May 13
2012

Phases in Games

Posted by: lewpuls in Member Blogs

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[My thanks to “Sagrilarus” of Fortress:AT for the question that stimulated this attempt at classification.]

Phases (sometimes called stages) in a game design are important.  These are distinctly different periods of play through the course of a game.  They provide at least a perception, if not an actuality, of change, growth, and learning.  Phases help the feeling that there's more variety in the game, as well.   They help avoid a perception of "sameness" in the gameplay.  A game that is "too long" may feel too long because there are not enough phases, not because any specific amount of time has passed.  In contrast, many short games have only one phase.

Other entertainments and activities in life have phases.  A horse race has phases, movies have the three (or five, or nine) act structure that changes the focus as the movie progresses.  Life itself has phases such as early childhood, adolescence, and retirement/old age.  In that sense people expect phases in their entertainment and their activities.

What differentiates one phase from another?  I don’t think we can closely define that.  Much of it must occur in the minds of the player(s).  When a game changes from one phase to another the player is thinking about different things, as he or she decides what to do, than he thought about in the preceding phase.  Probably the best way to put it is, the phase changes when the immediate (short-term) objective(s) of the players change.   I’ll give some examples in a moment.

The longer the game is, the more phases it should have.  After all, if a major purpose of phases is to avoid sameness, then the need becomes greater as the game becomes longer. 
Some single-episode games that are easily played “best two out of three” have one phase, for example rock-paper-scissors (RPS).  Tic-Tac-Toe is another such game, with a maximum of five moves for the "X" player I don't know how sensible it would be to talk about phases.  Other very simple games like Candyland and Chutes and Ladders often have one phase.  We might be able to characterize short games as "one phase games", although I think we could find fairly short games of more than one phase.

In contrast, Chess can be quite a long game--players are allowed two hours each for 40 moves--so it stands to reason that it needs to have more than one phase.  These phases are normally called the opening, the mid-game, and the end-game.  The opening phase is a consequence of the severe constraints on movement of pieces at the start of the game, given the standard set up, and of the centuries of study of the best moves to bring pieces into the open and control the center of the board.

Contrast this with Risk, where the opening phase is the placement of armies before the conflict begins, and that placement can vary greatly from one game to another.  Even if you use the French setup where the cards are dealt and territories are occupied randomly, you have a setup that varies greatly from one game to another.

Contrast that with many wargames where there is a standard setup, but a player can move every one of his pieces in one turn.  As a result the game moves beyond the standard setup very rapidly, as opposed to chess when moving one piece at a time means the opening phase takes 10-20 moves by each player.

And contrast those with games where you have no units, or no maneuver (where geographical location of assets does not matter).   Often these games are symmetrical rather than the asymmetricality common in wargames. There can still be an opening phase, but it is not related to maneuver of units.



A second reason for the existence of phases in chess, other than the very constrained initial position of pieces, is that the number of pieces gradually decreases while the area of action remains the same size, thus opening up longer lines of play and new possibilities.  There’s a third reason, the piece mix for each player may deviate from the symmetric, from being identical, for example after an exchange of a Knight for a Bishop.  Forces can also become imbalanced when one player gains a material advantage, e.g. being a pawn ahead.  The mid-game in chess is also a change because players are no longer following the standard openings, but have an immediate objective of gaining positional or (more likely?) material advantage.

The end-game occurs as the number of pieces is much reduced.  There is more room to maneuver.  Further, the immediate objective becomes checkmate of the opponent’s king, rather than material or positional advantage.  Players now try to use a material or positional advantage, if they’ve gained one, to end the game.

Every chess game has an opening and a mid-game, though the latter can be cut short by a quick win.  Except when a player stumbles onto a checkmate while still trying to gain positional or material advantage, there will always be an end-game, that is, a phase when players are focusing on checkmate.

