself becomes an ethical dilemma that touches players long after they have stopped playing.
Shelly Warmuth is a freelance game writer and designer. Her games, Dance Class and Coach's Corner, won top honors in HG4H's InsertCoin. She looks forward to the release of these great games on Project Natal in the near future.
Wednesday, July 29, 2009
A Comment on Sande Chen’s “Reflections on Train”
In this article, scholar Altug Isigan points to a potential weakness in the game, Train: that by its very structure, it allows players to believe that contributors to the Holocaust were innocents or somehow manipulated or betrayed into committing these acts.
[Spoiler Alert: This article reveals information about the game Train (Brenda Brathwaite, 2009) that will alter the game's intended gameplay experience.]
In this brief article I share the thoughts that surfaced after I read Sande Chen’s article on the game Train (Brenda Brathwaite, 2009). Before I continue, let me say that I haven’t played the game and that my whole knowledge and the resulting imagination about it stem from what I read in articles like the one Sande wrote. I can add to this that my understanding of the role of trains (or transportation in general) during the Holocaust was heavily influenced by Lars von Trier’s impressive feature film Europe (1991; also known as Zentropa in other parts of the world).
Moving People
I found the details that Sande mentions about the game very striking, especially the way in which the “passengers” are treated during the placement into the train wagons and after their arrival at the final destination. I think these are details that gain a very strong meaning and importance together with the revelation of the name of that final destination: Auschwitz. Achieving this effect seems to be the result of very careful consideration. I fully agree with Sande that these are the kind of details that make one appreciate Brenda Brathwaite as an artist.
I understand that the way in which the plot is structured, causes most of the players to be shocked at the end of the game through the revelation of the historical context of the game: that during their “innocent” play they were actually deporting people to death camps. Players realize that they were assisting in one of the biggest crimes in human history, the Holocaust during the Nazi era. Through this sudden move, the “game” turns bitterly serious. This move is a very strong invitation to reconsider the things in life that we don’t really give a thorough thought to and then find out in the most painful way that they were in support of terrible things.
To achieve this level of reflection, the designer utilizes techniques of limited exposure: the knowledge economy of the game is constructed so that at the end of the game a deliberately placed information gap is exploited. The moment in which this gap is filled becomes for the player an emotionally striking turning point that serves as a climax to the game: a climax that is aimed at causing a shift in the player’s perception of the world. The utilization of the element of surprise is touching: people are moved. Once more we appreciate the designer as an artist.
On The Track of Popular Discourse
While it is apparent that this plot can move people to a point were under circumstances they could even cry, I wonder whether it is not the same plot structure that leads to an ideological weak spot in the game. I ask myself whether the concept of the “unaware player” does not reinforce the rather arguable view on the Holocaust that depicts it as a historical event in which an innocent folk was betrayed by a cast of sick and evil-minded bureaucrats which derailed it into a path of evil. While this view demonizes a cast of leaders, it allows the rest of the society in which the “unthinkable” happened to get away as the “innocents”. However, there are a lot of artists and philosophers –among them leftist critic Hannah Arendt– who believe that this view gives a wrong image of the social and cultural climate that nurtured the Holocaust.
By positioning the player into the “unknowing innocent citizen” role, does the game limit its critical potential to a typical ‘figure’ of the popular discourse on the Holocaust? Does it reproduce what Roland Barthes calls “dead language”, a discourse that locks reflection onto the issue at hand into a paradigm of certain frozen gestures? Such discursive figures strongly structure the way in which we speak about a topic. Often it is only the gesture of the figure that we recognize and utilize, thereby reflection onto the issue being rendered impossible. In the case of the Holocaust, this dead language usually turns the issue into a totem-like object which is the ‘Mona Lisa’ of a ‘museum of evil’; it is sentenced to live in this museum as a symbol that prompts us to recall the issue the way the involved power elites agreed to forget about it. Through this, our chance to sincerely confront the problem and ourselves is replaced with sort of a meta-language. We cannot speak anymore from within or at the level of the Holocaust (and of those Holocausts that we are capable of right now, in all our “unawareness” and “innocence”), we can only speak on it or about it (as a bitter lesson of the past; the learning taken for granted, the immunity automatically gained; a save distance put between ourselves and the unthinkable). Eventually, the actuality of the –or any– Holocaust is replaced with a myth of it. “No, we, won’t allow, that, to happen again”.
If I can imagine a weak spot in this game then I believe that it is this aspect for which can be said that in favor of a cliché, it pulls out the player too early out of a process of deeper understanding and learning. Since I never have played the game, and that for simple geographical and physical constraints I will not be able to play it for a long time to come, I keep wondering what the experience of playing this game really is like.
