Monday, March 10, 2008

In response....

I've been away from the wired world for a while, waterparking with the kids at Grizzly Jacks. So, instead of responding to the comments of the last post in the comments, I figured I'll use the power of the RSS feeder to answer the questions.

The hook for PocketCiv would simply be "solitaire Civ game."

The hook for One Against the Dead would be "Solitaire Zombie game with household components." Of course, I've decided to blow away that hook, and am slowly working on a more story-driven basis for that game, while keeping the slightly strategic elements of city building/zombie creation. But that's sort of slow going at this point...creating all of the story points and arcs is turning out to be a larger time-consuming project than I have imagined.

The other project I'm working on is the resusitation of KitchenTable. The more observant may have noted that it has magically appeared in the 'Places to Play" link off in the sidebar. This is my attempt at a game prototype engine that can support multiple players, that I had given up last fall with the introduction of Gabob and Zun Tzu. However, these don't seem to appeal to a few members of BGDF, so I've gone back and started working on it again. The multiple player is currently turned off to chase down gamebox creation bugs, there's no documentation, and it's being debugged by a few BGDF chat people, but it's there for people to play with.


And, of course, there's no promise that I'll ever finish it, and give it up further along the line.



And yes, "The Hook" image was created on the DS Colors program.

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Tuesday, December 04, 2007

One Against the Dead update

So, I'm breaking out One Against the Dead from the Games on the Cheap lineup, as I'm adding more graphic elements to it to make it more game-y. The rules will still be in "gather peices from around the house" format, but much like the Deluxe version of PocketCiv, there is now a list of downloadable content to print-and-play to go with the rules that replace various components.

And as such, there's a new page dedicated to the game in the "Things to Play" header off to the right.

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Thursday, November 29, 2007

Weapons for 'One Against the Dead'

After testing One Against the Dead a few times, I was pretty annoyed at how often i had to refer to the rules to figure out how combat was getting resolved. So, I broke my "Games on the Cheap" rule of "only things that can be found around the house" and made some special cards for the weapons.

It amazing what you can do with a few stolen images around the internet (thanks, Google image search!) and a few Photoshop filters.

You can find the card image collection at the Games on the Cheap website area, if you are so inclined. I've also put up a One Against the Dead entry on BGG, just to see if anyone takes the bait and actually plays it cold. If GoneGaming bothers with another year end contest, this game will be my entry into the downloadable game category.

At some point, I'll have to earn my GeekGold and put the card images up on BGG.



[Of course, these include my typical spelling errors, but hey! it's first pass.]

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Thursday, October 25, 2007

The Very Special Zombie Post

As a special Halloween treat to my 3 loyal readers, I thought I'd introduce you to a new "Game on the Cheap" known as "One Against the Dead."

Yes, it is a zombie game. Zombies for some reason have become a rather popular theme of late in the pantheon of board game geekery. I'd go about and list them all, but Yehuda went ahead and created a nice list for Halloween that includes not only zombies, but all of your typical Monster Mash characters and genres.

Anyway, with the mad rush towards zombie-ness, I thought it would be fun to see what I could come up with. Most zombie games, from what I can tell, seem to really try and be a zombie movie for some reason. This happens almost to the extent of moderately role-playing, giving player various archetypal abilities, and various goals and such. Additionally, it appears, that usually one player controls the zombies while the others play the heroes; this doesn't seem to make much sense to me. I mean, what kind of artificial intelligence does a zombie need that you can't just program them into the game.

It's not like zombies do some clever velociraptor-from-Jurassic-Park pack hunt strategies or something. Zombies are slower than the living. Zombies go after the closest living brain. And there are a lot of them. That's all you need!

Anyway, "One Against the Dead" is, as the name suggests, a solitaire game. And being that it is a game on the cheap, it doesn't have much fluff in terms of scenarios, characters, special abilities, etc. The winning conditions are simple, get to point B from point A.

It features a fairly unique "health" system, in that doesn't record what typically would be referred to as "taking damage." In most zombie movies, if you have just been nibbled on a bit, that's usually pretty bad news, as you become infected anyway. Having a health score doesn't make much sense in zombie-town, as getting damaged just sort of means that you are putting off the inevitable transformation anyway.

So, instead, we have "strength," which sounds pretty much like the same thing, but it's not. Conceptually, this represents how much will power and energy you have to fight off the dead. As long as you can keep your strength up over the amount of zombies that are attacking you, you are still in the fighting. But once the zombies out-number your strength, you become overwhelmed and cannot resist anymore.