What about other games?  Play changes in a simple puzzle-game like old PCTetris because the pieces fall faster.   At some point there is no further increase in falling speed, and a good player can settle into a cathartic repetition until he or she tires and makes mistakes.  We can say there’s the ramping-up phase and then the “maximum fall” phase, a phase only experienced players reach.

Play in RPGs and FPSs changes as player avatars acquire more levels, perks, and loot (especially more and better weapons).  The monsters are tougher, the bosses are tougher, the player(s) have many more options.  In effect, the rules are modified by the loot, by perks, and by new capabilities gained by leveling up in RPGs.  There may also be changes in immediate objective as the story associated with the game develops. 
Setups
Is the setup a phase?  Yes, if players make decisions that affect the outcome, as in American (not French setup) Risk.  No, if they don’t, as in chess or checkers.

Many games have no setup phase.  Every player begins symmetrically (all players with identical situations and assets), and if he has assets that can be maneuvered, they have not yet been maneuvered into significant positions.  Card games are almost always of this type.  Chess and most traditional boardgames are also.  Turn-based and real-time-strategy video games are symmetrical insofar as each player begins with one unit "somewhere", though the sides are not symmetrical owing to unit differentiation.  Most video games are asymmetrical but have a mandated setup.

Historical wargames that might be called "simulations", on the other hand, are almost always asymmetrical (differing situations and assets) in the setup, but sometimes allow players to choose their setup.  Games that simulate historical battles are always asymmetrical, but sometimes the setup is mandated by the game, while other times the players can set up pieces as they like.   More abstract (non-simulation) wargames are often the opposite.  For example Stratego is symmetrical but players can set up their pieces as they like, so the setup becomes the first decision phase of the game.  Risk is the same.  On the other hand, Diplomacy is asymmetrical but the initial setup is mandated by the game.

Video games involving an avatar are severely asymmetrical, with one character facing numerous opponents.  Add the avatar customization opportunities that are so popular in these games and you have thousands if not millions of possible setups.

Phases and rule changes
Phases ideally should not include changes in the rules but may include cases where rules that did not matter earlier in the game come to matter later, or where rules are added through acquisition of loot, or cards, or perks, or levels.  For example, there may be a rule that limits the number of pieces a player can have, perhaps reflecting supply or maintenance restrictions.  This rule may not matter at the beginning of the game but will as players build up their forces.
Ideally the same rules should apply throughout the game, with changes in circumstances leading to changes in phase.  Yet sometimes the story or history of the game demands changes in rules.  In my game Britannia, which represents 1000 years of British history, the rules are generally the same throughout, but the identity of the offensive nations and defensive nations changes over time owing to invasions and withdrawals.  However, the rules are quite different for the Romans at the beginning of the game, and slightly different for the clash of Kings at the end of the game.  We have the phase of Roman conquest where submission rules enable British nations to survive the conquest despite the unique power of Roman roads, forts, and legionnaires.  This is followed after Roman withdrawal by the phase of Anglo-Saxon invasion and domination, followed by the phase of Viking raids and conquest (the Anglo-Saxons become defenders rather than attackers), followed by the clash of Kings where we have additional reinforcements and cavalry, four phases for a 4 to 5 hour game.

In traditional Risk the phasing is provided by the increase in the number of armies received for turn-in of territory card sets.  If you ever play Risk with a low repeating number of armies for card sets, such as 4-6-8-4-6-8, you'll find that it stays in one phase for a very long time.  There is less randomness this way, but there is little momentum toward completion.  The ever-increasing number of armies received for card sets in the standard (pre-2008) rules provides the momentum to complete the game, although it can still take quite a while.  In the 2008 redesign of Risk using mission cards, completion of missions provides the momentum toward completion.  I don’t know whether the new style game has many phases or not.

Even a game as poorly-designed as Monopoly has phases.  The initial phase is the slow acquisition of properties (slow even when the correct rules, auction when a player chooses not to buy at list price, are used).  When players begin to get monopolies they move into the next phase, building houses and ultimately hotels.  The last phase is a lot of dice rolling to see who lands on whose built-up properties without being able to pay the piper.