Altug Isigan is a scholar at the Eastern Mediterranean University, Department of Radio-TV and Film, in sunny Famagusta, Cyprus, where he is writing a dissertation on narrative in games. You can read more of his work at his blog, the Ludosphere.
[Spoiler Alert: This article reveals information about the game Train (Brenda Brathwaite, 2009) that will alter the game's intended gameplay experience.]
In this brief article I share the thoughts that surfaced after I read Sande Chen’s article on the game Train (Brenda Brathwaite, 2009). Before I continue, let me say that I haven’t played the game and that my whole knowledge and the resulting imagination about it stem from what I read in articles like the one Sande wrote. I can add to this that my understanding of the role of trains (or transportation in general) during the Holocaust was heavily influenced by Lars von Trier’s impressive feature film Europe (1991; also known as Zentropa in other parts of the world).
Moving People
I found the details that Sande mentions about the game very striking, especially the way in which the “passengers” are treated during the placement into the train wagons and after their arrival at the final destination. I think these are details that gain a very strong meaning and importance together with the revelation of the name of that final destination: Auschwitz. Achieving this effect seems to be the result of very careful consideration. I fully agree with Sande that these are the kind of details that make one appreciate Brenda Brathwaite as an artist.
I understand that the way in which the plot is structured, causes most of the players to be shocked at the end of the game through the revelation of the historical context of the game: that during their “innocent” play they were actually deporting people to death camps. Players realize that they were assisting in one of the biggest crimes in human history, the Holocaust during the Nazi era. Through this sudden move, the “game” turns bitterly serious. This move is a very strong invitation to reconsider the things in life that we don’t really give a thorough thought to and then find out in the most painful way that they were in support of terrible things.
To achieve this level of reflection, the designer utilizes techniques of limited exposure: the knowledge economy of the game is constructed so that at the end of the game a deliberately placed information gap is exploited. The moment in which this gap is filled becomes for the player an emotionally striking turning point that serves as a climax to the game: a climax that is aimed at causing a shift in the player’s perception of the world. The utilization of the element of surprise is touching: people are moved. Once more we appreciate the designer as an artist.
On The Track of Popular Discourse
While it is apparent that this plot can move people to a point were under circumstances they could even cry, I wonder whether it is not the same plot structure that leads to an ideological weak spot in the game. I ask myself whether the concept of the “unaware player” does not reinforce the rather arguable view on the Holocaust that depicts it as a historical event in which an innocent folk was betrayed by a cast of sick and evil-minded bureaucrats which derailed it into a path of evil. While this view demonizes a cast of leaders, it allows the rest of the society in which the “unthinkable” happened to get away as the “innocents”. However, there are a lot of artists and philosophers –among them leftist critic Hannah Arendt– who believe that this view gives a wrong image of the social and cultural climate that nurtured the Holocaust.
By positioning the player into the “unknowing innocent citizen” role, does the game limit its critical potential to a typical ‘figure’ of the popular discourse on the Holocaust? Does it reproduce what Roland Barthes calls “dead language”, a discourse that locks reflection onto the issue at hand into a paradigm of certain frozen gestures? Such discursive figures strongly structure the way in which we speak about a topic. Often it is only the gesture of the figure that we recognize and utilize, thereby reflection onto the issue being rendered impossible. In the case of the Holocaust, this dead language usually turns the issue into a totem-like object which is the ‘Mona Lisa’ of a ‘museum of evil’; it is sentenced to live in this museum as a symbol that prompts us to recall the issue the way the involved power elites agreed to forget about it. Through this, our chance to sincerely confront the problem and ourselves is replaced with sort of a meta-language. We cannot speak anymore from within or at the level of the Holocaust (and of those Holocausts that we are capable of right now, in all our “unawareness” and “innocence”), we can only speak on it or about it (as a bitter lesson of the past; the learning taken for granted, the immunity automatically gained; a save distance put between ourselves and the unthinkable). Eventually, the actuality of the –or any– Holocaust is replaced with a myth of it. “No, we, won’t allow, that, to happen again”.
If I can imagine a weak spot in this game then I believe that it is this aspect for which can be said that in favor of a cliché, it pulls out the player too early out of a process of deeper understanding and learning. Since I never have played the game, and that for simple geographical and physical constraints I will not be able to play it for a long time to come, I keep wondering what the experience of playing this game really is like.
Altug Isigan is a scholar at the Eastern Mediterranean University, Department of Radio-TV and Film, in sunny Famagusta, Cyprus, where he is writing a dissertation on narrative in games. You can read more of his work at his blog, the Ludosphere.
