" what video game developers can learn from 50 years of tabletop game development. "...
TRANSCRIPT
""What video game developers What video game developers can learn from 50 years of can learn from 50 years of
tabletop game development.tabletop game development." " Dr. Lewis PulsipherDr. Lewis Pulsipher
Fayetteville Technical Community Fayetteville Technical Community College/Webster University College/Webster University
Pulsiphergames.comPulsiphergames.com8 April 20108 April 2010
Note about the slidesNote about the slides
Slides are provided primarily for those who Slides are provided primarily for those who want detailed notes later, not as an want detailed notes later, not as an accompaniment to the talkaccompaniment to the talk
Consequently, they are “rather wordy”Consequently, they are “rather wordy” Available at Available at
http://pulsipher.net/teaching1.htm Or just go to pulsipher.net (Or just go to pulsipher.net (notnot .com) and .com) and
look for teaching materiallook for teaching material
Who Am I?Who Am I? Designed my own games from a very young ageDesigned my own games from a very young age Began playing commercial wargames in early Began playing commercial wargames in early
‘60s, video games with Atari 2600‘60s, video games with Atari 2600 Designer of six commercially-published board Designer of six commercially-published board
wargames (most recently, foreign language wargames (most recently, foreign language editions of editions of BritanniaBritannia, Nov ‘08), Nov ‘08)
Forthcoming: Law & Chaos (Mayfair), Germania, Forthcoming: Law & Chaos (Mayfair), Germania, Dragon RageDragon Rage
First to teach game design in North Carolina as First to teach game design in North Carolina as far as I know (Fall ’04)far as I know (Fall ’04) Currently teach at Fayetteville Technical CCCurrently teach at Fayetteville Technical CC
Teaching/WritingTeaching/Writing Presently finishing a book about how to Presently finishing a book about how to
design games, and how to teach people to design games, and how to teach people to design gamesdesign games
Monthly contributor to Monthly contributor to Gamasutra/GameCareerGuide Gamasutra/GameCareerGuide
Contributor to books: Contributor to books: Hobby Games:100 Hobby Games:100 BestBest, , Family Games:100 BestFamily Games:100 Best, , Tabletop Tabletop Game Design Game Design (forthcoming)(forthcoming)
Pulsipher.net, pulsiphergames.comPulsipher.net, pulsiphergames.com http://pulsiphergamedesign.blogspot.com/http://pulsiphergamedesign.blogspot.com/ http://teachgamedesign.blogspot.comhttp://teachgamedesign.blogspot.com
Some of my workSome of my work
Don’t discount board/card games
It’s a much smaller industryIt’s a much smaller industry But R. Knizia (But R. Knizia (IngeniousIngenious, 200 other , 200 other
games)makes over a million dollars a year games)makes over a million dollars a year in freelance royalties in freelance royalties
K. Tauber (Settlers of Catan) is also a K. Tauber (Settlers of Catan) is also a millionairemillionaire
(Quite apart from sales of tired old (Quite apart from sales of tired old warhorses like Monopoly)warhorses like Monopoly)
TodayToday Lessons video game designers can learn Lessons video game designers can learn
from tabletop (board and card) game from tabletop (board and card) game development development in last 50 yearsin last 50 years
So we aren’t counting Monopoly, So we aren’t counting Monopoly, Scrabble, etc.—not even Risk (1959)Scrabble, etc.—not even Risk (1959) Just as well, these tend to be poor game Just as well, these tend to be poor game
designsdesigns We’re interested in lessons from We’re interested in lessons from
wargames and “Euro”-style boardgames wargames and “Euro”-style boardgames (originating in Germany)(originating in Germany)
Brief list of lessonsBrief list of lessons
Convergence is happening with Convergence is happening with tabletop games as well as with other tabletop games as well as with other mediamedia Multi-sided is “more fun” (has broader Multi-sided is “more fun” (has broader
appeal and potential)appeal and potential)
Multi-sided games
The three-player problemThe three-player problem Other problems of multi-sided games:Other problems of multi-sided games:
TurtlingTurtling Leader-bashingLeader-bashing SandbaggingSandbagging KingmakingKingmaking
Other lessonsOther lessons
Playtesting: let the non-company, Playtesting: let the non-company, non-fanboy testers tell you what’s non-fanboy testers tell you what’s good good
Simplicity prospersSimplicity prospers Atmosphere" (not necessarily story or Atmosphere" (not necessarily story or
theme) sells games in the 21theme) sells games in the 21stst century century Replayability is variety, not repetition Replayability is variety, not repetition
Convergence
This is the “Games and Media” section, This is the “Games and Media” section, convergence is a big topicconvergence is a big topic
Video and tabletop games are sometimes Video and tabletop games are sometimes treated like separate animalstreated like separate animals Programmers tend to dominate VG companiesProgrammers tend to dominate VG companies No programming in tabletop gamesNo programming in tabletop games So perhaps they’ve been “neglected”So perhaps they’ve been “neglected”
The important difference isn’t programming or The important difference isn’t programming or art or the computerart or the computer
