A favorite debate among my friends and me is the question of realism vs. playability. Last spring I touched on this topic briefly in a post following a game of Rail Baron in which I reflected on changes in game design practices since the 1970s. My friend Paul R. is a strong advocate for realism in strategy games. He approaches a game as a model of real-world decision-making. If you look at the Avalon Hill marketing from its heyday, much of the appeal came from the concept of putting yourself in the place of Napoleon, Lee, or Eisenhower to see whether you would be able to match or exceed the achievements of the great leaders of the past.
Ridere, ludere, hoc est vivere.
Saturday, September 3, 2011
Wednesday, August 31, 2011
Washington Post reports on Scurvy Dogs' quest for venture capital
How seldom do we read about boardgames in major media, and yet in Monday's Washington Post, Monica Hesse's article "Pirate boardgame creator rolls the dice on a jolly good pastime"* features game designer Darren Gendron and his appeal for funding to launch his first game, Scurvy Dogs, via Kickstarter.
Many game-familiar readers may already know of Kickstarter, an internet phenomenon for generating venture capital for self-published games and other creative enterprises. Kickstarter allows aspiring self-publishers to seek contributors in exchange for promotional interests such as copies of games, supplements, and other bonus paraphernalia at graduating levels of contribution. (Kickstarter's scope extends far beyond games to a broad variety of creative enterprises, such as art, photography, dance, film, and fiction.)
Monica Hesse finds Darren Gendron and his associates Alex Chambers and Ralph Pripstein in their playtesting laboratory, up to their elbows in pirate iconography, one eye patch short of a cliche. Clearly they enjoy playing the game, honing its rough spots, and indulging in their tabletop roles as buccaneers. Gendron intends to publish his creation himself once he has a finished product, but that will require some capital outlay, on the order of $20,000 by his estimate. And it is through Kickstarter that he hopes to find that funding.
I'll add that I found Gendron's assertion, "We had seen a few games involving pirates before," to be either understated or naive. A search for "pirates" on boardgamegeek turns up three pages - hundreds of entries - including the recently popular Merchants and Marauders. Gendron sees a gap among pirate-themed games with respect to the land-based exploits of pirates and seeks to create something new in the pirate game genre. Nevertheless, Brian Tinsman, author of Game Inventor's Guidebook, warns that a key failing of many new game designers is not adequately researching the market beforehand. As much success as I would hope Scurvy Dogs to find, I'm not sure I would throw yet another pirate game onto the pile. (Still, my friend Paul R. insists that market saturation is in the eye of the beholder; even if there are a hundred pirate games, the best game is still the best game.)
Monica Hesse betrays a certain naivete of her own regarding the boardgame world. Early on, she characterizes Gendron's effort in the context of Monopoly, Risk, Scrabble, Sorry!, Pictionary, and Clue. No regular gamer would take this comparison seriously. Late in the article, though, she puts Gendron's game more properly in the realm of
One of the most successful recent enterprises in this regard is Far West, a game set in "a fantasy world based on the tropes of the spaghetti western and Chinese Wuxia, mixed with steampunk elements." Go figure. This unlikely-themed concept attracted nearly ten times its $5000 goal in pledges. At WBC, DiceHateMe featured Carnival, the set-building card game by The State of Games' own Cherilyn "Monkey238." Carnival's funding currently exceeds its $5000 goal more than twice over, less than two weeks since its kick-off.
But Scurvy Dogs, Far West, and Carnival are not alone. By my unofficial count, at least 83 games seek funding on Kickstarter at this writing. There's an interesting question of entrepreneurial economy here: Just how many games (let alone other creative enterprises) can the world of venture capitalists lift off the ground in a matter of weeks?
So here's to the success of pirates and carnivals and all other conceptions of game themes. More to the point, here's to the broader exposure and acceptance of quality games among the general public (not just us boardgame geeks). All the more to play. Semper ludere.
*At this writing, this link to Hesse's article is available at washingtonpost.com, but it is reasonable to expect that at some point the article will be archived and the link changed.
Many game-familiar readers may already know of Kickstarter, an internet phenomenon for generating venture capital for self-published games and other creative enterprises. Kickstarter allows aspiring self-publishers to seek contributors in exchange for promotional interests such as copies of games, supplements, and other bonus paraphernalia at graduating levels of contribution. (Kickstarter's scope extends far beyond games to a broad variety of creative enterprises, such as art, photography, dance, film, and fiction.)
