Showing posts with label Dominion. Show all posts
Showing posts with label Dominion. Show all posts

Tuesday, June 1, 2021

Victory Point Architecture: Oversimplified Point Salad vs Point Journey



There are stereotypes of what experiences take place within a Point Salad and a Point Journey.  Neither of these victory point architectures have to meet their stereotypes, but certain design decisions within either framework increases the likelihood the games will match their stereotypes.


Point Salads and Point Journeys have natural flavors that alter players experience.   A stereotypical Point Salad, say Agricola, gives players freedom to build in their sandbox a series of decisions to maximize your points.  The interesting part of that statement is not point maximization, but sandbox.  I am building my own world in the way I want to view it. That means I am making my own special brew in VivaJava, neutering my bird sanctuary in Wingspan, and running my brewery my way in Brew Crafters.  


Points award me for what I build, but at the end of the day, what I construct drives my enjoyment of the game.  In any building point salad, say Suburbia, Chinatown, or Tiny Towns, joy is found in whatever you are able to construct.


Point Salads lend themselves well to games where you really want players to feel like they created something.


Having an open ended point salad with many ways to score points lends to the feeling of building something.  That experience is magnified by the popularity of building themes within Point Salads.  


Point Journey lends well to narrative experiences where there is a start and an end.

Chess is all about the struggle players undertake to capture each other's Kings.  Formula D is a journey where you race to be first.


What Design Choices Contributes to Stereotype


Point Salad: More Freedom, More Options, More Custom Sandbox. 


The more legitimate options provided for players in a Point Salad, the more players will have the opportunity to create their own custom world.  Imagine playing New Bedford without the town building element.  New Bedford is a town building and whaling game, where players can invest in expanding the town or in their whaling expeditions.  When players expand the town, they receive ownership for their particular part of town.  To expand the town, players must collect the resources required to build a particular building.  Each building added is unique, and will add a different character to the overall town.  Removing the ability to legitimately win by adding on to the town, dampens players ability to create a custom world where the player feels they are contributing to the development of New Bedford. 


The creative space in Point Salads can be enriched with game expansions.  More legitimate paths an expansion creates, the more a player can customize their own custom world.  Terraforming Mars base game begins with 208 cards representing a project the player’s company can undertake. The projects the players choose to undertake, and the timing of their projects enables them to create their own custom version of Mars.  The Terraforming Mars expansions broaden the possible ways for players to create their own custom world.  Now, players can not only choose to Terraform Mars, but also affect the colonization of other planets, interplanetary shipping, and the outcome of solar system’s politics.


Ironically, Point Salades can also create different flavors each game by limiting your ingredients. Beginning each game with a different subset of options allows players to experiment with combinations that may be lost if all everything was available.  The Quacks of Quedlinburg limits the types of ingredients available each game to all players, quak doctors, to make their custom brew.  Working around this limitation results in players exploring custom combinations that would not exist if all ingredients were available every game.  Similarly, Dominion creates a different flavor each time you play by varying which card types are being used each game.  The limitation encourages players to explore different card combinations since the relative effectiveness of card combinations is alter, a different flavor I will say, because of what other cards are or not available.


Point Journey: Detail Narratives or Clear Overarching Narratives


Providing players with Detail Narratives or a Clear Overarching Narrative enhances player connections to the Narrative experience in a Point Journey.  Each location in Arkham Horror draws a location encounter that weaves a narrative to that moment, at that location, in the overall story of the game.  Players do not need to create the narrative when a detailed Narrative is provided, they just have to embrace the story they are experiencing from the game as the game tells them the story.


Point Journeys that rely on Clear Overarching Narratives use the clear objective of the Journey to propel players to create their own narratives as they seek to fulfill their predestined purpose.  Pandemic makes it clear, you are on a mission to save the world from a series of deadly diseases.  When players see an outbreak spread across North America, the players create a story about the gravity of the situation and how they will respond.


When a Clear Overarching Narrative is missing, it becomes harder for players to create narratives as they play.  Compare Checkers with Chess.  Both are Point Journeys where a player wins under very specific conditions.  Yet in Chess, I have the goal of capturing a King, with pieces based on positions that existed in real life.  That means my pieces can have personality, a story.  In checkers, there is no Clear Overarching Narrative.  I win if I take all of your pieces.  The pieces are not mystical bears fighting wise but overconfident unicorns.  There is no accomplishment of destroying my opponent’s Kingdom at the end of the game.  Just a piece on the board, and then a piece off the board. No story to help lean players into the natural tendency to develop a narrative as they undertake a Point Journey.   

Friday, April 24, 2015

The Danger of Stronger Copyright Laws in Board Games

There has been some rumblings lately about possibly strengthening copyrights laws in board games to protect game mechanics.  Historically (from my non-lawyer layman perspective) copyright laws in board games have been relatively weak.  I recall Dan Yarrington explaining it like this at an UNPUB panel in Delaware. Devices can be patented, brands trademarked, and rules copyrighted - not mechanics.

What did Dan mean when he said rules can be copyrighted - not mechanics?  Dan meant someone cannot copy the rulebook of a game verbatim, but if they can get someone to perform the same set of action (aka mechanic) using a different set of words, it does not violate copyright.

The challenge to this older approach in copyright law is a series of court rulings that appear to provide some sort of copyright protection to game mechanics as well. I argue that strengthening board game copyright law is bad for board game innovation, designers, publishers, and players.  

Discourages Innovation


Innovation itself is the thing most at risk from strong copyright laws.  Innovation takes place when board game designers modify pre-existing ideas.  Take Ticket to Ride, a remarkable commercial success with a mechanic that tweaked and rethemed rummy.  

