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Play preferences

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Anonymous

Hi Folks,

When playing and designing games, where do your preferences tend to go - more towards complex rules and many bits or simple rules?

Either of these tend to have deeper strategic levels (look at Chess, with fairly simple rules or MTG with complex and changing rules and lots of cards).

What's your personal preference? Sometimes the simpler to play games are not easier to design. Do you tend to par down a game until it's in it's simplest playable form, or do you add diversity by expanding rules and design concepts?

I'm struggling between these two poles on a game I'm currently working on, so I'm really interested in your opinions.

Cheers!
Ben

Kreitler
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Joined: 12/31/1969
Re: Play preferences

Hi Ben,

Overall, I tend to prefer simple designs that offer complex play. Especially now that I'm married and have young kids, I like games that take less than 10 minutes to set up but still make you think hard when you play.

When I design, I strive for that as much as possible. I usually fail miserably on the initial design pass. I like to blame that on my background in computer games, where we usually create complex simulations first and add "gameplay" second (which is a very crappy way to make good games, I might add!).

My redesign process usually involves a lot of asking, "What systems can I cut or combine?" Now that I have a few completed tabletop designs under my belt, it's getting easier to start simple and layer on complexity if necessary.

Games I'm playing
Settlers of Cataan card game (moderate rules/moderate play)
Hera and Zeus (moderate/moderate)
Knights (simple/moderate)
Lost Cities (simple/moderate)
Settlers of Cataan boardgame and expansions (variable/variable)

Games I'm designing
Dead Aim co-op 'kill the zombies' card game (simple/moderate)
Big Rig pick-up-and-deliver (moderate/moderate)
Alien Abduction alien-themed set-matching (moderate/moderate)
Bloc War occupy-the-power-points tile laying game (simple/moderate)
Wuxia Master collect-your-deck-then-duel-other-players martial arts board/card game (moderate/moderate)

K.

larienna
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Joined: 07/28/2008
Play preferences

First I would say complex game, but it is not completly true because I always try to simplify my rules to make them easier to learn.

I would say that I try to make the game extendable. It get a certain level of complexity to make sure that I can increase the variation and the replay value.

For example, for a game that looked like chess, I would have added customizable army, special shaped board, some speical board tiles, card with special effect and a few different play modes.

Yes it is more complicated, but the game become replayable and unpredictable. In chess, all the moves and oppening have been calculated, but in my chess version, there is too much factor to predict the outcome.

zaiga
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Joined: 12/31/1969
Play preferences

I like to play games with simple rules, and clear strategic goals and a playing time of under 90 minutes. This is also what I try to aim for in my own designs.

When I just started designing games I thought that "luck or randomness = bad", which is a mantra a lot of hardcore gamers believe in. I now don't believe in it anymore, though. Actually, luck can often be a really good thing, because it adds excitement to a game. For example, the original design of my game "Gheos" had very little luck in it, but gradually I've been adding "lucky" elements to make the game more exciting.

I don't like complex, tactical games where you have to do a lot of calculation, and where it's easy to make a mistake if you somehow miss some little detail. Magic is one of those games. I used to play it a lot, but now I find it too demanding.

It's true that simple, clean designs aren't always easy to design. "Web of Power" is one of the cleanest designs ever, but I bet that it took Michael Schacht a lot of blood, sweat and tears to get the design into that state.

When I design a game I tend to start with a few basic elements, and then I keep on adding stuff until there are enough elements to actually make an interesting game. Then I start streamlining and pull out the stuff that doesn't really contribute much to the game, until I have the bare basics left.

zobmie
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Joined: 12/31/1969
Play preferences

i like games that start with the most basic of elements, and add complexity only as needed to round out the game and give it a lasting level of interest. If the core mechanic of a game i'm making isn't easy to learn and fun all by itself, i usually just quit designing right there. Once the basic system is all figured out, i try and add rules that will expand on the strategic elements of the game and give it more replay value

for example. a basic system would be paper, rock, scissors. It's fun all by itself, and very easy to learn. Then give to give it a strategic element and replay value you could say that you only have a certain amount of papers, rocks, and scissors, and your opponent can see your inventory.

This makes your next move slightly more predictable

Next i would add a mechanic where you can purchase more of each of the 3, or you can purchase special cards that you can play after the resolution of a battle

cards might include
-if this battle is a tie, you win
-your opponent must spend an additional paper, rock, or scissor token this round
-count this win as 2 wins
-if you lose this round, do not spend any tokens.

make some cards that give you victory points. Goals that are kept secret from your opponent. such as
-win 2 hands in a row with rock
-exhaust your inventory of all scissors
-win 3 in a row
-tie 3 in a row

now you have a game that is based on a system that has been proven to be easy and fun, but you've added a new level of strategy and complexity to the game, without masking the fun of the original game (hopefully).

markmist
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Joined: 12/31/1969
Play preferences

zobmie wrote:
a basic system would be paper, rock, scissors. It's fun all by itself, and very easy to learn. Then give to give it a strategic element and replay value you could say that you only have a certain amount of papers, rocks, and scissors, and your opponent can see your inventory.

It's funny you should mention paper, rock, scissors. My first attempt at game design was a trick-taking game that used paper, rock, and scissors as the three suits, but also had number ranks. The game worked OK, but I think it was still too simplistic, and I lost interest in further developing it and moved on to other projects. It was definitely lacking in the replay value.

After reading your comments, maybe I should revisit this design and see if I can improve upon it.

Thanks,
Mark

zobmie
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Joined: 12/31/1969
Play preferences

markmist wrote:
It's funny you should mention paper, rock, scissors. My first attempt at game design was a trick-taking game that used paper, rock, and scissors as the three suits, but also had number ranks. The game worked OK, but I think it was still too simplistic, and I lost interest in further developing it and moved on to other projects. It was definitely lacking in the replay value.