The crux of the differenceThe crux of the difference
Video games are Video games are computercomputer-centric, -centric, tabletop games are tabletop games are peoplepeople-centric-centric
Video games traditionally are for one Video games traditionally are for one person, with the person, with the computer providing computer providing challenges challenges devised by the designersdevised by the designers
Tabletop games are for more than Tabletop games are for more than one person, with the game system one person, with the game system providing ways for providing ways for players to players to challenge one anotherchallenge one another, as devised by , as devised by the designerthe designer
In a nutshell Games are about people, not about Games are about people, not about
computers, computers, certainlycertainly not about not about programmingprogramming
Games are about interaction with people, Games are about interaction with people, not about interaction with a shadow of a not about interaction with a shadow of a person (a computer)person (a computer)
Games are about problem-solving, but not Games are about problem-solving, but not necessarily about “challenges”necessarily about “challenges”
Games take place mostly in the minds of Games take place mostly in the minds of people, not in a computer’s CPUpeople, not in a computer’s CPU
Games vs. puzzles
In tabletop terms, many traditional video In tabletop terms, many traditional video “games” are interactive puzzles, not “games” are interactive puzzles, not gamesgames ““Solve” it and you’re done. Tabletop Solve” it and you’re done. Tabletop
games are rarely “solved”games are rarely “solved” Puzzles tend to be solitary activities, Puzzles tend to be solitary activities,
games tend to be social activitiesgames tend to be social activities Puzzles can be good—but games are Puzzles can be good—but games are
betterbetter
““Multi-player” means “multi-Multi-player” means “multi-sided”sided”
Tabletoppers call any game with more than Tabletoppers call any game with more than *two* players “multiplayer” *two* players “multiplayer”
Video gamers mean “more than one player” Video gamers mean “more than one player” In video games, a “multiplayer” game often In video games, a “multiplayer” game often
has just two teams, as in has just two teams, as in Team Fortress, Team Fortress, whereas “multi-player” to tabletoppers usually whereas “multi-player” to tabletoppers usually means “more than two sides or teams” means “more than two sides or teams”
So I try to use the term “multi-sided”, So I try to use the term “multi-sided”, meaning more than two separate interests meaning more than two separate interests regardless of the number of human players.regardless of the number of human players.
Another way to look at itAnother way to look at it Video games are traditionally “p v e” (player Video games are traditionally “p v e” (player
vs. environment)vs. environment) Tabletop games are traditionally “p v p” Tabletop games are traditionally “p v p”
(player vs. player)(player vs. player) But video games tend to be avatar basedBut video games tend to be avatar based While on the tabletop, some kinds of games While on the tabletop, some kinds of games
are avatar-based, some notare avatar-based, some not When you don’t have an avatar, things are When you don’t have an avatar, things are
less “personal”less “personal”
The Answer
The Answer to the expense of providing The Answer to the expense of providing challenges in video games?challenges in video games? Design games that use human opponents to Design games that use human opponents to
provide variety and challengeprovide variety and challenge Design so that the game provides challenge Design so that the game provides challenge
through the other playersthrough the other players This is not linear “story-telling”, but lets the This is not linear “story-telling”, but lets the
players write their own story through the players write their own story through the gamegame
Where “fun” comes fromWhere “fun” comes from
““Fun” comes from the interactions of the Fun” comes from the interactions of the people involved, not from the game people involved, not from the game
Interest, enjoyment, fascination can come Interest, enjoyment, fascination can come from the game—rarely “fun”from the game—rarely “fun”
It’s more fun when you play with (and It’s more fun when you play with (and often against) others—and that usually often against) others—and that usually makes the game more enjoyablemakes the game more enjoyable
Wii games, MMOs, Left4DeadWii games, MMOs, Left4Dead
People rather than computers as the primary component of games
People can provide more creativity and variety People can provide more creativity and variety than programmed computers can provide than programmed computers can provide (though someday that may change)(though someday that may change)
““Memorability” is much enhanced when there Memorability” is much enhanced when there are other players to remember withare other players to remember with
People provide much more replayabilityPeople provide much more replayability This is the antidote to the repetitive wasteland of This is the antidote to the repetitive wasteland of
typical Facebook games—human typical Facebook games—human opposition/participationopposition/participation
Questions/CommentsQuestions/Commentsat this point?at this point?