Scurvy Dogs: Anne Bonny by Obsidian Abnormal |
I'll add that I found Gendron's assertion, "We had seen a few games involving pirates before," to be either understated or naive. A search for "pirates" on boardgamegeek turns up three pages - hundreds of entries - including the recently popular Merchants and Marauders. Gendron sees a gap among pirate-themed games with respect to the land-based exploits of pirates and seeks to create something new in the pirate game genre. Nevertheless, Brian Tinsman, author of Game Inventor's Guidebook, warns that a key failing of many new game designers is not adequately researching the market beforehand. As much success as I would hope Scurvy Dogs to find, I'm not sure I would throw yet another pirate game onto the pile. (Still, my friend Paul R. insists that market saturation is in the eye of the beholder; even if there are a hundred pirate games, the best game is still the best game.)
Monica Hesse betrays a certain naivete of her own regarding the boardgame world. Early on, she characterizes Gendron's effort in the context of Monopoly, Risk, Scrabble, Sorry!, Pictionary, and Clue. No regular gamer would take this comparison seriously. Late in the article, though, she puts Gendron's game more properly in the realm of
"designer games" or "Eurogames," most of them published by smaller companies in Europe and North America. While some have become successes - Ticket to Ride is closing in on two million sales; Settlers of Catan has more than 15 million - it's still a niche market, filled with hundreds of obscure games trying to land on top.Gendron's Kickstarter campaign appears to have promise of success, even as it approaches its 6 September deadline. At this writing, the game has over $15,500 in pledges, which is $4000 more than at the time of the Washington Post article just two days ago (and helped, no doubt, by that bit of publicity).
But Scurvy Dogs, Far West, and Carnival are not alone. By my unofficial count, at least 83 games seek funding on Kickstarter at this writing. There's an interesting question of entrepreneurial economy here: Just how many games (let alone other creative enterprises) can the world of venture capitalists lift off the ground in a matter of weeks?
So here's to the success of pirates and carnivals and all other conceptions of game themes. More to the point, here's to the broader exposure and acceptance of quality games among the general public (not just us boardgame geeks). All the more to play. Semper ludere.
*At this writing, this link to Hesse's article is available at washingtonpost.com, but it is reasonable to expect that at some point the article will be archived and the link changed.
Monday, August 29, 2011
Tinsman on game design
On Lewis Pulsipher's recommendation, I read Brian Tinsman's The Game Inventor's Guidebook (Morgan James Publishing, New York 2008). Tinsman, game design manager for new business at Wizards of the Coast, describes the book's target audience as "really just for one person...the lucky person destined to create the next category-defining blockbuster game." In fact, though, his book addresses anyone who seeks to have a game published, one way or another, with valuable advice and insight toward making a game concept into a reality.
Tinsman opens with a series of anecdotes about four of the wildly successful games of our time - Trivial Pursuit, Magic: The Gathering, Dungeons and Dragons, and Pokemon. These stories of blockbuster proportions are exciting to read, inspiring to imagine, and yet a little daunting to the hopeful designer. What are the odds of coming up with the next Monopoly? Is that too crazy to consider?
Perhaps, but Tinsman offers much more than just a review of the peak games of the age. He follows with chapters on the nature of the industry, the considerations that publishers have when they consider a new design, and the motivations behind designing (or as he likes to say, "inventing") games. I found especially interesting his description of the inner workings of a game company and the internal considerations that weigh on whether a game is published.
Tinsman spells out four "markets" for games, and here I could quibble with his taxonomy, but really, his classification works for the purposes of his book, which come down to the different ways to approach design, publication, and marketing. He categorizes games among the following markets:
Tinsman opens with a series of anecdotes about four of the wildly successful games of our time - Trivial Pursuit, Magic: The Gathering, Dungeons and Dragons, and Pokemon. These stories of blockbuster proportions are exciting to read, inspiring to imagine, and yet a little daunting to the hopeful designer. What are the odds of coming up with the next Monopoly? Is that too crazy to consider?
Perhaps, but Tinsman offers much more than just a review of the peak games of the age. He follows with chapters on the nature of the industry, the considerations that publishers have when they consider a new design, and the motivations behind designing (or as he likes to say, "inventing") games. I found especially interesting his description of the inner workings of a game company and the internal considerations that weigh on whether a game is published.
Tinsman spells out four "markets" for games, and here I could quibble with his taxonomy, but really, his classification works for the purposes of his book, which come down to the different ways to approach design, publication, and marketing. He categorizes games among the following markets:
- Mass market (what you'd find in a big box retailer like Target or WalMart)
- Hobby games (roleplaying, miniatures, and trading card games)
- American specialty games (a "catch-all" category for small print-run games like strategy games and "how to host a mystery")
- European market (German boardgames, largely)
- Others (unique market type games, such as sports games that might sell in sports-related retail outlets, etc)
Okay, that's really five, but he spends little meaningful text on the "Other" category except as an out for the types of games that he doesn't cover otherwise. Although the average gamer might not break down games into these categories, they work for purposes of addressing the different ways that a designer would approach a publisher with a prototype and the different ways that a game would be published and marketed.
