Transcript
Page 1: "What video game designers and teachers can learn from 50 years of tabletop game development" "What video game designers and teachers can learn from 50

"What video game designers "What video game designers and teachers can learn from and teachers can learn from 50 years of tabletop game 50 years of tabletop game

development" development"

Dr. Lewis PulsipherDr. Lewis Pulsipher

FTCC. Pulsiphergames.comFTCC. Pulsiphergames.com

18 Mar 201018 Mar 2010

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Note about the slidesNote about the slides

Slides are provided primarily for those who Slides are provided primarily for those who want detailed notes later, not as an want detailed notes later, not as an accompaniment to the talkaccompaniment to the talk

Consequently, they are “rather wordy”Consequently, they are “rather wordy” Available at Available at

http://pulsipher.net/teaching1.htm Or just go to pulsipher.net (Or just go to pulsipher.net (notnot .com) and .com) and

look for teaching materiallook for teaching material

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Who Am I?Who Am I? Designed my own games from a very young ageDesigned my own games from a very young age Began playing commercial wargames in early Began playing commercial wargames in early

‘60s‘60s Early video game experience: Atari 2600, DOSEarly video game experience: Atari 2600, DOS Designer of six commercially-published board Designer of six commercially-published board

wargames (most recently, foreign language wargames (most recently, foreign language editions of editions of BritanniaBritannia, Nov ‘08), Nov ‘08)

Forthcoming: Law & Chaos (Mayfair), Germania, Forthcoming: Law & Chaos (Mayfair), Germania, Dragon RageDragon Rage

Worked in computer support (programming, Worked in computer support (programming, chief of PC/network support) at Womack medical chief of PC/network support) at Womack medical center 9+ years, taught networking at CCCCcenter 9+ years, taught networking at CCCC

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Teaching/WritingTeaching/Writing First to teach game design in North Carolina as First to teach game design in North Carolina as

far as I know (Fall ’04)far as I know (Fall ’04) Teach game creation topics at FTCCTeach game creation topics at FTCC Presently finishing a book about how to design Presently finishing a book about how to design

games, and how to teach people to design games, and how to teach people to design gamesgames

Monthly contributor to Monthly contributor to Gamasutra/GameCareerGuide (and “expert Gamasutra/GameCareerGuide (and “expert blogger” there)blogger” there)

Contributor to books: Contributor to books: Hobby Games:100 BestHobby Games:100 Best, , Family Games:100 BestFamily Games:100 Best, , Tabletop Game Design Tabletop Game Design (forthcoming)(forthcoming)

Teaching is my profession, game design my avocationTeaching is my profession, game design my avocation Pulsipher.net, pulsiphergames.comPulsipher.net, pulsiphergames.com http://pulsiphergamedesign.blogspot.com/http://pulsiphergamedesign.blogspot.com/ http://teachgamedesign.blogspot.comhttp://teachgamedesign.blogspot.com

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Some of my workSome of my work

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Let us ProceedLet us Proceed Lessons video game designers can learn Lessons video game designers can learn

from tabletop (board and card) game from tabletop (board and card) game development development in last 50 yearsin last 50 years

So we aren’t counting Monopoly, So we aren’t counting Monopoly, Scrabble, etc.—not even Risk (1959)Scrabble, etc.—not even Risk (1959) Just as well, these tend to be poor game Just as well, these tend to be poor game

designsdesigns We’re interested in lessons from We’re interested in lessons from

wargames and “Euro”-style boardgames wargames and “Euro”-style boardgames (originating in Germany)(originating in Germany)

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Brief list of lessonsBrief list of lessons

Multi-sided is “more fun” (has broader Multi-sided is “more fun” (has broader appeal and potential)appeal and potential)

Playtesting is sovereignPlaytesting is sovereign Simplicity prospersSimplicity prospers "Atmosphere" sells games in the 21"Atmosphere" sells games in the 21stst

centurycentury Replayability is variety, not repetitionReplayability is variety, not repetition

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Lessons directly related to multi-Lessons directly related to multi-sided gamessided games

The three-player problemThe three-player problemProblems of multi-sided games:Problems of multi-sided games:

TurtlingTurtlingLeader-bashingLeader-bashingSandbaggingSandbaggingKingmakingKingmaking

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Important Distinction—”multi-Important Distinction—”multi-player” means “multi-sided”player” means “multi-sided”

Tabletoppers call any game with more than Tabletoppers call any game with more than *two* players “multiplayer” *two* players “multiplayer”

Video gamers mean “more than one player” Video gamers mean “more than one player” In video games, a “multiplayer” game often In video games, a “multiplayer” game often

has just two teams, as in has just two teams, as in Team Fortress, Team Fortress, whereas “multi-player” to tabletoppers usually whereas “multi-player” to tabletoppers usually means “more than two sides or teams” means “more than two sides or teams”

So I try to use the term “multi-sided”, So I try to use the term “multi-sided”, meaning more than two separate interests meaning more than two separate interests regardless of the number of human players.regardless of the number of human players.