The bottom-of-the-game-design-barrel social network games on Facebook can have phases, in fact phases are important to avoid the extremes of tedious repetition.  As players progress in Farmville they can expand their farm, automate it, change their principle crops (or animals, or orchards) as new ones are “unlocked”, and so forth.  This provides a feeling of movement and progress in what is essentially a mass-market “game”, working within the rules complexity limits of mass-market games.

Episodic games
Some games don’t have phases, but are episodic.  You play several times rather than just once, sometimes with “best two out of three” determining the winner, sometimes with more complex scoring.  Video fighting games tend to be of this type, but many traditional 52-card games are the most obvious example.

Typically, these card games do not have phases.  You play a hand, the hand is completed, you play another hand, that hand is completed, and so forth, with the game reset to its beginning situation each time, except for the score.  In some cases you maintain an accumulating score (or as in poker an amount of chips that varies from player to player).  In many cases what happens in previous hands does not affect what happens in later hands.  In other cases such as Bridge and poker what has gone before affects each hand, whether through the points and vulnerabilities of Bridge or through the amount of chips/money each player has accumulated (or lost) in poker. Of course, in all of these games players can learn about how others play, and that can affect their own play as time passes.

Flow and learning
Mihaly Csikszentmikalyi’s concept of “the Flow” has been adopted by many (e.g. Raph Koster) as a model for games.  (See my explanation in "Why We Play" http://www.gamecareerguide.com/features/625/why_we_.php .).   Ideally, a game should become more difficult as players become better at it.

Koster talks about games as learning in a safe environment.  Phases mean there’s more to learn in the game.  If the phases don’t involve rules changes, all the better, the learning is about how to play well, not about how to deal with new mechanisms of the game.  Phases don’t necessarily mean the game becomes harder to play well, but they may still contribute to “the Flow”.

Repetition
Virtually all games involve repetition, whether it's repetition of turns or something else.  The question is whether this repetition can be conducted in varying circumstances which amount to different phases.  You can play two rounds with exactly the same rules, yet the results from the first round mean that what goes on in the minds of the players in the second round is rather different.  This is most likely to be seen in Eurostyle games with a limited number of rounds in which a lot can happen.

If one round can be, in terms of rules, just like the preceding one, but owing to changes in circumstances it feels different to the players, you’ve effectively increased the variety of the game.  And for 21st century gamers, variety is very much “the spice of life.”

Once again, the phase difference is in the mind of the player, and as such it is not something that we can define rigidly.  But it usually means that the short-term objective(s) of the players have changed from one phase to the next.

Other reasons for phases
Another reason to have phases in a game design is to mitigate the uncatchable-leader problem.  If, after half a game, the player who leads will almost always win, why play the rest of the game?  If the game has distinct phases with different gameplay, that can help other players overtake the leader.

Here’s a final, subtle, reason why phases are important.  Designers are in some danger of having game fans treat games the way some basketball “fans” treat basketball.  These fans only watch the end of a basketball game because they feel that what goes before doesn’t matter to the outcome.  They don't recognize that there are phases and variations in basketball that are as interesting as the results.  They're only interested in the destination, not in the journey.  We see this in video game players who find cheat codes, play only the end of a game, and then say they “beat the game”.  Phases help make the journey more interesting, for those willing to experience it.



The point, for game designers, is to find ways to vary their games so that phases, significant changes in what happens in the minds of the player(s), occur.  This is likely to make the game more appealing, and more long-lasting.  Fortunately, if you're designing a game that lasts more than half an hour or so, it may naturally fall into phases as you work on its other aspects.

In a few days I’ll briefly discuss whether the proverbial "three act structure" that is so often ascribed to films, plays, and novels, is typical in games. 