Tinsman provides considerable detail on specific games and companies that he feels the reader should become familiar with. Many are familiar to the regular gamer, but a few gems emerge that are worth investigation.
Self-publishing had always struck me as a last great act of desperation, but that's not so much the case with the resources available to today's self-publisher. Tinsman spends some time discussing the special considerations that have to be taken into account to try to bring a game to market yourself. The upside potential and the downside risk are both staggering.
A nice aspect of Tinsman's format is that he intersperses the book with interviews of key figures in the game industry and "Insider's Views" on publishers, information that he is in a unique position to provide as a longtime member of the industry himself. He provides remarkably insightful perspective on what designers and industry figures consider in bringing a game from concept to market. These vignettes make clear that there is more than one way to skin the boardgame cat, and different people have different priorities and visions on what they hope to bring to the gaming world.
Appendices include considerable resources - contact information for game companies, brokers, conventions, as well as sample forms for letters and agreements that the designer will find handy in conducting business with potential publishers.
Brian Tinsman's Guidebook came well recommended by Lewis Pulsipher, and I am not disappointed. I hope my readers find it as valuable for gaining insight into the workings of the gaming industry as I have.
Tinsman provides considerable detail on specific games and companies that he feels the reader should become familiar with. Many are familiar to the regular gamer, but a few gems emerge that are worth investigation.
Self-publishing had always struck me as a last great act of desperation, but that's not so much the case with the resources available to today's self-publisher. Tinsman spends some time discussing the special considerations that have to be taken into account to try to bring a game to market yourself. The upside potential and the downside risk are both staggering.
A nice aspect of Tinsman's format is that he intersperses the book with interviews of key figures in the game industry and "Insider's Views" on publishers, information that he is in a unique position to provide as a longtime member of the industry himself. He provides remarkably insightful perspective on what designers and industry figures consider in bringing a game from concept to market. These vignettes make clear that there is more than one way to skin the boardgame cat, and different people have different priorities and visions on what they hope to bring to the gaming world.
With all of this background, Tinsman walks the reader step-by-step through the process of conceiving and scoping a design, developing it, all the way through getting it on contract. This final walk-through brings all the elements of the book together into a soup-to-nuts accounting of all the steps that a designer will need to follow to make a game concept into something that people can buy, take home, and play.
Appendices include considerable resources - contact information for game companies, brokers, conventions, as well as sample forms for letters and agreements that the designer will find handy in conducting business with potential publishers.
Brian Tinsman's Guidebook came well recommended by Lewis Pulsipher, and I am not disappointed. I hope my readers find it as valuable for gaining insight into the workings of the gaming industry as I have.
Friday, August 26, 2011
Revisit: Incan Gold and game theory
[I've been on business travel this week, so in the absence of original material, I'm reposting an article from last spring when I was first discovering Incan Gold.]
We had a family session of Incan Gold this afternoon [original post 16 April 2011]. An interesting development came up when my wife Kathy and I had bailed out of an expedition, and only my two sons Liam and Corey remained to explore the ruins. One instance each of three different monsters had been turned up, which meant that there was a very real possibility that a second monster of one type would appear and scare the remainder of the party out of the ruins at any point. But then an artifact showed up, and a very interesting stand-off ensued. By the rules of the game, if there are two or more people in the expedition, neither gets the artifact, and it stays on the card. In a subsequent turn, if exactly one of the remaining two people decides to return to his tent, he gets all treasure left on cards from previous turns - including the coveted artifact. If both players turn back, neither gets the artifact, and the round is over. If both continue on, both continue to share discovered treasure but risk encountering a monster and losing everything.
What followed was an almost comical staring contest between the two of them to try to figure out whether the other was going to stay or return, and therefore whether to return (in hopes that the other was staying, which would leave the artifact to the returning player) or stay (and keep any subsequent treasure for oneself).
The decision to turn back or to continue is simultaneous among remaining players, so the result is a fairly classic game theory problem, in which the outcome of a decision depends upon an opponent's simultaneous unknown decision.
Own decision Opponent decides to stay Opponent decides to go
Stay Turn over another card Opponent gets artifact
Go Get artifact Nobody gets artifact
Since "Turn over another card" is mutually risky or mutually beneficial but in no case advantageous for one player over the other if both players stay, then game theory would conclude that the only logical decision would be to go. But if both players decide to go, then neither gets the artifact.