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The crux of the difference (and The crux of the difference (and of the lessons)of the lessons)

Video games traditionally are for one person, with Video games traditionally are for one person, with the the computer providing challenges computer providing challenges devised by the devised by the designersdesigners

Tabletop games are for more than one person, Tabletop games are for more than one person, with the game system providing ways for with the game system providing ways for players players to challenge one anotherto challenge one another, as devised by the , as devised by the designerdesigner

More and more video games are of the second More and more video games are of the second typetype

In tabletop terms, many traditional video “games” In tabletop terms, many traditional video “games” are interactive puzzles, not gamesare interactive puzzles, not games ““Solve” it and you’re done. Tabletop games are rarely Solve” it and you’re done. Tabletop games are rarely

“solved”“solved”

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Another way to look at itAnother way to look at it Video games are traditionally “p v e” (player Video games are traditionally “p v e” (player

vs. environment)vs. environment) Tabletop games are traditionally “p v p” Tabletop games are traditionally “p v p”

(player vs. player)(player vs. player) But video games tend to be avatar basedBut video games tend to be avatar based While on the tabletop, some kinds of games While on the tabletop, some kinds of games

are avatar-based, some notare avatar-based, some not When you don’t have an avatar, things are When you don’t have an avatar, things are

less “personal”less “personal”

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Lesson: multi-sided has broader Lesson: multi-sided has broader appeal (more potential)appeal (more potential)

It’s more fun when you play with (and often It’s more fun when you play with (and often against) othersagainst) others

Wii games, MMOs, Left4DeadWii games, MMOs, Left4Dead People can provide more creativity and People can provide more creativity and

variety than programmed computers can variety than programmed computers can provide (though someday that may change)provide (though someday that may change)

““Memorability” is much enhanced when Memorability” is much enhanced when there are other players to remember withthere are other players to remember with

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Lesson: Playtesting is Lesson: Playtesting is “sovereign” “sovereign”

Until you have a prototype, you only have a Until you have a prototype, you only have a plan, not a designed game. plan, not a designed game.

To improve a game, you must have a To improve a game, you must have a playable prototype playable prototype

No game is worth much before it is playtested No game is worth much before it is playtested and modifiedand modified

If a game doesn’t work well, you can suppose If a game doesn’t work well, you can suppose it wasn’t playtested sufficientlyit wasn’t playtested sufficiently

This is not news to the most successful This is not news to the most successful companies, such as Epic and Firaxiscompanies, such as Epic and Firaxis

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Playtesting is sovereignPlaytesting is sovereign Gears of War II about 40,000 playtest hoursGears of War II about 40,000 playtest hours Civilization I—Sid Meier programmed, Bruce Civilization I—Sid Meier programmed, Bruce

Shelley tested, they talked, Sid modified, Shelley tested, they talked, Sid modified, Bruce tested again, day after dayBruce tested again, day after day

Meier said on slashdot, Meier said on slashdot,

"My whole approach to making games revolves "My whole approach to making games revolves around first creating a solid prototype and then around first creating a solid prototype and then playing and improving the game over the course of playing and improving the game over the course of the 2-3 year development cycle... until we think it's the 2-3 year development cycle... until we think it's ready for prime time… I definitely spend a lot of time ready for prime time… I definitely spend a lot of time playing the game before I let anyone else look at it."playing the game before I let anyone else look at it."

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Playtesting is “sovereign”Playtesting is “sovereign”

The rules for a tabletop game are the equivalent The rules for a tabletop game are the equivalent of the programming of a video gameof the programming of a video game Both represent the mechanics of the gameBoth represent the mechanics of the game Programming must be precise and is very time Programming must be precise and is very time

consuming (even with game engines)consuming (even with game engines) A playable set of rules can be much less precise, A playable set of rules can be much less precise,

relying on the mind(s) of the designer(s) when they’re relying on the mind(s) of the designer(s) when they’re present, and (inevitably imprecise) notespresent, and (inevitably imprecise) notes

And that’s a major reason why learning to And that’s a major reason why learning to design starts with tabletop games.design starts with tabletop games.