This has a weird little psychological implication. Whereas simply having something drain your life points down to zero, at least you feel like you put up a grand struggle, and went down fighting, ala a crazed Spartan warrior.

Being overwhelmed is different. Sure you might have 7 strength left, but when surrounded by 12 zombies, you are forced to give up. It's a surrender, not a glorious fight-to-the-death story told for the ages. You are just another drowned body who gave up against the rising tide.

And trust me on this, I've been quite surprised at how fast the tide can rise in this game. This in no "oh, look, two zombies are at the door breaking in waiting for a glorious headshot" game. Most of the time, this is a desperate run against a tidal wave, with a lot of crossed fingers as to what cards you draw next.

And while the game is fairly random, it does have some amount of decision making with regards to building the zombie-infested town. This is important, however, as the amount of zombies that become active is a direct result of your card placement when building the town. And while it is by no means a deep game, there are some tactical implications to it: "Do I place this card here, which creates 1 zombie, in the hopes that the next card I draw isn't a worse fit that creates 3 zombies."

The weapons may still be a little bit too powerful, and it may still be too easy to escape to the awaiting helicopter. But I think it's an amusing 15 minute ride nonentheless.

As a side note, if you truly are playing with coins, you will need quite a few of them. Buying a bag of plastic play coins might be a better idea, just make sure that the coins have apparent heads and tails sides to them.

Just click here to go to the Games on the Cheap page. One Against the Dead is on the bottom.

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Thursday, September 27, 2007

Where is the "fun" function?

It's been awhile since I've bothered posting. A few things are keeping me busy. These things happen to include the Nintendo DS games Phoenix Wright: Ace Attorney, Justice For All and Puzzle Quest, which are both fairly brilliant in their own distinct ways. As far as my game designs go, I've been working on a solitaire zombie game for my games-on-the-cheap list called One Against the Dead, and a game called Sir Reginald's Fabulous Country Estate which will hopefully neatly all tie in with the rest of this article.

There always seems to be some kind of running discussions on BGDF regarding various game design theories and paradigms (as can be seen here or here, for example). They are somewhat interesting from a scholarly viewpoint, and they usually wind up including big fancy words of importance when, in my mind, there are really only a few things that are really important.

Ultimately, a game is a simply a product; and how well (or how poor) the product turns out depends on how well the goals of the product is met. Games pretty much have only one real goal: fun. Granted, they may have some other goals as well, things such as "simulation" (trying to accurately re-create an experience that one may not normally be able to do), or "educational" (trying to teach a specific skill or ability). But ultimately, fun is the usual target. A game that generally isn't fun is a game that won't get played.

But fun is sort of a nebulous goal, in addition to being a very personal thing. While most people could agree on if a game meets an educational target ("this game does a good job of teaching kids on how to count change"), or simulation ("this game accurately reflects General McBean's ill-fated attack on General Lee's non-existent forces in North Dakota with lightsabers"), each person grasps at fun with very different sized hands. And those hands can change size depending on the type of game being played.

Producing any type of game in a corporate environment really brings out the ghostliness of fun.
A case in point would be my previous job working for Williams/Bally/Midway. In the corporate world of game design, games are kept to a fairly tight schedule; you need them to be finished by a certain time to keep the factory humming, meet certain time frames for release dates to coincide with certain seasons, etc. Ultimately, there's a bean-counter guy who prepares a schedule, based on what the desired final product finished date, and works backwards from there with various targets and goals. These are things that are used for determining a final bill of material, making sure that all art assets are finished, etc. And each goal is given a certain amount of time on the list. And this time frame is given to the wacky-designer guy, at which point he shouts out the commonly heard refrain:

"Where's my time to make it fun?"

It should be noted that this isn't meant to pick on anyone of my former employer; this is just how it works when you have a system that requires deadlines because mouths need to be fed. And you can't feed the mouths without product coming off the factory line. And that doesn't happen unless the bill of materials was solidified 3 months prior in order to shop around for parts. These are all the tangible things, with known prices to them, that you can throw in the a spreadsheet, and perform mathematical equations on to get desired results.

However, fun is simply magic. If you could somehow create an excel function that would guarantee fun all the time, you'd be the richest person on earth.

But you can't.

You can put together a list, or form a path, that you think may guide you down the right path. Or conversely, create a list of "things to avoid" and try to find fun by deletion of ugly elements. These are things the that usually go on in the usual BGDF forums. Things like "what is you path to making a game?" or "Do you work on theme or mechanics first?"