May 10
2012

Kickstarter proposal for software to make online play of tabletop games simple for non-programmers

Posted by: lewpuls in Member Blogs

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Several years ago I tried to find out as much as I could about the effect on sales of tabletop games when an online version was available for play.  My conclusion was that not many people were likely to pay for the privilege of playing a tabletop game online, so any commercial advantage would come from the publicity and the ability to “try the online version before you buy” to improve sales of the tabletop version.  I have several games myself that I would like to see playable online as a way to generate interest that might help me find a publisher when I get to that point, but I’m not enough of a programmer myself to make such versions.  See BGG discussion and my blog post.
 
Curtis Lacy of globalgamespace.com has proposed a solution for this and for people who want to find playtesters online for their tabletop games.  He wants to create a program that makes it easy for nonprogrammers to create online games, whether for playtesting or for publicity purposes, or both.

Curtis devised a list of 29 (later expanded the 60) functions that would be required in his software, and explained many of them in interesting videos.  I’m sure he has received further suggestions since then.  These videos are available at globalgamespace.com.

Curtis lists many existing programs (“prior art”) that can provide some of the features he has in mind, program such as VASSAL and Magic Set Editor.  His plan seems to be more comprehensive than any of these programs that I have looked at.

The list of 60 features alone will be interesting to game designers and those interested in the theory of what games are and how they work.

Curtis has reached the point of a Kickstarter campaign to raise money so that he can spend his time creating the full software.  (You’ll see from his videos that he already has mockups.)  The software will be released under a “fairly permissive license” which Curtis calls a modified MIT license, details linked at the Kickstarter site.

I have never supported a Kickstarter campaign, but this is the kind of thing that could be very worthwhile.  It is not a product that’s going to be created through the commercial world because, as I’ve said, there doesn’t seem to be much money in online play of tabletop games in and of itself.

Apr 27
2012

Designing for Cause vs. Designing for Effect in Historical Games

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(This originally appeared in Against the Odds magazine, #30, January 2011)

Apr 13
2012

April 2012 Miscellany

Posted by: lewpuls in Member Blogs

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Thoughts about some game-related topics that are not long enough for separate blog posts.

**
Quotation:  "There's an old saying that I love about design, it's about Japanese gardening actually, that 'Your garden is not complete until there is nothing else that you can remove.'"  --Will Wright (SimCity, The Sims, Spore, etc.)

**
Is it more fun to be an expert, or to be in the process of becoming an expert, at playing a game?

**
I am scheduled to be a speaker at the East Coast Game Conference in Raleigh, NC, April 25 and 26, specific time to be determined.  (Topic: Much of Game Design Is Managing (and Causing) Frustration.  That may sound familiar to some readers . . .)

For those unfamiliar with video game conferences, they are very different from tabletop game conventions.  The major activity at the latter is game playing, and attendees are mostly consumers.  The major activity at a conference is dissemination of techniques for making and marketing video games, and this is done principally through talks and workshops.  Attendees are mostly video game professionals, and those who want to be (students).  And as with professional conferences in academic disciplines, they tend to have more expensive entry fees than game conventions, and tend to be on weekdays rather than weekends.  This one is Wednesday and Thursday.

**
Game designers:  How many times do you expect people to play your game?  My answer varies with the type of game.  If it's a sweep of history game, I think in terms of many, many plays, as I know people who've played Britannia 500 times, though I'm sure the average even amongst the game's fans is closer to 50 than 500.

If it's a "screwage" game, I think in terms of 10-25 times rather than 100 or 500.

But I never think in terms of, say, 5 times.  Yet it seems to me that the majority (a great majority) of games published nowadays are designed as though 5 plays is sufficient.

And I suppose it is, for a great many game players.  Variety (which often means playing lots of different games) is valued over depth (which involves learning more about, and getting better at, a particular game).

Of course, I usually get to see (and occasionally play) at least 30 plays of most games that I "finish".  But the game changes over time, so it isn't quite the same thing as playing the same game over and over.

And if a prototype doesn't hold my interest over five plays, I shelve it.