The piece that's missing in my decision table above, however, is that if either player stays, another card will be turned over, to the risk or benefit of the player(s) staying. So there might be an advantage to staying if a player perceives a potential treasure greater than getting the artifact. But that's really unlikely, in fact, so the stand-off will typically end up in both players going back and neither getting the artifact. Having said that, however, the game actually plays unpredictably, and perceived risk and reward tend to rule over cold logic.
We've really come to like this risk management game. I'm apparently way too conservative, however. I came in last today, and Corey (10) beat us all. (I seem to recall that he ended up with the artifact more than once, by the way.)
We had a family session of Incan Gold this afternoon [original post 16 April 2011]. An interesting development came up when my wife Kathy and I had bailed out of an expedition, and only my two sons Liam and Corey remained to explore the ruins. One instance each of three different monsters had been turned up, which meant that there was a very real possibility that a second monster of one type would appear and scare the remainder of the party out of the ruins at any point. But then an artifact showed up, and a very interesting stand-off ensued. By the rules of the game, if there are two or more people in the expedition, neither gets the artifact, and it stays on the card. In a subsequent turn, if exactly one of the remaining two people decides to return to his tent, he gets all treasure left on cards from previous turns - including the coveted artifact. If both players turn back, neither gets the artifact, and the round is over. If both continue on, both continue to share discovered treasure but risk encountering a monster and losing everything.
What followed was an almost comical staring contest between the two of them to try to figure out whether the other was going to stay or return, and therefore whether to return (in hopes that the other was staying, which would leave the artifact to the returning player) or stay (and keep any subsequent treasure for oneself).
The decision to turn back or to continue is simultaneous among remaining players, so the result is a fairly classic game theory problem, in which the outcome of a decision depends upon an opponent's simultaneous unknown decision.
Own decision Opponent decides to stay Opponent decides to go
Stay Turn over another card Opponent gets artifact
Go Get artifact Nobody gets artifact
Since "Turn over another card" is mutually risky or mutually beneficial but in no case advantageous for one player over the other if both players stay, then game theory would conclude that the only logical decision would be to go. But if both players decide to go, then neither gets the artifact.
The piece that's missing in my decision table above, however, is that if either player stays, another card will be turned over, to the risk or benefit of the player(s) staying. So there might be an advantage to staying if a player perceives a potential treasure greater than getting the artifact. But that's really unlikely, in fact, so the stand-off will typically end up in both players going back and neither getting the artifact. Having said that, however, the game actually plays unpredictably, and perceived risk and reward tend to rule over cold logic.
We've really come to like this risk management game. I'm apparently way too conservative, however. I came in last today, and Corey (10) beat us all. (I seem to recall that he ended up with the artifact more than once, by the way.)
Monday, August 22, 2011
Theme matters? Maybe for getting me to open the box
Last year, when Worthington Games first showed me the box art for Trains Planes and Automobiles, I wrote a post on the importance of a game's cover to getting me to open it and try it out. Lately I've started thinking the same thing about the theme of the game. Recent discussions with publishers, vendors, and others at game conventions have made me aware that there is a heightened industry interest in certain themes that seem to sell to American audiences - or at least that the publishers hope will capture interest.
Zombie games seem to be in vogue. A search on boardgamegeek.com yields over a dozen independent titles related to zombies. Some time ago, our good friend Grant G. gave our kids a copy of Zombies! (designer Todd Breitenstein, artist Dave Aikens, publisher Twilight Creations). My reactions to this game have been mixed. For me, the zombie theme does nothing at all; if anything, I find it a little off-putting. But I understand that people are into the zombie thing. Now, the gameplay is rather fun. Players make their way through a gradually-revealed city trying to find the airport and escape or combat the somewhat-randomly emerging zombie horde. The tension is quite reminiscent of the classic zombie movies, in which our lowly protagonist only has so many shotgun shells, and you never know when he or she will discover another zombie - or six - around the next corner. But I have a hard time with the action card art, which is just a little too grotesque for our family's taste. So we haven't played it nearly as much as the fun gameplay would suggest we might.
There's a whole vampire thing going in the film and book media, as some readers may have noticed, and that can translate to publisher interest in finding a vampire game that catches interest. Again, a boardgamegeek.com search yields dozens of titles. It's hard to tell if any of them is any good; I can't remember anybody saying, "you've got to play this great vampire game..." On the other hand, if box art is any indication, BloodLust (designer Mike Wylie, publisher Worthington) has got an eye-catching cover.
Space games have been around a long time. I think their numbers have waxed and waned with general public interest in science fiction movies. I've posted here a couple of times about my concept-in-progress called "Gold on Mars," as just one example. It seems a number of new games have come out based on a space theme lately, and I wonder whether it's part of a new trend or just a transitory fad.