But still, if you create a product that includes your desired features, that doesn't mean it's fun. It means you have a thing that does your list of features. You've created a cellphone. It doesn't mean that the features don't work or aren't useful. It's just that you aren't playing with it because it's fun; it's because it works. But no one really has a slip of a paper that they can pull out of their back pocket with the"magic rule that makes a game fun." It's completely an iterative, "try it once, make changes, did it work," kind of thing. Which could take hours. Or years. Or depending on the other goals, never. At which point maybe the goals should change.

Anyway, I guess where I'm leading towards is this; when starting a project, I think it's also worthwhile noting of what you think would make it fun. Games should be mostly about providing an entertaining way of passing the time. Some thought should be made at the very beginning as to WHY it should be entertaining.

Of course, this will mean different things to different people. But simply saying "because it takes place in the Lord of the Rings universe" or "it's a pick up and deliver game" doesn't make it fun. Lord of the Rings Checkers, anyone?

Which leads me into Sir Reginald's Fabulous Country Estate. This game is inspired by my previous rant against Pillars of the Earth. To sum it up, while I haven't played the game, I've seen pictures of it and thought that whole "build the wooden cathedral" thing in th middle of the board looked really cool. But then I glanced over the rules, and realized that the cathedral is simply a round marker; at th end of a round, add a wood piece to the cathedral. Once all the pieces are placed, the game is over.

Lame. There's no sense of a reason why you should build the Cathedral differently from one time to the next. You can place all the pieces in a random puddle of wood in the middle of the table and the game doesn't care. Or a wacky Jenga-like structure. It doesn't matter.

I was wondering how you could build something with wooden bits, where the actual building of it meant something important to the game. Some thoughts floated around for a while, back-burnered in my head. I had some discussions about it with Sedjtroll in the BGDF chat room, but never really intending to work on it.

Then Xaqery donated 200 3/4inch cubes to me to do anything. And so, with a bagful of cubes, and some light prodding by Sedj, I was off.

Ultimately, playing Sir Reginald is a lot like being a real estate agent, trying to sell a home to a picky future homeowner. He has a lot of wishes for what he wants, but every estate can't fulfill every wish, so he'll buy the one that best suits the most number of his wishes. And the agent can influence his wishes a bit, getting him to change his mind on some things.

The main aspect of this game is that every player is building a Manor, Guest House, and Servant's Quarters on a Plot of Land using the cubes, which come in various flavors, such as Doors and Windows. Sir Reginald has a list of things he wants in his house as depicted on cards. The player who best matches the cards with their buildings win.

It's fairly straight-forward. But what caught me a little off-guard is how much fun it is to build little mansions with the cubes. It's a very tactile, rewarding experience just to build things, without a game wrapped around it. It's a toy as much as it's a game.

And unlike Alhambra, where you don't really get the feeling of building a palace (even though I like the game a lot, it could just as easily lose the theme and be an abstract), Sir Reginald really does feel like you are building houses. For some reason, I always place my doors facing the road, and most of my windows overlooking the lake, because, well, that's what you'd expect in real life.

It's fun just playing with the cubes and building things. Therefore, almost all of the rules, or lack thereof, are focused solely on making the building of stuff the focus of the game. Every turn you collect cubes, and you build with them. That's pretty much it in a nutshell.

For example, I played around with only drawing one cube and placing it on your turn. That wasn't as much fun as placing multiple cubes. So the rules focus on placing 3 cubes per turn. And while Sedjtroll gently kept prodding me to try and come up with a more interesting way of collecting cubes, suggesting various routes through hiring craftsmen, getting the proper supplies, that kind of thing, I decided against it. While these are fine ideas, these really took the focus away from the simple fun of building things, and added the additional focus of material/labor management, which winds up, I think, watering down the what I felt should be the focal point of the game...the cubes themselves. So now, you just pretty much "collect cubes" from a small sample of cubes.

This is something that often gets talked about in various designing themes, such as removing "fiddliness" if possible, or "streamlining" rules. But often enough, this is almost based SOLELY on making the game work better, not making it more fun. (However, this should indirectly make things more fun in theory, as streamlining things should make the game more playable.) But very rarely are the discussions held in in terms of "what parts of the game make the game fun, and how do you bring that more in focus."

It's a question that should be asked more often in the design circles I follow. And I probably should ask it to myself more often as well.

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