Lesson: the “three-player Lesson: the “three-player problem”problem”
Three sided conflict games either:Three sided conflict games either: 1) No time limit, two gang up on the one who’s 1) No time limit, two gang up on the one who’s
ahead, game never endsahead, game never ends 2) Time limit, “petty diplomacy problem” where 2) Time limit, “petty diplomacy problem” where
one who thinks he’s losing can decide who winsone who thinks he’s losing can decide who wins
Solutions:Solutions: A race or “multi-sided solitaire”; players cannot do A race or “multi-sided solitaire”; players cannot do
enough to hinder/harm another to make a enough to hinder/harm another to make a significant difference in the end portion of the significant difference in the end portion of the gamegame
Three player solutionsThree player solutions Solutions:Solutions:
Sudden victory that can frequently be Sudden victory that can frequently be forecasted and prevented, with changing forecasted and prevented, with changing victory conditionsvictory conditions
““Equilibrium”, no side can drastically alter the Equilibrium”, no side can drastically alter the situation in a single turnsituation in a single turn
A game that is almost entirely positionalA game that is almost entirely positional Extreme uncertainty about who is winning and Extreme uncertainty about who is winning and
losinglosing See forthcoming article in “Tabletop Game See forthcoming article in “Tabletop Game
Design” book (ETC Press)Design” book (ETC Press)
Multi-sided conflict games: Multi-sided conflict games: TurtlingTurtling
Sitting away from the action in order to let Sitting away from the action in order to let others wear themselves down/out fighting others wear themselves down/out fighting one anotherone another
Akin to “camping”, but the camper is trying Akin to “camping”, but the camper is trying to kill people; the turtle just wants to avoid to kill people; the turtle just wants to avoid getting involved at allgetting involved at all
Even a poor game like Even a poor game like RiskRisk has has mechanisms to discourage turtling; but mechanisms to discourage turtling; but they aren’t GOOD mechanismsthey aren’t GOOD mechanisms
TurtlingTurtling Solutions:Solutions:
Positive rather than negative economy (more Positive rather than negative economy (more gain than loss as the game goes on)gain than loss as the game goes on)
Zero-sum game (one player’s gain is another Zero-sum game (one player’s gain is another player’s loss)player’s loss)
Extreme uncertainty about the situation: the turtle Extreme uncertainty about the situation: the turtle then cannot know when it’s time to “come out of then cannot know when it’s time to “come out of his shell” and winhis shell” and win
Points that are scored continuously: even if Points that are scored continuously: even if others “wear themselves out,” they can score others “wear themselves out,” they can score enough to win by the game end limitenough to win by the game end limit
Multi-sided conflict games: Multi-sided conflict games: Leader-bashingLeader-bashing
When it is too easy to attack (hinder) When it is too easy to attack (hinder) whoever is ahead without harming yourselfwhoever is ahead without harming yourself
So, most everyone attacks the leader (why So, most everyone attacks the leader (why not?)not?)
Hence no one wants to be ahead even as Hence no one wants to be ahead even as the game draws near an endthe game draws near an end
Leader-bashingLeader-bashing
Solutions:Solutions: Make it harder to hinder other players (a map Make it harder to hinder other players (a map
game can often do this, because of location)game can often do this, because of location) Make it uncertain who is ahead (Make it uncertain who is ahead (BritanniaBritannia
example)example) Make it harder to attack the leader without Make it harder to attack the leader without
harming yourself (harming yourself (BritanniaBritannia again) again)
Multi-sided conflict games: Multi-sided conflict games: SandbaggingSandbagging
This is the reverse side of leader-bashingThis is the reverse side of leader-bashing Everyone wants to be behind rather than Everyone wants to be behind rather than
ahead, so they won’t get bashedahead, so they won’t get bashed Also a strategy used by “turtles”—avoid Also a strategy used by “turtles”—avoid
looking “dangerous”looking “dangerous” Solutions:Solutions:
Tend to be the same as for leader-bashingTend to be the same as for leader-bashing
Multi-sided conflict games: Multi-sided conflict games: KingmakingKingmaking
This is the general case of the “petty This is the general case of the “petty diplomacy problem”diplomacy problem”
A player who thinks he will lose can A player who thinks he will lose can determine who wins (or at least, who determine who wins (or at least, who doesn’t win)doesn’t win)
Negotiation: “if you attack me I’ll throw my Negotiation: “if you attack me I’ll throw my forces at you and another person will win”forces at you and another person will win”
KingmakingKingmaking
Solutions:Solutions: As with leader-bashing, reduce the capability As with leader-bashing, reduce the capability
of players to attack every other playerof players to attack every other player Uncertainty about who is losing/winningUncertainty about who is losing/winning The more sides/players in the game, the less The more sides/players in the game, the less