If there is publisher interest in seeking designs based on certain themes - zombies, space, vampires - does that mean that people buy games based (at least in part) on theme? Or is it true that a good game is a good game, and the theme is immaterial to gameplay?
Let's consider some unlikely themes - and by that I mean, games I'd never give a second thought based on the game topic. I mentioned recently that at WBC I playtested a game called Viva Java (designer T.C. Petty, developer Dice Hate Me). I had read about this game on Dice Hate Me's blog, and really had almost no interest in looking at a game about developing coffee blends. But my friend Keith F. and I gave it a shot, and we were both surprised at how fun and innovative the game turned out to be. So in this case, an unlikely theme might have masked a potentially really good game. Dice Hate Me also recently launched a Kickstarter campaign for Monkey238's design, Carnival. Again, managing a set of amusement rides never struck me as a particularly engaging theme for a game, and yet the more I read about the nature of the game, the more I want to give it a try.
Sometimes a theme really gets in the way of my acceptance, even if I read a strong review on the gameplay. The Opinionated Gamers recently posted Jonathan Franklin's first impression review of Perfect Stride (designers and artists Kay Darby and Jeff Timothy with T.K. Labus, publisher Fun League), which he describes as "meatier than Mille Bornes or Gamewright's Horse Show [but] lighter than Dominion or 7 Wonders ... an excellent family game." As I read his description of the solid gameplay, I kept thinking that it would be a game I would enjoy playing - except for the fact that the game art and theme are obviously tailored to appeal to girls who love horses. That's fine, and if I had a daughter, I'm sure I'd pick it up, but for some reason, in this case, I just can't get past the target audience. It would be like playing Mystery Date, which could have the best gameplay mechanics in the world, except that I'll never know because I'll never play it.
In another Opinionated Gamer review on an unlikely theme, Tom Rosen revisits an October 2008 look at Fairy Tale (designer and artist Satoshi Nakamura with Yoko Nachigami, publisher Z-man) in an exploration of games that seem to start simple but gain depth with subsequent plays. To read Tom's description, the rules are very simple and the game very easy to learn, but as the players gain an appreciation for the card interactions, Fairy Tale becomes more interesting and complex. For my part, I can easily accept a fairy-tale theme for a game with that kind of emerging depth.
Bruno Faidutti designed one of my favorite recent discoveries, Citadels. He recently posted an interesting discussion of thematic consistency and the degree to which a poorly constructed theme can get in the way of the acceptance and enjoyability of an otherwise well-designed game. Dinosaurs are an obviously appealing theme to some audiences, but Faidutti complains that they are terribly misapplied in Carl Chudyk's Uchronia, set in ancient Rome. Dinosaurs in Rome? Yes, Faidutti's point exactly.
(My friend Grant G. recently called my attention to a new series of miniatures involving World War II German troops mounted on dinosaurs. Okay, whatever.)
So like box art, game theme serves as both an invitation and a filter to the potential buyer or player. Some people will buy a title based on the theme with no other knowledge of the game. On the other hand, there are some themes that I simply won't touch, no matter how good the game, for reasons that I can't entirely explain. But in the general case, once I'm playing a game, the theme can become secondary to the gameplay depending on the nature of the game.
In a subsequent post, I'll explore the question of gaming vs. simulation and the role of theme in each.
Space games have been around a long time. I think their numbers have waxed and waned with general public interest in science fiction movies. I've posted here a couple of times about my concept-in-progress called "Gold on Mars," as just one example. It seems a number of new games have come out based on a space theme lately, and I wonder whether it's part of a new trend or just a transitory fad.
If there is publisher interest in seeking designs based on certain themes - zombies, space, vampires - does that mean that people buy games based (at least in part) on theme? Or is it true that a good game is a good game, and the theme is immaterial to gameplay?
(c) Dice Hate Me Games Used by permission |
Sometimes a theme really gets in the way of my acceptance, even if I read a strong review on the gameplay. The Opinionated Gamers recently posted Jonathan Franklin's first impression review of Perfect Stride (designers and artists Kay Darby and Jeff Timothy with T.K. Labus, publisher Fun League), which he describes as "meatier than Mille Bornes or Gamewright's Horse Show [but] lighter than Dominion or 7 Wonders ... an excellent family game." As I read his description of the solid gameplay, I kept thinking that it would be a game I would enjoy playing - except for the fact that the game art and theme are obviously tailored to appeal to girls who love horses. That's fine, and if I had a daughter, I'm sure I'd pick it up, but for some reason, in this case, I just can't get past the target audience. It would be like playing Mystery Date, which could have the best gameplay mechanics in the world, except that I'll never know because I'll never play it.