Tuesday, July 14, 2009
Reflections on Train
In this article, writer and game designer Sande Chen discusses her experience with Train and asks what happens when the player isn't providing context to the game experience.
[Spoiler Alert: This article discusses aspects of Train that you may want to experience on your own.]
As I write this and think about Train, I am a passenger on a train. As a modern-day commuter, I have nothing in common with those train passengers of the Holocaust but I can imagine their anguish and fear. I can feel an overwhelming sadness, so much that it makes me sick in the stomach. I share no cultural background with these people, and yet, I felt an immense empathetic response when Brenda Brathwaite explained the design decisions behind her Holocaust game, Train.
I was at the 2009 Game Education Summit, where I had co-presented with Dr. Ricardo Rademacher on the topic of Creativity, Constraints, and Compromises. The program had mentioned that Brathwaite's board games were on display in a nearby room. Curious, I went to see them on the last day of the conference.
I had just picked up the typewritten rules for Train when Brathwaite walked in with some conference attendees and proceeded to talk about Train. Here, in this intimate setting, we were given a detailed look at the game by the game designer herself.
Brathwaite explained that every detail behind Train had symbolic meaning, from the number of cards to the actions. She demonstrated to us how the pawns were purposely too large for the boxcar openings so that the player would have to really jam them in there. As more and more pawns were placed in the boxcar, they were no longer standing but crammed in every which way. Then, at the end of the game, the players needed to shake the boxcars t
o get the pawns out. It was this level of detail that made me admire Brathwaite as an artist.
At the beginning of the game, players may not have felt that these little yellow pawns represented real people. But when Brathwaite turns over the destination card and it says, “Auschwitz,” the realization sinks in. Some players, noted Brathwaite, do figure it out early and actively try to sabotage the trains, including their own.
My line of questioning begins: What if the destination card was for a lesser-known concentration camp? Do players, blissfully unaware, continue playing? After all, Train, taken out of context, might be a fun game. What if the players were from another culture? What if the event was something not as well-known or explosive? Or something outside of the culture? The Trail of Tears, maybe? The Cultural Revolution? I mentioned Shakespeare’s play, Henry V, and how audiences sometimes don’t feel the tragedy in the recitation of the names of the dead.
If we say that the game developer contributes 50% and the game player contributes 50% to the interactive experience, is it a lesser experience when the numbers don't add up? What if the player has nothing to contribute, meaning 0%? At what point is the authorial intent or meaning of a game lost?
For certain, if Brathwaite had not mentioned it, I would not have caught that the typewriter was a Nazi-era machine. At times, I felt that there ought to be a plaque on the wall explaining all of these nuances. This further cemented the notion in my mind that Train was really more of an art game.
Furthermore, even though the game could be played repeatedly, most people did not want to once they learned that they were sending their train passengers to concentration camps. Rather, Train is an interactive experience you undergo and the epiphany is part of the process.
There was a woman who did reset the board to play another round, Brathwaite recalled. The other players were aghast. The woman exclaimed, “What? It’s just a train station.” Whether the woman understood the game’s meaning or misunderstood it, we’ll never know.
I’m also not sure how children would react to this game. That’s why I think of it as a game for grown-ups. I know that as a youngster in elementary school, I knew nothing of the Holocaust. I had a playmate whose mother was German and one day, another playmate whispered to me, "You know what the Germans did, right? They made lampshades out of the Jews." I thought this statement was baffling. It really wasn’t until I read Diary of Anne Frank
and Elie Wiesel’s Night
that I began to understand about the Holocaust.
But my questions were answered in a way. As Brathwaite packed away Train, two people were trying out Siochan Leat (aka The Irish Game). When Brathwaite had spoken about this game, I could tell that she felt very strongly about it. All I knew about Siochan Leat was that it depicted an event in Irish history when the British invaded Ireland. I could see this very clearly as the game progressed because the British pieces were slowly displacing the Irish pawns. But since I knew next to nothing about Irish history, I found that I didn’t feel anything like I had with Train. Moreover, I
thought that Siochan Leat might be a fun strategy game to play over and over. I didn’t know the historical context behind Siochan Leat and therefore, I only saw the game.
Photographs courtesy of Kristan J. Wheaton.
Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.
[Spoiler Alert: This article discusses aspects of Train that you may want to experience on your own.]
As I write this and think about Train, I am a passenger on a train. As a modern-day commuter, I have nothing in common with those train passengers of the Holocaust but I can imagine their anguish and fear. I can feel an overwhelming sadness, so much that it makes me sick in the stomach. I share no cultural background with these people, and yet, I felt an immense empathetic response when Brenda Brathwaite explained the design decisions behind her Holocaust game, Train.
