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Mathematics, how much is too much?

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Pt314
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Joined: 12/31/1969

As a math major I have found that I have a warped view on what kind of math complicates a game too much.

It seems that a lot of the games that I develop require too much calculation, or mathematical/ logical ideas to be fun. I have people comment that it is to complicated.

On a card game I have been deveoping lately I thought I was staying simple, until I tryed to describe some of the game mechanics. Now I need to find out what to get rid of.

So far I have found that most people don't do subtraction automatically, so if I have too many differences of numbers it becomes frusterating. I have also discovered to avoid division, and multipling by numbers bigger than ten. I am also pretty sure calculus is out as well.

What is too much for a game? What are good ways to get around some of the equations?

jpfed
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Joined: 12/31/1969
Mathematics, how much is too much?

The amount that would be considered "too much" depends on your audience. But it's almost a moot point. Most games involve moving small physical pieces onto, around the surface of, and off of, a playing field.

How would you teach a child math? Probably not with paper and pencil, at least not at first. You would teach them with piles of tokens that they could count and move around. There is so much of math that can be represented in a concrete way- as a series of actions to be taken on physical objects.

My own arbitrary opinion is to expect people to have math capabilities around that of a third grader. If there's anything more complex than third grade math, then try to convert it into physical processes. Those physical processes must of course themselves be subject to a standard of simplicity, but you can get away with more. Even adding can be replaced with moving a counter along a labelled track.

It is not an impossible task. One thing that mathematics is really good at is showing us equivalencies. Use your mathematical ability to find simpler-to-execute operations that are equivalent to what you had in mind to begin with. There is the possibility that your game designs are so general (they admit so many possibilities) that they create a variety of complex calculations that would each have to be simplified, on a case by case basis. That would be a tough thing to deal with, and you might want to just consider that to be a game to play with other math majors.

The more frequently an action is done, the simpler it should be. You can have people add to your heart's content. Subtraction should occur less often, and my own preference would be that multiplication and division only ever occur once at the beginning or end of the game. Condotierre is one example where multiplication is used repeatedly throughout the game (with the drums) but since it is specifically doubling, it's easy and they can get away with it.

You might not be able to get a single, explicit answer to this question. You may need to iteratively develop an understanding of what most people want in terms of mental effort in a game, through a repeated process of trial and error. Not elegant, but that's what we get for trying to work around real, physical objects like human brains :)

prophx
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Joined: 08/13/2008
Differences of numbers

I am amused when playing Path of Pharaohs with my wife that being very smart does not assume that you can do quick basic math. The base mechanic of the game is to lay cards that are the difference of the cards beneath it to form a pyramid (6-9=3). She uses her fingers or verifies with others if the difference is correct which makes me chuckle. The range of cards is 0 to 10 so the amount of math needed is pretty minimal.

Most everyone has commented that they enjoy the math aspect of the game, which you don't expect to hear too often. I don't know that I would create another "math" game as it is difficult to find the right mix and mechanics to keep it fun.

rob

gamemaker-KD
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Joined: 12/31/1969
MY SCOOBY-DOO game is a math game

I have two math card game, one is out now and the other I hope will get out before 2006 if not in 2006. Math scares most people and it really scares companies. The one thing I was told is that they was not using the word math in the title. But you must keep it simple and fun ( game flow able to keep moving) can't have people needing pencil and paper. One of my games no number is higher than ten(10) and the other 20. I guest there is a market for more deep math games, but you may have to put it out yourself. There are some companies that deal with alot of education games that may like and try harder math games, specially if you found a way to add good gameplay. So if you can keep the game moving you should still give it a try. GALT AMERICA is a company that does educational games (203)876-7289 and Game Development Group inc.
www.gdg-games.com, not sure if you want to contact anyone but I 'm just passing on alittle info. good luck.

Anonymous
Mathematics, how much is too much?

I had this problem with a space conquest type game I made a while back. It met with great success in testing and everyone loved it. BUT... when battles started getting larger, the combat started to bog down a bit. Especially later in the game after some "upgrades" had been purchased...

Did you hit became: roll dice, add bonuses for weapon upgrades, add bonuses for any enahcement cards you played this round, subtract the armor value for the ship you are attacking, subtract penalties due to any opponent's cards he is playing, check the to-hit value required on the grid based on attacking ship type vs defending ship type...

While it definitely made for a more detailed battle and added more strategy for different ships and allowed upgrades to your ship types... It started creating 15 minute single battles between fleets while the entire rest of the game moved along at a pretty good pace. I ended up reworking the entire combat system to have a fixed to-hit value and very little "combat math". Now the combat still takes the greatest amount of time during the game, but it flows better from the other phases into and out of combat than it did before. I no longer have half of my players leave the table for snack and bathroom breaks when someone begins a combat phase with a reasonable sized fleet.

Kanati

OrlandoPat
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Joined: 10/16/2008
I'm a fan of math in games...

Perversely, I actually like having a little math in the games. SiegeStones requires the player to do addition, as does its sequel, Charge.