(c) Z-man Games Used by permission |
(My friend Grant G. recently called my attention to a new series of miniatures involving World War II German troops mounted on dinosaurs. Okay, whatever.)
So like box art, game theme serves as both an invitation and a filter to the potential buyer or player. Some people will buy a title based on the theme with no other knowledge of the game. On the other hand, there are some themes that I simply won't touch, no matter how good the game, for reasons that I can't entirely explain. But in the general case, once I'm playing a game, the theme can become secondary to the gameplay depending on the nature of the game.
In a subsequent post, I'll explore the question of gaming vs. simulation and the role of theme in each.
Friday, August 19, 2011
More Farmers: Farmers on the Moor
Farmers of the Moor: fuel tokens |
Farmers of the Moor: Bedridden family members |
This evening, my wife and I played a two-player session, and we both thought that I was on my way to a strong finish with a stone house, stone oven, and full supply of grain and vegetables. But my wife made up the difference with animals, the well, and the basketmaker's workshop. We ended up tied at 46 points. Again, we were both astounded at how close the scores ended up despite our perception of my lead. What a fun game.
(c) Z-man Games Used by permission |
What is it about the design of this game that makes it work so well? Surely some decent quantitative analysis went into the unit cost and point value of the different components, but there's more to it than pure calculation. The only conclusion I can reach is that it was thoroughly playtested and continually adjusted to refine the game play. Every effort must have been taken to create a gap, a question, a balance among two or more choices, so that no choice was ever obvious. Every good move meant sacrificing another good move. Every opportunity taken meant leaving another opportunity open to the opponent(s). In this respect, to me, this game is brilliant, and FotM just cranks up the candlepower.
If I can ever figure out how to capture that kind of design genius, I'll have bottled lightning.
Wednesday, August 17, 2011
A vision of "Gold on Mars"
Hohmann Transfer Orbit |
For some time now, I've been giving a lot of "thought exercise" to my "Gold on Mars" concept for a space-mining game. One thing that I'd really got stuck on was how to model interplanetary spaceflight. I'm something of a physics geek but only an amateur astronomer, so I felt as though I had to reinvent the equations for Hohmann transfers from scratch. (That's kind of dumb, actually, as the equations are relatively common knowledge and generally available online. But, you know, I'm a mathematician, and I like deriving my own stuff.)
I had something of a breakthrough last night, and with the aid of MSExcel and some internet research on planetary distances, I was able to establish relative amounts of fuel necessary to travel from earth to each of the planets as far as Jupiter. (For reasons of game scale, I've elected not to include Saturn or the other extremely distant planets in the game. After all, I need to leave room for an expansion.)
Mars image courtesy of NASA National Space Science Data Center (NSSDC) |
I mentioned earlier that Dr. Lewis Pulsipher (designer of Britannia and Dragon Rage) led a seminar on game design at WBC last week, and he said a couple of things that stuck with me.
- First, a game design idea by itself is worthless. What is worthwhile is a prototype that can be played, and until a designer has one, he's got no more than anybody else with an idea for a game.
- Second, whenever a designer does get ideas, he writes them down and makes them real. He doesn't risk forgetting them, but captures them and puts them in his toolbox for future consideration as he assembles the prototype.
One last consideration: If I try to incorporate all of the ideas I have for "GoM," it will be a big, complex, cumbersome game. A recurring theme in Dr. Pulsipher's talk (and a quote that he cites on every page on his website) is
"A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away." Antoine de Saint-Exup'eryIndeed, he very recently posted an essay specifically on a comparison between simple and complex game designs. I have a feeling that a significant portion of late design work for "GoM" will consist of pruning, trimming, and cutting back all the baroque detail that I will be inclined to add in the early design phase. My hope, my vision, is that what will remain will be a 24-karat ingot of a space game.
Monday, August 15, 2011
Ethics in gaming: Reflections on the WBC seminar
First of all, many thanks to DiceHateMe and Monkey238 for their mention of Man OverBoard and Trains Planes and Automobiles on their podcast "The State of Games." It was great to meet them both and try out Viva Java, which I described in my "Third Day at WBC" post. I'm very excited for their venture into game development, and I look forward to seeing what the future holds for them.
Last week at the World Boardgaming Championships, Joel Tamburo led a fascinating seminar on ethics in gaming. I had no idea what to expect and was pleasantly surprised at the directions that the conversation took. Right away, the group explored the question of whether it is ethically acceptable to lie in the course of a game. The immediate example that came up is Diplomacy, a game only half-facetiously blamed for ruining good friendships. A consensus emerged that there is an understanding that in a game like Diplomacy, lying is an expected part of negotiation. Although success requires alliances, winning sooner or later requires betrayal. So as long as it is understood among players that lying is - or can be - part of the game, then that becomes part of the game's acceptable code of ethics.
