I recently got to go through, for lack of a better term, the game design slushpile for another publisher (I work, from time to time, as a freelance rules analyst/game fixer/game editor). I’m not going to name names, of either the publisher or the submitters, but I will highlight a common failing.
Many game designers love the joy of creation. I confess, I do it myself. It’s always fun to come up with something new: A new way to roll dice, a new style of character creation, a new twist to an old ability…and in the case of the three designs I reviewed, new ways to make in-game scoring (and thus predicting the end of the game) ambiguous.
I’m all in favor of ambiguous scoring – any of you who looked at the content linked to in last week’s post know that. I consider ambiguous scoring to be the cleanest solution to the “end game problem” of Calhammer’s Diplomacy. However, there’s a right way and a wrong way to do this.
Puerto Rico and Race for the Galaxy are good examples of the right way to do this: Scoring is arithmetic, and players get victory point chits (which have values of 1 and 5) and put them in a pile: You don’t know how many VPs someone has until such point as they’re counted at the end. There are assorted end-game triggers that can be gamed to vary the play length, and a lot of the strategy is being able to make rough approximations.
The games I reviewed for another publisher, on the other hand, involved bonuses for completed color sets, prerequisite chains that involved discounts for things along the chain, division by five for certain penalties…and far too much procedural overhead. Even worse, the procedural process was something players had to deal with every time they converted on-board play into victory point accumulators.
In the end, I made recommendations to the publisher for how to clean this up, and some of these are rules of thumb that a game designer should keep in the back of their head. I refer to them as Burnside’s Axioms of Mental Overhead (or BAMO!). I learned them the hard way. Sometimes, I’m not sure other people have learned them at all.
In other news, there’s also a rather important announcement over at the Ad Astra Games web site…this is an ongoing negotiation that’s been in process since January, and I can finally go public on it.
I love FUDGE dice. Head-to-Head or individual buffers, I don’t care. If I can use them, I will. So fast, so simple. I have never even stopped to think about what the probability curve on those look like.
Heroscape had a version of dice like FUDGE, but they had shields and skulls on them (and weren’t limited to 4 dice). Roll more skulls than shields and you got a hit (or more).
These are excellent guidelines not just for design but for play. Giant massed mega-combat in Savage Worlds is “easy” but annoying because you end up counting out so many jillions of dice.