Our new card game Calaboose has the advanced players doing both minor addition and subtraction (gasp).

Having said that, I think the key to math is keeping the number of calculations to a minimum. In playtesting, we've found that the stress seems to appear when the players have to hold things in their head.

In SiegeStones, for example, players can just count the stones and skip the math. Sure, it takes a few seconds longer, but it takes the "pressure" off people who feel like they can't do math. In Calaboose, the "math" arrives when comparing scores - all of which are written on the cards.

In contrast, if you have the situation that kanati described, where a player has to add the bonuses and remember the total and add penalties... that's where we've found playtesters check out.

IMHO, it's not the players' capacity for doing math that you have to worry about. It's their reaction to math that's important. If they feel intimidated by it, or if it slows down the game, or breaks the mechanic, then you've got a problem.

So, my (long-winded) recommendations would be:
1) Make sure players aren't forced to hold too many numbers in their head. I don't have a good reason for this one. It's just what we've observed in playtesting.
2) Use printed material (or game counters) so that nervous players have some other option (i.e., counting stones, comparing card values, etc.). This relieves some of the "scary" aspect to math.
3) Try to give the numbers some meaning within the theme of the game. This helps players forget they're doing math.

Anonymous
Mathematics, how much is too much?

OrlandoPat wrote:
...we've found that the stress seems to appear when the players have to hold things in their head.

In Calaboose, the "math" arrives when comparing scores - all of which are written on the cards.

Good point! Excess math can be alleviated with the addition of a score card of some kind. That would allow players to track numbers more easily and perform the math on them with less "pain".

Hamumu
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Joined: 12/31/1969
Mathematics, how much is too much?

I'm working on a game about divorce (a light hearted one!) and that's sort of a concern. Part of the game revolves around playing Charges (such as "you cheated on me!") which tilt the percentage of the settlement towards you - the judge hears how awful the other person was, and decides you deserve more. So at the end of the game, there's all these assets on the table, which you add up the value of, and then split it based on that percentage. I'm gonna need a table to do that. Who wants to figure out offhand what 35% of $1200 is? I'm hoping that won't be too rough of an element, because up until that endgame moment, the game is very light and silly (it's actually a fairy tale divorce game, see who gets to keep the pumpkin stagecoach, glass slippers, etc). There's already a little board used to contain the percentage meter and the happiness gauge, so I'll just stick the table on there somewhere.

Anonymous
Mathematics, how much is too much?

One thing I've found for math (in general) is that visual aids and charts can be very helpful in taking the focus away from (what some find to be) stressful calculations and putting it back onto the mechanics or goal of the game. I don't remember if it was a cookbook or a game manual that had this particular chart in it, but here's a good example of what I mean... The book in question was talking about having to add fractions, and gave the following chart:

1/4 + 1/3 = 7/12
1/4 + 2/3 = 11/12
1/2 + 1/3 = 10/12
1/2 + 2/3 = 14/12 or 1 & 2/12
3/4 + 1/3 = 13/12 or 1 & 1/12
3/4 + 2/3 = 17/12 or 1 & 5/12

That's not anything someone couldn't figure out on their own, but charts like that would help streamline the gameplay by providing quick reference instead of having players spend time working out the answers on their own...

Pt314
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Joined: 12/31/1969
Mathematics, how much is too much?

Most of the things I have tried are

-Smaller simpler numbers like 3 & 4 instead of 32 & 41, I can keep the game mechanics pretty much the same. The downside is that I have less room for numbers between two others without using fractions. This makes me feel like I have a lower 'resolution' if I put it in computer graphics terms.

-Make Charts for results, even if it takes up more space than a function, and it is easier to just look it up. The downside is that it takes more work, and certain patterns are harder to see (In my opinion).

-Simplify the actual game mechanic. I can do this by taking out certain modifiers, dice rolls, extra rules & exceptions. But I have a hard time doing this because I become attached to certain neat game mechanics, and the possible stratagies that come with it.

I have been trying to work with 'equivalences', but most of the time people find them even more confusing.

Another thing that may cause me trouble is my obsession with symmetry. If I include a die roll multiplied by a value for the attack, I feel like I need a die roll multiplied by a value for the defense.

I

Anonymous
math..

I don't want to "feel" like I'm doing equations when playing a game - although I might be doing just that.

I'd never, never pull out a piece of paper and start doing math to figure out my next move, BUT if the math isn't so exacting that I can "get a feel" for the probabilities or the results without knowing the exact figure, that's fine.

Sure, that's a really blurry distinction, but I think the underlying math is important (hence Kninzia games), but I don't want to feel as if I have to do the work. I want to play.

I say "hide the math" so that those scared of it, won't be scared by your game, and those into math will appreciate it too.

On a somewhat relaed note, card counting is bad in games (ie those that do it well having a massive advantage). Most people can count to 52, or count up 4 of each suit in its most basic sense, but doing it "live" during a game is something else all together.

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