I was at the 2009 Game Education Summit, where I had co-presented with Dr. Ricardo Rademacher on the topic of Creativity, Constraints, and Compromises. The program had mentioned that Brathwaite's board games were on display in a nearby room. Curious, I went to see them on the last day of the conference.
I had just picked up the typewritten rules for Train when Brathwaite walked in with some conference attendees and proceeded to talk about Train. Here, in this intimate setting, we were given a detailed look at the game by the game designer herself.
Brathwaite explained that every detail behind Train had symbolic meaning, from the number of cards to the actions. She demonstrated to us how the pawns were purposely too large for the boxcar openings so that the player would have to really jam them in there. As more and more pawns were placed in the boxcar, they were no longer standing but crammed in every which way. Then, at the end of the game, the players needed to shake the boxcars t

At the beginning of the game, players may not have felt that these little yellow pawns represented real people. But when Brathwaite turns over the destination card and it says, “Auschwitz,” the realization sinks in. Some players, noted Brathwaite, do figure it out early and actively try to sabotage the trains, including their own.
My line of questioning begins: What if the destination card was for a lesser-known concentration camp? Do players, blissfully unaware, continue playing? After all, Train, taken out of context, might be a fun game. What if the players were from another culture? What if the event was something not as well-known or explosive? Or something outside of the culture? The Trail of Tears, maybe? The Cultural Revolution? I mentioned Shakespeare’s play, Henry V, and how audiences sometimes don’t feel the tragedy in the recitation of the names of the dead.
If we say that the game developer contributes 50% and the game player contributes 50% to the interactive experience, is it a lesser experience when the numbers don't add up? What if the player has nothing to contribute, meaning 0%? At what point is the authorial intent or meaning of a game lost?
For certain, if Brathwaite had not mentioned it, I would not have caught that the typewriter was a Nazi-era machine. At times, I felt that there ought to be a plaque on the wall explaining all of these nuances. This further cemented the notion in my mind that Train was really more of an art game.
Furthermore, even though the game could be played repeatedly, most people did not want to once they learned that they were sending their train passengers to concentration camps. Rather, Train is an interactive experience you undergo and the epiphany is part of the process.
There was a woman who did reset the board to play another round, Brathwaite recalled. The other players were aghast. The woman exclaimed, “What? It’s just a train station.” Whether the woman understood the game’s meaning or misunderstood it, we’ll never know.
I’m also not sure how children would react to this game. That’s why I think of it as a game for grown-ups. I know that as a youngster in elementary school, I knew nothing of the Holocaust. I had a playmate whose mother was German and one day, another playmate whispered to me, "You know what the Germans did, right? They made lampshades out of the Jews." I thought this statement was baffling. It really wasn’t until I read Diary of Anne Frank
But my questions were answered in a way. As Brathwaite packed away Train, two people were trying out Siochan Leat (aka The Irish Game). When Brathwaite had spoken about this game, I could tell that she felt very strongly about it. All I knew about Siochan Leat was that it depicted an event in Irish history when the British invaded Ireland. I could see this very clearly as the game progressed because the British pieces were slowly displacing the Irish pawns. But since I knew next to nothing about Irish history, I found that I didn’t feel anything like I had with Train. Moreover, I

Photographs courtesy of Kristan J. Wheaton.
Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.
Tuesday, June 30, 2009
Building Treehouse
In this article, game designer Erin Robinson describes her adventure in prototyping a new game called Treehouse.
This game started where all good things start: at an IGDA meeting. At the customary pre-drinking raffle, I happened to win a copy of Brenda Brathwaite and Ian Schreiber’s excellent book: Challenges for Game Designers
. It was a book full of exercises on how to prototype games using pen and paper, to allow for rapid game development without the hassle of programming.
I eagerly dove in, excited for both the arts and crafts aspect, and the fact that it would let me procrastinate on other, more important projects. An exercise in chapter two asked the player to make a game based on exploration. It suggested, “the location could be anywhere, from a treehouse village to downtown Chicago.” Immediately, my mind connected the two, and the concept of “Treehouse” was born.
Although because I’m a video game designer, I went with a post-apocalyptic city.
Anyway, I decided to make the game tile-based, so that the player could “explore” the environment by turning over tiles. After sketching a few tile ideas, I narrowed it down to seven types, which I’ve illustrated here. I printed eight of each, to be arranged face down, randomly, in a 7 x 8 grid. You would play as one of four female adventurers (yes, “Doctor President” is female), scrambling to build the most treehouses before the game was over.
