Hey, how was the chat last night? This is a topic I'm particularly interested in, as some of my games seem to take way longer to play than I think they ought to. My guess is that this is in general because I design my games with a "phased" turn structure in which players each take one or two short, punchy actions. This dramatically reduces downtime, but unfortunately, increases the number of decisions a player must make.
Perhaps the best "solution" I've seen is that of a game I've mentioned several times, Wallenstein, where players select their actions all at once, and then the turn is spent just carrying out those actions, most of which are deterministic (the only exceptions being combats). I like this because it puts all the decisions in one place, and has all the players making their decisions simultaneously. So, it's probably as close to perfect as you can get in terms of reducing Analysis Paralysis.
But, I'd be very interested in hearing the results of the chat. Could there be a forum specifically for chat transcripts? Is it difficult to provide them in the archives? I really like the topics you choose, but can't be available to actually participate in the chats themselves...
-Jeff
That doesn't solve analysis paralysis. Players just suffer from analysis paralysis simultaneously, which reduces downtime, but it doesn't necessarily solve analysis paralysis although it does make it a non-problem, because the real problem is downtime not analysis paralysis.
Ok, fair enough, then it's possible I'm using the term incorrectly. My impression was that AP was, by definition, a player problem moreso than a game problem -- that it means, basically, a situation where a player, by virtue of having a lot to think about, spends a lot of time making his decision. However, it seems you're using it slightly differently, more like what SVan is saying, that it's related to no clear way to decide which choice is "better". What definition are you working off of?
I think in some cases, it's both. In my Civ game for example, which lasts >3 hours, there's just a lot to do, yet in each phase, there's only one action being required of players. I just find that in my group, every time a decision is required, some players will spend a lot of time pontificating (myself included). And that this can bog down even the shortest of games.
The obvious solution is to make games that are more abstract, or have less things going on. Yet, I tend to like, as a designer, games that have different things to think about. I think I just haven't always found the happy medium of how many choices you can give someone and still have it be calculable in a short period of time.
However, I do believe there are many tricks that a designer can employ to prevent AP.
- Reduce the amount of things to choose from in a player's turn. If a player can choose between 2 things he will reach a decision faster than when he has to evaluate 7 different choices.
- Reduce the amount of permutations of choices in a single turn. For example, if a player can take 2 actions and can choose from 3 different actions than he can perform AA, AB, AC, BA, BB, BC, CA, CB or CC -- 9 different permutations. Imagine how many permutations a player has to evaluate when he has a total of 4 actions and 7 possible choices for each action! I think this is the most important point. Action point system often suffer from analysis paralysis by having a large amount of permutations of choices.
These are definitely good points to keep in mind! I am working on an action point based game now and this is a good bit of wisdom for me to be thinking about. I agree that too many decisions can lead to too much to think about. But too few decisions is also bad. It definitely has increased my respect for the "great designers" as I've tried to start designing games myself, that a "simple" game engine that still has "agonizing" decisions is really a tough thing to create. Yet, the games themselves (Web of Power, New England), seem so simple and "effortless" that I wonder why it's hard to create them myself!
This is a good point. One thing I'm getting away from is "hidden information that was once public", like "closed holdings in Acquire" for example. I personally like playing by impression and trying to remember what everyone has, yet I think that "memory" based stuff can overload people's minds. So, I am trying to have public information stay public in general, although that too can give people too much to think about. And, I think it gives way too easily to "hit the leader", but that's another matter...
Speaking for myself, this makes my decisions take longer; I often spend a lot of effort trying to guess "what's this guy going to do?" and then playing accordingly based on all possible eventualities. I am a horribly slow chess player for this very reason. Obviously the human element introduces variability and unpredictableness and that's good, but it doesn't, in my experience, always reduce AP.
Thanks for some great thoughts!
-Jeff