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Lesson: Simplicity Prospers Lesson: Simplicity Prospers

Tabletop games are more easily focused Tabletop games are more easily focused on the essence of the gameon the essence of the game

You cannot “hide behind the computer”You cannot “hide behind the computer”

"A designer knows he has achieved perfection "A designer knows he has achieved perfection not when there is nothing left to add, but when not when there is nothing left to add, but when there is nothing left to take away." there is nothing left to take away."  Antoine de  Antoine de Saint-Exup'erySaint-Exup'ery

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Simplicity…Simplicity…

If something doesn’t work, “lose it”If something doesn’t work, “lose it” It’s much easier to alter a tabletop than video It’s much easier to alter a tabletop than video

game, especially for beginnersgame, especially for beginners Prototypes don't have to be prettyPrototypes don't have to be pretty Paper prototyping saves time and moneyPaper prototyping saves time and money

Xbox Live Shadow Complex (3D side-scroller Xbox Live Shadow Complex (3D side-scroller with exploration) prototyped all levels on with exploration) prototyped all levels on paperpaper

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Lesson: “atmosphere” sells Lesson: “atmosphere” sells games in the 21games in the 21stst century century

““Atmosphere” (sometimes called a “skin” Atmosphere” (sometimes called a “skin” or incorrectly lumped in with “theme”) is or incorrectly lumped in with “theme”) is the supposed setting/purposethe supposed setting/purpose

Theme must influence how the game is Theme must influence how the game is played, atmosphere does notplayed, atmosphere does not

Abstract games are hard to marketAbstract games are hard to market Video game example: Puzzle Pirates?Video game example: Puzzle Pirates?

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““Atmosphere”Atmosphere” Euro-style boardgames are often abstract, Euro-style boardgames are often abstract,

with an atmosphere tacked on; but the box with an atmosphere tacked on; but the box back describes the atmosphere, and that back describes the atmosphere, and that (along with the art) strongly influences who (along with the art) strongly influences who buys the gamebuys the game

Shooters are usually about shooting and Shooters are usually about shooting and blowing up stuff, but the atmosphere can be blowing up stuff, but the atmosphere can be quite different (and occasionally becomes a quite different (and occasionally becomes a theme when it affects gameplay)theme when it affects gameplay)

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Lesson: Replayability is Variety, Lesson: Replayability is Variety, not Repetitionnot Repetition

Traditional video games, as interactive Traditional video games, as interactive puzzles, can be solved, and then there’s puzzles, can be solved, and then there’s no further reason to playno further reason to play

Games involving other people usually Games involving other people usually have no “solution”. Variety, mixed with have no “solution”. Variety, mixed with different players, can provide near-infinite different players, can provide near-infinite replayabilityreplayability

BritanniaBritannia as an example—people play 4-5 as an example—people play 4-5 hour game 500 times and morehour game 500 times and more

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ReplayabilityReplayability At the other end of the spectrum, so many At the other end of the spectrum, so many

video games (especially on Facebook, and video games (especially on Facebook, and MMOs) thrive on repetition, effectively MMOs) thrive on repetition, effectively training people (Skinner style) to do the training people (Skinner style) to do the same thing over and over againsame thing over and over again

““Achievements” are busy-work, not Achievements” are busy-work, not gameplaygameplay

This is mind-numbing if not actually evil; This is mind-numbing if not actually evil; replayability implies stimulation, repetition replayability implies stimulation, repetition is the opposite.is the opposite.

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Lesson: the “three-player Lesson: the “three-player problem”problem”

Three sided games either:Three sided games either: 1) No time limit, two gang up on the one who’s 1) No time limit, two gang up on the one who’s

ahead, game never endsahead, game never ends 2) Time limit, “petty diplomacy problem” where 2) Time limit, “petty diplomacy problem” where

one who thinks he’s losing can decide who winsone who thinks he’s losing can decide who wins

Solutions:Solutions: A race or “multi-sided solitaire”; players cannot do A race or “multi-sided solitaire”; players cannot do

enough to hinder/harm another to make a enough to hinder/harm another to make a significant difference in the end portion of the significant difference in the end portion of the gamegame

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Three player solutionsThree player solutions

Solutions:Solutions: Sudden victory that can frequently be Sudden victory that can frequently be

forecasted and prevented, with changing forecasted and prevented, with changing victory conditionsvictory conditions