In order to build a treehouse, you had to gather wood. This formed the “collection” aspect of the game. Players, upon discovering a “Building” tile, could roll a die to see how much wood they found. A building could only be searched once, so a big part of the gameplay became hunting down these particular tiles.
I arbitrarily set the price of a treehouse at five wood. I also introduced the concept of “movement points” to moderate the player’s actions. Each player started their turn with three movement points. It cost one point to flip over a tile and move there, two points to search a building, and three points to build a treehouse. Although you could retread over tiles you had flipped over, the restriction on movement points put a large value on exploration.
For kicks, I also created “Tree Building” tiles, whose trees were only accessible if there happened to be an adjacent “Ruins” tile. The idea was that the adventurer could climb up the ruined shell of a building to reach the roof. Originally, all treehouses were worth the same amount (that is, one “victory point”), but climbing to the top of a building was such a hassle that my playtesters demanded an extra reward for doing so.
Most importantly, the game ended up being pretty fun. There was a healthy amount of competition that came from fighting over scarce resources, and a metagame dynamic of “trash talking” emerged spontaneously. The only real shortfall of the game was at the very end, when some players had run out of wood, there was no real point to them continuing to play. There was also no way they could screw over anyone lucky enough to still be building treehouses.
My quick fix for this, although it wasn’t perfect, was to call the game over as soon as the last tile was overturned. Thus, if your opponent looked like they were going to keep building, you could quickly explore the last tiles and end the game.
All in all it was a fun first effort, and I’m eager to test out other game principles in this lo-fi manner. Ironically, one of my playtesters complained that the paper tiles were hard to flip over, and suggested I just program the damn thing so we could play it on the computer.
Back to the drawing board.
Erin Robinson is an independent game developer currently working on a title for Wadjet Eye Games. Her previous freeware games "Nanobots" and "Spooks" and are available on her website.
This game started where all good things start: at an IGDA meeting. At the customary pre-drinking raffle, I happened to win a copy of Brenda Brathwaite and Ian Schreiber’s excellent book: Challenges for Game Designers
I eagerly dove in, excited for both the arts and crafts aspect, and the fact that it would let me procrastinate on other, more important projects. An exercise in chapter two asked the player to make a game based on exploration. It suggested, “the location could be anywhere, from a treehouse village to downtown Chicago.” Immediately, my mind connected the two, and the concept of “Treehouse” was born.
Although because I’m a video game designer, I went with a post-apocalyptic city.
Anyway, I decided to make the game tile-based, so that the player could “explore” the environment by turning over tiles. After sketching a few tile ideas, I narrowed it down to seven types, which I’ve illustrated here. I printed eight of each, to be arranged face down, randomly, in a 7 x 8 grid. You would play as one of four female adventurers (yes, “Doctor President” is female), scrambling to build the most treehouses before the game was over.
In order to build a treehouse, you had to gather wood. This formed the “collection” aspect of the game. Players, upon discovering a “Building” tile, could roll a die to see how much wood they found. A building could only be searched once, so a big part of the gameplay became hunting down these particular tiles.
I arbitrarily set the price of a treehouse at five wood. I also introduced the concept of “movement points” to moderate the player’s actions. Each player started their turn with three movement points. It cost one point to flip over a tile and move there, two points to search a building, and three points to build a treehouse. Although you could retread over tiles you had flipped over, the restriction on movement points put a large value on exploration.
For kicks, I also created “Tree Building” tiles, whose trees were only accessible if there happened to be an adjacent “Ruins” tile. The idea was that the adventurer could climb up the ruined shell of a building to reach the roof. Originally, all treehouses were worth the same amount (that is, one “victory point”), but climbing to the top of a building was such a hassle that my playtesters demanded an extra reward for doing so.
Most importantly, the game ended up being pretty fun. There was a healthy amount of competition that came from fighting over scarce resources, and a metagame dynamic of “trash talking” emerged spontaneously. The only real shortfall of the game was at the very end, when some players had run out of wood, there was no real point to them continuing to play. There was also no way they could screw over anyone lucky enough to still be building treehouses.
My quick fix for this, although it wasn’t perfect, was to call the game over as soon as the last tile was overturned. Thus, if your opponent looked like they were going to keep building, you could quickly explore the last tiles and end the game.
All in all it was a fun first effort, and I’m eager to test out other game principles in this lo-fi manner. Ironically, one of my playtesters complained that the paper tiles were hard to flip over, and suggested I just program the damn thing so we could play it on the computer.
Back to the drawing board.
Erin Robinson is an independent game developer currently working on a title for Wadjet Eye Games. Her previous freeware games "Nanobots" and "Spooks" and are available on her website.
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