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Mastering a gameWhile it's often good with a short time to learn a game, the same isn't always true about mastering a game. Tic-Tac-Toe can be both learnt and mastered in a short time but after that, the game really hasn't much more to often as all games will end with a draw. A game that's impossible to master isn't good either, as players may feel that their engagement in the game isn't rewarded. As mentioned above, the game Magic: The Gathering can never be mastered, since there will always be new cards to learn, nor can chess with its immense depth. On the other hand, while a Magic player may be surprised by a new card, a chess player will always have the same rules to master. It's a matter of personal taste but I prefer the chess player's game experience.
A good "mastering" curve is step-shaped curve where the first is only about learning the rules and where each new step brings new dimensions to the game. A player that keeps finding new things in the game, not because there are new things as such but because he or she sees the game with new eyes, will keep returning to it. The typical development of a chess player serves as a good example. At the first few games, chess may only be about finding and taking undefended pieces. Later, tactical tricks may enter the game, such as double threats or forced moves. A strategic sense is slowly growing, where the pieces begins to act together rather than individually and where positions are more important than material. The various openings are explored, as is the typical endgame positions, and the ability to calculate moves and foresee positions is developed. It's no longer a game of random moves and exploitation of mistakes, it's a battle of brains. The game is still the same - it is the player who is different. This sounds all great but how do you accomplish this in your own games? The first step is to offer your players options. Add variation, open paths and differentiate elements to create opportunities for the players to play the game their way rather than being played by the game. However, don't overdo it but always stay close to the core of your game. Add only elements that support the game core and remove elements that don't. Second, critically assess your options simulating different player styles. Which tactical and strategic options do you have? Are any clearly overpowered or underpowered? What will a defensive game look like and what will an offensive game look like? The only anwers to those questions are test, test and test. If you can test a game in just a few sessions it's probably too easy to master and if the testers keep playing without plans there may not be anything to master. As part of my game design, I always write strategies and annotated games based on my testing experience. They help me critically review my games and see what strategic options they have and whether they are balanced. Complexity and depth
So a game can always get better through additional rule details? Again, no. A game can always get more complex through additional or detailed rules but the lesson from the previous article can never be repeated enough: add only elements that support the game core and remove elements that don't. Diplomacy is played over the entire European continent with plenty of opportunities to add rules on politics, terrain, production etc. But should such rules make the diplomacy more interesting? No, Diplomacy is about diplomacy and the more other rules that would be added, the less important would the diplomacy be. (And don't even consider the idea of introducing special skills and hit points to the chess pieces.) In my games, I've been careful with adding complexity unless I've been sure that it adds depth as well. Mare Balticum comprises several elements from other games, such as politics (acquisition of titles and voting for national actions), economy (production of goods and building of units) and war (land and naval battles against a simulated enemy). It's complex but it works because the elements are not something that make your decisions more complex but something that you must include and balance in your overall strategy to win. In other words, it adds depth. With that I would like to conclude the article series on what makes a game fun. There are may things to consider and few games will satisfy everything. But I hope that the articles will help you understand why a game is fun or not and what to add, keep or remove to make it fun. I would also like to extend my thanks to all you game designers out there - experienced as well as thriving - that have inspired me to my games and to those articles, and who make the world a funnier place.
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Please leave a comment on the games or contact me directly at nicholas.hjelmberg@gmail.com. |
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