““Equilibrium”, no side can drastically alter the Equilibrium”, no side can drastically alter the situation in a single turnsituation in a single turn

A game that is almost entirely positionalA game that is almost entirely positional Extreme uncertainty about who is winning and Extreme uncertainty about who is winning and

losinglosing See forthcoming article in “Tabletop Game See forthcoming article in “Tabletop Game

Design” bookDesign” book

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Multi-sided conflict games: Multi-sided conflict games: TurtlingTurtling

Sitting away from the action in order to let Sitting away from the action in order to let others wear themselves down/out fighting others wear themselves down/out fighting one anotherone another

Akin to “camping”, but the camper is trying Akin to “camping”, but the camper is trying to kill people; the turtle just wants to avoid to kill people; the turtle just wants to avoid getting involved at allgetting involved at all

Even a poor game like Even a poor game like RiskRisk has has mechanisms to discourage turtlingmechanisms to discourage turtling

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TurtlingTurtling Solutions:Solutions:

Positive rather than negative economy (more Positive rather than negative economy (more gain than loss as the game goes on)gain than loss as the game goes on)

Zero-sum game (one player’s gain is another Zero-sum game (one player’s gain is another player’s loss)player’s loss)

Extreme uncertainty about the situation: the turtle Extreme uncertainty about the situation: the turtle then cannot know when it’s time to “come out of then cannot know when it’s time to “come out of his shell” and winhis shell” and win

Points that are scored continuously: even if Points that are scored continuously: even if others wear themselves out, they can score others wear themselves out, they can score enough to win by the game end limitenough to win by the game end limit

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Multi-sided conflict games: Multi-sided conflict games: Leader-bashingLeader-bashing

When it is too easy to attack (hinder) When it is too easy to attack (hinder) whoever is ahead without harming yourselfwhoever is ahead without harming yourself

So, most everyone attacks the leader (why So, most everyone attacks the leader (why not?)not?)

Hence no one wants to be ahead even as Hence no one wants to be ahead even as the game draws near an endthe game draws near an end

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Leader-bashingLeader-bashing

Solutions:Solutions: Make it harder to hinder other players (a map Make it harder to hinder other players (a map

game can often do this, because of location)game can often do this, because of location) Make it uncertain who is ahead (Make it uncertain who is ahead (BritanniaBritannia

example)example) Make it harder to attack the leader without Make it harder to attack the leader without

harming yourself (harming yourself (BritanniaBritannia again) again)

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Multi-sided conflict games: Multi-sided conflict games: SandbaggingSandbagging

This is the reverse side of leader-bashingThis is the reverse side of leader-bashing Everyone wants to be behind rather than Everyone wants to be behind rather than

ahead, so they won’t get bashedahead, so they won’t get bashed Also a strategy used by “turtles”—avoid Also a strategy used by “turtles”—avoid

looking “dangerous”looking “dangerous” Solutions:Solutions:

Tend to be the same as for leader-bashingTend to be the same as for leader-bashing

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Multi-sided conflict games: Multi-sided conflict games: KingmakingKingmaking

This is the general case of the “petty This is the general case of the “petty diplomacy problem”diplomacy problem”

A player who thinks he will lose can A player who thinks he will lose can determine who wins (or at least, who determine who wins (or at least, who doesn’t win)doesn’t win)

Negotiation: “if you attack me I’ll throw my Negotiation: “if you attack me I’ll throw my forces at you and another person will win”forces at you and another person will win”

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KingmakingKingmaking

Solutions:Solutions: As with leader-bashing, reduce the capability As with leader-bashing, reduce the capability

of players to attack every other playerof players to attack every other player Uncertainty about who is losing/winningUncertainty about who is losing/winning The more sides/players in the game, the less The more sides/players in the game, the less

one (losing) side can determine the outcomeone (losing) side can determine the outcome

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SummationSummation

Perhaps owing to more powerful Perhaps owing to more powerful computers and faster Internet, video computers and faster Internet, video games are “converging” with tabletop games are “converging” with tabletop gamesgames

For the past several years, video games For the past several years, video games have been moving more toward “multi-have been moving more toward “multi-sided” play.sided” play.

Tabletop games are the best way to start Tabletop games are the best way to start teaching video game designteaching video game design

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Questions?Questions?Comments?Comments?

Copyright 2010 Lewis PulsipherCopyright 2010 Lewis Pulsipher


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