**
Game studies scholars like to use the term "Meaningful Play".  Whenever I see it I turn off, because to me it's terrifically vague and, well, unmeaningful.

Unfortunately, the structure of education in the USA means that anyone who is an actual practitioner of a discipline--for example, a game designer or a novelist--is discounted by academics, who emphasize degrees and reference to what other academics have said/written.  "Practitioner" is often a dirty word among people who have sailed through college to grad school to a terminal degree and then right into teaching.  Which helps explain why our educational system has less and less to do with the real world, as time passes.

"Games studies" is about culture, not about game design.  The scholars do not pretend to offer anything to help game designers.

**
On Facebook I've seen lots of graphics, "what <profession or vocation> really does" with six photos of how different people perceive the "profession".  For example, what hockey players do.  What home schoolers do.  I've not yet seen one for game players.

**
Designers of video games, especially video game interfaces, will benefit from reading Jakob Nielsen's posts about Web usability.  For example, http://www.useit.com/alertbox/disrupting-users.html?utm_source=Alertbox&utm_campaign=177afcdf52-Disruptive_Workflow_Design3_12_2012&utm_medium=email
talks about smooth workflow and disruptive workflow.  Workflow is just as important in a game as in Web usage.

**
Comic books might be the midpoint between RPGs that resemble novels and those that resemble tentpole (fantasy) adventure movies like Indiana Jones.  Not that most comics make any attempt to be believable.

**
Someone wrote to me about a graphical exposition about instant gratification, and I discovered others as I looked around the Web site (which is generally about online graduate school).  Generations ARE different, and these graphics (which site their data sources) help illuminate this.  I've also added a report of a recent survey.

http://www.onlinegraduateprograms.com/instant-america/
Instant gratification

http://www.onlinegraduateprograms.com/generation-screwed/
Millennials and work

http://www.onlinegraduateprograms.com/millennials/
Meet the Millennial generation

http://chronicle.com/article/Millennials-Are-More/131175/
Millennials Are More 'Generation Me' Than 'Generation We,' Study Finds

**
Anyone who designs interfaces or interaction for video games should read the following.
http://www.asktog.com/columns/022DesignedToGiveFitts.html
And marvel at how many interfaces fail to recognize such fundamental rules of behavior . . .

**
There's a tendency for people to think that a game is the sum of its mechanics.  To me a good game is more than the sum of its parts.  How those mechanics work with one another, and how they work with actual human players, makes a big difference in the outcome, and is much less than entirely predictable beforehand.

**
Most free-to-play video games rely on in-game purchases to speed  up progress in the game, to bypass certain tasks. Aren't games meant to be fun? Who watches good movies and wants to skip to the next scene so they're further into it, who skips pages in a book so they can boast how far along they are in it to their friends?  None of the people who are actually enjoying the experience, that's for sure.

**
I've been reading the GenCon event rules.  I was considering offering game design talks as I do at Origins, WBC, and PrezCon, with the added possibility of selling copies of my book, which may be available by that time.  (This is a common activity of authors of books of all kinds.)

But seminars at GenCon don't give the speaker any credit toward the entry fee.  Game sessions do because players are charged fees to play, and GenCon collects the fees.  Further, for all practical purposes, sales outside of the Exhibit Hall are prohibited.

My publisher exhibits at GenCon, so all is not lost.  But for now, I'll skip it.

**
Does practice make a difference in game playing?  Are you going to play better when you've been practicing the game, or once you've become a top player will it all come back to you immediately?

A friend of mine loves Robo-Rally.  He plays a lot, teaches other people to play a lot, and goes to PrezCon in Charlottesville every year to play in the tournament.  This year he played 23 games at PrezCon, and won the tournament.  I think practice does help.

Another game he's come to love is Merchant of Venus.  He's played once every two weeks in the past year.  But at PrezCon the game was played on the old board rather than the lovely custom-made set he uses.  Though there are few if any functional differences, he had a hard time seeing what was going on.  On the other hand, Merchant players came by as he played with his custom board, and remarked how hard a time they had seeing it.