Most innovation is the process of tweaking older mechanics.  Having an innovative idea to compete over a set of actions does not mean it has been honed into an intuitive or fun package for board game players.  Many different board game designers work hard coming up with tweaks or iterations based on the same mechanic looking to hit the sweet spot for players.

Stronger copyright laws severely limits what mechanics are available for board game designers to tweak.  That by itself reduce the variability of board games.  Even worse, if mechanics were to become protected, a designer with any idea, good or bad, has to constantly worry if their idea infringes on someone else's copyright.

Why such a worry? Because with stronger copyright laws it becomes harder and more time consuming to identify when a designers has or has not violated someone else’s mechanic.  Under the older copyright approach described by Dan, I can read someone’s rules and make sure I am not copying what they are doing.  Under a system that protects mechanics I have to spend hours and hours of time researching or money on a board game copyright expert to make sure my game is unique.

The problem is the financial reward for making a board game design does not justify paying these costs.  Only a handful of board game designers earn enough money to cover the expense of attending conventions to promote their game designs, yet alone make a living.  Adding additional cost to the game design hobby only pushes more innovative people away from game design and off to doing something else.


Drives out Small Innovative Publishers


Another byproduct is that the cost of making sure a game does not infringe on copyrights drives out innovative small board game publishers.  Board game publishing is a low margin business.  A slight increase in cost across the industry has large implications for the financial viability of many small companies.

The threat of being sued is a big expense.  Keeping a lawyer on retainer, having to drop an additional X amount of dollars for an expert to review the copyright, having to worry about lost man hours dealing with copyright issues in a one/two man company dramatically increases the amount of capital it takes to publish a game.  

To Hasbro, stronger copyright protection is a minimal expense.  For a variety of reasons they already have a fleet of lawyers on retainer.  But for a small one/two man operation -Tasty Minstrel Games, Stonemaier Games, Dice Hate Me Games, Stronghold Games - it's very unlikely they have a legal team on hand for production runs of a few thousand a game.  Even worse, when there is a legal issue it will take up a huge amount of the owner's time to address it because they do not have the budget to push the problem onto a staffer of the company.


Innovation Fallacy


There are some people out there who would respond by saying, but this is all worth it because we will have more “innovative” games.  That, in an effort to avoid licensing fees, board game designers and publishers have to focus on making things that are truly “innovative.”

But this thinking misses the entire point of innovation.  The point of innovation is not to come up with an idea and only use it once.  The point of innovation is to come up with a great idea that is so useful for so many things that we use it over and over again.

Imagine you are the person who invents the wheel.  As a society we are excited someone invented the wheel, not because we necessarily want someone to invent something better than the wheel, but because the wheel is such a great idea we want to use it over and over again for a variety of applications.

We might, as a society, try to do something to award people to come up with the idea for the wheel to encourage the creation of it.  Be it cash prizes, prestige, or even a time period of exclusive use of the idea.  However, at some point we want the idea to be free for all of society to use so we can benefit from the idea and so others can modify it to become an even greater idea.  

Current Copyright protection in the United States lasts either 70 years after the death of the creator, 120 years after first creation, or 95 years after publication.  That means the game Trains, which tweaks the deck building mechanics created by Donald X. Vaccarion for his game Dominion, would have to wait 70 years till after Vaccarion’s death to publish if it failed to  secure his permission to use the deck building mechanic.  Odds are good Hisashi Hayashi would be dead by then and Trains would be one of the many innovative board game casualties from burdensome copyright protection of board game mechanics.

Friday, April 25, 2014

Game Design Philosophy: Avoiding the trap of Theme Vs. Mechanics



Do I like Ticket to Ride because it is a set collection game with an important timing element to remain efficient? Or do I like it because I am building an epic rail system over the Continental USA? It's both, and I can't see myself doing one without the other. And if one changes, then there is no way you can convince me I am playing the same game.


What we see in a good game is the seamless blending of theme and mechanics. Not all games do this, (Despite all its goodness, Dominion comes to mind) but once again what we are aiming for is a good game. Having a well executed game can be very good, having a controlling idea coming through will make that game even better.


But first we need to clear up the concept of 'Theme Vs. Mechanics.' Like the Yin and Yang symbol one is inexorably tied to the other. One should think about it as 'Theme and Mechanics.'

Theme is what you are doing in a game.
Mechanics is what you do in the game.*

What makes this formula difficult is that people have a tendency to approach it from one side or the other. They come up with a good mechanic or a twist on a current mechanic, but then are left scrambling to find an original theme. Or, like in my case many, (many, many, many) years ago, I came up with a very detailed world for a game, but could never place a mechanic with it (currently on the 5th attempt).

The way out of this trap is having the controlling idea bind the two elements together. The controlling idea is the nub that the designer will keep returning to see if the game they are building matches what they are attempting to create. 

The controlling idea still needs to be translated into theme and mechanics. Put another way, the experience of the Controlling idea needs to carry over, but everything else can change.

For example, the controlling idea for Post Position is for players to have the experience as a day trader on wall street. But look back at my description of the game. Players are members of the mob betting on a horse race. That's a long way away from trading stocks on wall street. But at it's core players are buying and selling (all with a lot of insider information) on items that have an un-programed fluctuating value in a trading floor environment. As long as the game contains those elements (and they still do) then I consider the resulting design to be true to the controlling idea and a success.

At any point during the design process as the theme and mechanics are developing side by side, the easiest way to keep those elements in line and working together is by referring back to the Controlling Idea. Next time we'll look at the translation process of the Controlling Idea into theme and mechanics.

*I am not discounting Abstract games. In an abstract game the theme and mechanics are exactly the same, what I am doing is what I do. I do not have the mindset to pull that off, but I applaud those who do.