one (losing) side can determine the outcomeone (losing) side can determine the outcome
Lesson: Let playtesters decide what’s “good”
Most VG creators now understand that Most VG creators now understand that playtesting is sovereignplaytesting is sovereign
But often playtest only in-houseBut often playtest only in-house Bring in non-company “improvement Bring in non-company “improvement
testers” and listen to themtesters” and listen to them This is essentially the advantage enjoyed This is essentially the advantage enjoyed
by Facebook and other “social networking” by Facebook and other “social networking” games—initial users are the non-company games—initial users are the non-company playtestersplaytesters
Lesson: Simplicity Prospers Lesson: Simplicity Prospers
Tabletop games are more easily focused Tabletop games are more easily focused on the essence of the gameon the essence of the game
You cannot “hide behind the computer”You cannot “hide behind the computer”
"A designer knows he has achieved perfection "A designer knows he has achieved perfection not when there is nothing left to add, but when not when there is nothing left to add, but when there is nothing left to take away." there is nothing left to take away." Antoine de Antoine de Saint-Exup'erySaint-Exup'ery
Simplicity…Simplicity…
If something doesn’t work, “lose it”If something doesn’t work, “lose it” Admittedly, it’s much easier to alter a tabletop Admittedly, it’s much easier to alter a tabletop
than video game, especially for beginnersthan video game, especially for beginners Prototypes don't have to be prettyPrototypes don't have to be pretty Paper prototyping saves time and moneyPaper prototyping saves time and money
Xbox Live Shadow Complex (3D side-scroller Xbox Live Shadow Complex (3D side-scroller with exploration) prototyped all levels on with exploration) prototyped all levels on paperpaper
Lesson: “atmosphere” sells Lesson: “atmosphere” sells games in the 21games in the 21stst century century
““Atmosphere” (sometimes called a “skin” Atmosphere” (sometimes called a “skin” or incorrectly lumped in with “theme”) is or incorrectly lumped in with “theme”) is the supposed setting/purposethe supposed setting/purpose But often has nothing to do with gameplayBut often has nothing to do with gameplay
Theme must influence how the game is Theme must influence how the game is played, atmosphere does notplayed, atmosphere does not
Abstract games are hard to marketAbstract games are hard to market Video game example: Puzzle Pirates?Video game example: Puzzle Pirates?
““Atmosphere”Atmosphere” Euro-style boardgames are often abstract, Euro-style boardgames are often abstract,
with an atmosphere tacked on; but the box with an atmosphere tacked on; but the box back describes the atmosphere, and that back describes the atmosphere, and that (along with the art) strongly influences who (along with the art) strongly influences who buys the gamebuys the game
Shooters are usually about shooting and Shooters are usually about shooting and blowing up stuff, but the atmosphere can be blowing up stuff, but the atmosphere can be quite different (and occasionally becomes a quite different (and occasionally becomes a theme when it affects gameplay)theme when it affects gameplay)
Lesson: Replayability is Variety, Lesson: Replayability is Variety, not Repetitionnot Repetition
Traditional video games, as interactive Traditional video games, as interactive puzzles, can be solved, and then there’s puzzles, can be solved, and then there’s no further reason to playno further reason to play
Good games involving other people Good games involving other people usually have no “solution”. Variety, mixed usually have no “solution”. Variety, mixed with different players, can provide near-with different players, can provide near-infinite replayabilityinfinite replayability
BritanniaBritannia as an example—people play 4-5 as an example—people play 4-5 hour game 500 times and morehour game 500 times and more
ReplayabilityReplayability At the other end of the spectrum, so many At the other end of the spectrum, so many
video games (especially on Facebook, and video games (especially on Facebook, and MMOs) thrive on “grinding”, on repetition, MMOs) thrive on “grinding”, on repetition, effectively training people (Skinner style) effectively training people (Skinner style) to do the same thing over and over againto do the same thing over and over again
““Achievements” are busy-work, not good Achievements” are busy-work, not good gameplaygameplay
This is mind-numbing if not actually evil; This is mind-numbing if not actually evil; replayability implies stimulation, repetition replayability implies stimulation, repetition is the opposite.is the opposite.
SummationSummation
Video games are “converging” with Video games are “converging” with tabletop gamestabletop games
For the past several years, video games For the past several years, video games have been moving more toward “multi-have been moving more toward “multi-sided” play.sided” play.
Games are about people, not computers. Games are about people, not computers. The computer is only an assistant.The computer is only an assistant.
Resources: boardgamegeek.comResources: boardgamegeek.com Boardgame designers forum: bgdf.comBoardgame designers forum: bgdf.com
Questions?Questions?Comments?Comments?
Copyright 2010 Lewis PulsipherCopyright 2010 Lewis Pulsipher