So he was practicing, but on the wrong board, and maybe that's why he didn't make the finals in Merchant this year.

Certainly practice makes a big difference in games that are related to sports.  For example, the top video game competitors in games that require a lot of manual dexterity (FPS, RTS) practice 8-10 hours a day.  And we know how much professional athletes practice nowadays.

**
If you're going to make a game as complicated as a video game, then let it be a video game.  If you're going to make a game where people matter, then make it as simple as you can, so that the people vs. people can occur.

I see a lot of complicated tabletop games lately.  Some are complicated for atmospheric reasons, the story.  Some (the puzzles turned into contests) are complicated so that the puzzle is harder to solve.  The presence of other people is, to a greater or lesser extent, there only to help you keep score and provide variation (the way a computer would provide variation).

**
In most general terms, playing games used to be about earning something, and possibly failing; now they're about getting rewarded for participation, without the significant possibility of failure.  Especially video games.

For example:  at one time it was the referee's task in D&D to make the players fear for the lives and livelihoods (possessions, relationships) of their characters.  Now it seems to be the referee's task, in 4e D&D at any rate, to present a (usually harmless) tactical mess, then reward players for participation.

And in many other cases it's the referee's task to tell a story, not to threaten characters (unless that fits with the story).

**
Stages in a game are important.  They provide at least a perception, if not an actuality, of change/growth and learning.

More important, if there are no stages players may wonder why they're playing the game as long as they are.  Why not play half as long?

Game designers want to avoid the kind of thing some basketball "fans" talk about, they only watch the end of a game because they feel what goes before isn't important.  They don't recognize that there are stages and variations in basketball that are as interesting as the results.  They're only interested in the destination, not in the journey.  If you're only interested in the destination, why watch at all, just get the score after the game is over.

Stages help the feeling that there's more variety in the game, as well.

**
I've read that novelists don't enjoy reading novels as much as ordinary people, as they tend to think about how the novel is constructed while they're reading.  In fact they're particularly happy when a novel is so absorbing that they forget to think about how it was made.

I have the equivalent, "game designers' disease".  When I watch a game or play a game or talk with gamers I'm almost always thinking about how the game is put together or what the motivations of the players are.  I don't know that that reduces my enjoyment, since my favorite game is the game of designing games, but it certainly makes for a different point of view.

**
A tweet from a confused punter: @lewpuls This guy thinks he is Egon from Ghostbusters with his dig against books. "Print is dead", HA!

I guess that's from my last Miscellany when I talked about why someone might want to read a book.  But it would be really odd for someone whose book is about to be printed, to say "print is dead".   *Shakes head*

(Though you know, I've heard that Amazon now sells more non-print than print books.)

**
Strategy and Tactics

Strategic: plan well ahead.  That includes planning what additional forces you want/need to acquire.  Ultimately, everything that happens is of interest to you (Diplomacy, HotW, Brit).

Tactical: do the best you can with what you have RIGHT NOW (most games depicting a particular battle)

So Twilight Struggle is described as a very tactical game because it is so much an improvisers' game, it's very hard to plan ahead if I can believe what people write about the game.

Apr 06
2012

Some Game Playing Styles, and How Games Match One Style or Another

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Some Game Playing Styles, and How Games Match One Style or Another

(Parts of this were originally published in Dragon magazine, September 1982, and in revised form in The Games Journal, February 2005, revised again on GameCareerGuide, 26 November 2009, and yet further revised on GameDev.net in 2010)

A big obstacle for beginning game designers is the common assumption that everyone likes the same kinds of games, and plays the same way, that they do. If they love shooters, they think EVERYone loves shooters. If they like strategic games, they assume EVERYone likes them. If they love puzzles, they suppose EVERYone does. They may say they understand the diversity, but emotionally they don’t.

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