Ethical issues can emerge when games bleed over into real life, however. If someone's feelings are genuinely hurt by a twist of the knife in a game, it raises the question of whether even perfectly legal game-play can cross a line if it damages personal relationships. It happens that not all games are for all people; some people refuse to play Diplomacy because it is just too cutthroat for them. That makes sense, too, because presumably the point of a game is to have fun; if playing under a code of behavior that permits back-stabbing ceases to be fun (for an individual), then the game (for that person) ceases to be worth playing. I have had two episodes in which perfectly legitimate moves in games actually hurt people's feelings - people very close to me - and led me to adjust the way that I play to accommodate the relationships that I have with the other players.
Another interesting aspect of games that involve lying can bleed over into real life as well. Sometimes we learn how to lie, or how to detect lying, by playing games in which good lying is rewarded. Bluffing might be considered lying, so a person who develops skill at poker might also be honing social skills that can be used to take advantage of other people. One member of the seminar raised the question whether it is morally proper to play a game that practices and develops the "skill of sinning," such as becoming more adept at lying.
I shared an experience I had as a junior office aboard a submarine in the Navy. It was the custom of the wardroom to get together occasionally at the Officers Club for a game of Liar's Dice. At one particular session, I was alarmed to learn that I was remarkably good at lying to the captain. I could just imagine being in a situation at sea in which it would be easier to lie to the captain in the middle of the night than to tell him what was really going on, and I didn't like thinking that I could actually pull it off. (For the record, I never did, of course. The Naval Academy Honor Concept is quite clear on this principle.)
I was surprised to learn about games that encourage stealing - Cosmic Encounter, in particular. I don't mean games like Clue: the Great Museum Caper, in which one player is an art thief who moves around the museum attempting to steal paintings. I mean that the game motivates a player under certain circumstances to swipe game pieces - like money from the bank - and keep it if he or she can get away with it. As the others in the seminar described the roles in this game, it struck me as odd and a little outside my comfort zone in terms of what a game should be - or at least, the kind of game I like to play. And a few others in the group, who were familiar with Cosmic Encounter, said they don't play it for that reason.
The discussion also turned to the question of inappropriate game themes. I know of parents who discourage or prohibit their children from playing wargames as impersonal recreations of killing on a large scale. There is some merit to this position as a matter of conscience. But everyone present at this seminar was quite comfortable with wargames. One theme that did come up as questionable, however, was that of the murder of an individual. Joel posed the question regarding the game Kill Doctor Lucky, in which players compete to kill the fictional Dr. Lucky without being detected in the murder. The tone of the game is humorous, but some might find offensive the notion of trying to get away with murder as the object of a game. The group did not settle on a firm consensus on this point, though no one singled out Kill Doctor Lucky as an objectionable game in its own right.
I brought up Guillotine as another game with a potentially questionable theme. Players represent executioners during the French Revolution competing to execute the most prestigious nobles. The game even includes a few true historical figures - King Louis XVI, Marie Antoinette, and Robespierre. But the rendering of the nobles and the action cards and the nature of the game rules are so comical that the game comes off as light-hearted, despite the rather morbid theme.
Subsequent to this discussion, I recently ran across a review of Letters from Whitechapel, in which one player attempts to carry out the role of Jack the Ripper while the other players try to apprehend him. I find this game a little more disturbing than Kill Doctor Lucky and Guillotine for several reasons. First, Jack the Ripper was a real serial killer, and his victims were real women. The notion of playing this role by moving around the board attempting to kill prostitutes crosses a line, for me, because it represents a ruthless real-life murderer who was never caught. Second, the game art sets a dark, somber tone, not at all a light-hearted deflection of the nature of the theme as in Kill Doctor Lucky or Guillotine. Had I known about this game at the time of the seminar, it would have been an interesting addition to the conversation.
Surely there are few themes more objectionable to depict in a game than the Holocaust, and yet I'd read an article about a game called Train based on that very topic. Actually, to be fair, Train wasn't so much a game as a work of art, or a psychological demonstration. Still, it goes to show that there are some places in history that just aren't appropriate for re-visiting in the form of a game.
I think the overarching theme that developed from this seminar was that games have their own internal codes of ethics, but that as social exercises, they can also affect relationships. On the one hand, if someone pulls off a brilliant betrayal in Diplomacy or manages to completely deceive all the villagers in Are You a Werewolf, then the rest of the players can only shake his hand and congratulate him on a game well played. To some extent, though, trust relationships are formed or developed over games, and their social effects can bleed over into real life. So we need to be mindful, when we play, that the people and the relationships linger after the box gets put away.
Last week at the World Boardgaming Championships, Joel Tamburo led a fascinating seminar on ethics in gaming. I had no idea what to expect and was pleasantly surprised at the directions that the conversation took. Right away, the group explored the question of whether it is ethically acceptable to lie in the course of a game. The immediate example that came up is Diplomacy, a game only half-facetiously blamed for ruining good friendships. A consensus emerged that there is an understanding that in a game like Diplomacy, lying is an expected part of negotiation. Although success requires alliances, winning sooner or later requires betrayal. So as long as it is understood among players that lying is - or can be - part of the game, then that becomes part of the game's acceptable code of ethics.
Ethical issues can emerge when games bleed over into real life, however. If someone's feelings are genuinely hurt by a twist of the knife in a game, it raises the question of whether even perfectly legal game-play can cross a line if it damages personal relationships. It happens that not all games are for all people; some people refuse to play Diplomacy because it is just too cutthroat for them. That makes sense, too, because presumably the point of a game is to have fun; if playing under a code of behavior that permits back-stabbing ceases to be fun (for an individual), then the game (for that person) ceases to be worth playing. I have had two episodes in which perfectly legitimate moves in games actually hurt people's feelings - people very close to me - and led me to adjust the way that I play to accommodate the relationships that I have with the other players.
Another interesting aspect of games that involve lying can bleed over into real life as well. Sometimes we learn how to lie, or how to detect lying, by playing games in which good lying is rewarded. Bluffing might be considered lying, so a person who develops skill at poker might also be honing social skills that can be used to take advantage of other people. One member of the seminar raised the question whether it is morally proper to play a game that practices and develops the "skill of sinning," such as becoming more adept at lying.
I shared an experience I had as a junior office aboard a submarine in the Navy. It was the custom of the wardroom to get together occasionally at the Officers Club for a game of Liar's Dice. At one particular session, I was alarmed to learn that I was remarkably good at lying to the captain. I could just imagine being in a situation at sea in which it would be easier to lie to the captain in the middle of the night than to tell him what was really going on, and I didn't like thinking that I could actually pull it off. (For the record, I never did, of course. The Naval Academy Honor Concept is quite clear on this principle.)
I was surprised to learn about games that encourage stealing - Cosmic Encounter, in particular. I don't mean games like Clue: the Great Museum Caper, in which one player is an art thief who moves around the museum attempting to steal paintings. I mean that the game motivates a player under certain circumstances to swipe game pieces - like money from the bank - and keep it if he or she can get away with it. As the others in the seminar described the roles in this game, it struck me as odd and a little outside my comfort zone in terms of what a game should be - or at least, the kind of game I like to play. And a few others in the group, who were familiar with Cosmic Encounter, said they don't play it for that reason.
The discussion also turned to the question of inappropriate game themes. I know of parents who discourage or prohibit their children from playing wargames as impersonal recreations of killing on a large scale. There is some merit to this position as a matter of conscience. But everyone present at this seminar was quite comfortable with wargames. One theme that did come up as questionable, however, was that of the murder of an individual. Joel posed the question regarding the game Kill Doctor Lucky, in which players compete to kill the fictional Dr. Lucky without being detected in the murder. The tone of the game is humorous, but some might find offensive the notion of trying to get away with murder as the object of a game. The group did not settle on a firm consensus on this point, though no one singled out Kill Doctor Lucky as an objectionable game in its own right.
I brought up Guillotine as another game with a potentially questionable theme. Players represent executioners during the French Revolution competing to execute the most prestigious nobles. The game even includes a few true historical figures - King Louis XVI, Marie Antoinette, and Robespierre. But the rendering of the nobles and the action cards and the nature of the game rules are so comical that the game comes off as light-hearted, despite the rather morbid theme.
Subsequent to this discussion, I recently ran across a review of Letters from Whitechapel, in which one player attempts to carry out the role of Jack the Ripper while the other players try to apprehend him. I find this game a little more disturbing than Kill Doctor Lucky and Guillotine for several reasons. First, Jack the Ripper was a real serial killer, and his victims were real women. The notion of playing this role by moving around the board attempting to kill prostitutes crosses a line, for me, because it represents a ruthless real-life murderer who was never caught. Second, the game art sets a dark, somber tone, not at all a light-hearted deflection of the nature of the theme as in Kill Doctor Lucky or Guillotine. Had I known about this game at the time of the seminar, it would have been an interesting addition to the conversation.
Surely there are few themes more objectionable to depict in a game than the Holocaust, and yet I'd read an article about a game called Train based on that very topic. Actually, to be fair, Train wasn't so much a game as a work of art, or a psychological demonstration. Still, it goes to show that there are some places in history that just aren't appropriate for re-visiting in the form of a game.
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