After reading your comments, maybe I should revisit this design and see if I can improve upon it.

Thanks,
Mark

let me know if you do... i'd be interested to see what you come up with.

Anonymous
Play preferences

Lately, one of my design goals is to have all the rules fit on the front and back of a standard sheet of paper. That includes illustrations, examples and artwork. I've really been working to streamline rules and gameplay efficiency, thinking that simpler games have broader appeal and may be easier to get a publisher to take a look at.

That said, of my 7 most recent prototypes, 2 are far more complex and involved. One takes up 5 pages of rules, the other 4. Nothing nearly as complex as a wargame, but for the types of games I've been developing lately, they are much more complex and layered.

I also tend to like games with minimal components, making set up and clean up a breeze. Few things are more frustrating to me than a game that takes 10 minutes to set up and 10 minutes to take down -- especially considering that's 20 minutes that could be spent playing more games! :)

Anonymous
Play preferences

Thanks to everyone for some awesome replies. As it stands, I'm still a bit torn.

I designed Mi Gato to basically be a "lunchtime" game. A few co-workers get together two or three times a week and play games over our lunch hour, so I designed a simplistic game that could be finished in about 30 minutes. So I was definately leaning towards simple, but replayable. I also tend to subscribe to minimal bits and pieces required for play.

But I also have some designs in mind which would be more Risk like in components and time (not mechanics though). I think in many cases I'll par some of them down, but with one game in particular I may go for the all nighter, complex play.

Cheers!
Ben

Nestalawe
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Play preferences

I know what you mean Stynx. I am more into the heavily detailed wargames, and don't care how long they take - as long as I have willing opponents to play against, which is usually the drawback.

For me, as time is always limited, and because it takes a bit of organising to get people together for a game, I am always keen on playing a hefty game, to make the effort worthwhile.

At the moment I am able to get a game every week/week and a half, and so I would much rather be able to play a 3-4 hour 'big' game, rather than a quick session of settlers, or an abstarct game.

If I could play every day, then lots of short games would be cool, but if I am going to organise a session, it should be a good hearty one.

So I would say don't cut your 'all nghter' down if it doesn't have to. If it is full of extraneous mechanics, then do so by all means. If there is a lot of downtime and it is a lnog game, then cut down the downtime. Otherwise I say let it breathe. If you want a long detailed in depth game, then make it. I think the main thing is to have what tiype of game you want to make in mind from the outset. If you want to make a big game, then do it. Don't pike out because it seems to long - if it becomes unweildy or boring, then change the mechanics, but don't lose your vision.

As for me, I am into the secnod draft rules for my 'big game' which has already seen a lot of extraneous things cut out (which may re-enter in an expansion/optinal rules...) for both gameplay and speed issues, but I still want to make it a 'big game' that feels meaty.

At the same time I am working on a quick easy game which can fill in the gaps for when my big game is not suitable, and provides a good counterpoint for my other game.

In general I think gamers are opting for quick (30mins-1 1/2 hour) games that are smooth, easy to set up and easy to teach. People's time is limited. I always tend to feel a bit cheated or left wanting with short qucik games, unless they are really rewarding. If I am going to spend my precious time playing a game I want it to be memorable!

theraje
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Joined: 12/31/1969
Play preferences

Since your last game was a simple, quick game, why not make your next game more complex? Variety is good... but then again, I may be a bit biased. ;)

Personally, I prefer the games that are more complex. There's just something really satisfying to me about playing an awesome combo, getting a funny look from someone thinking, "he can't do that!", and then explain how I can... and just did. :)

And, in my opinion, it's easier to make a memorable complex game than a memorable simple one. Monopoly, for example, was considered to difficult to understand by most game companies back in the day, and was made by someone who had never published a game. It wasn't picked up for quite a while. I can't remember the story exactly, but I think it was a self-published game for a while, until it was either purchased or the guy built his own company around it... Some other newer complex memorable games include D&D, Magic: The Gathering, Yu-Gi-Oh!, etc.

Yet, the memorable simple games are mostly those that've been around for eons. Chess, checkers, that game with the board with all those little pits you put stones in, backgammon, poker (although it's relatively new), mah jongg...

larienna
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Play preferences

Simple and complex game are both good and bad. It all depends on the target audience and where you intend to play. Long games that takes 3 to 5 hours to play can also be fun, but if your game last more than 5 hours then consider make it a multi-session game or make simplifications.

By the way, I don't consider Mah-Jong to be a simple game. In fact, I think it is the oldest complex game. There is now 22 set of different rules with many dozens of waitings and hands to remember.

OutsideLime
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Joined: 12/31/1969
Play preferences

Quote:
that game with the board with all those little pits you put stones in

Mancala.

~Josh

soulbeach
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Joined: 12/31/1969
Play preferences

It's really about how much blood sweat and tears you want to invest: in play or design.

I mostly love simple games. Squad Leader was just too much for me to learn.

If a game plays well and rules are learned under 10-15 minutes, i think it's a winner. It's even better if rules can be learned on the go, as the 1st play session is taking place.

On the design side, complex is like a trap: you keep adding on and on and on until it becomes an incredible mess and exceptions fall from the sky.

I focus on keeping things simple.

I'm still learning, i'm working on my 1st real Design. Version 1.0 had 40 pages of rules and was broken from the start. Version 2.0 has already 14 pages, it has been simplified from 1.0, but it will be even more simplified.

Simplicity is pure beauty. Meshed with an enticing theme, you get to fly with the rules, as they flesh out the game world. There, you are more free to play and interact with people.

I still love the mental training of a good complex game but in design, i aim for elegant mechanics: they seem to "sing" to me, calling me in like mermaids.

Respect your "feel", if it's something you dearly love, and it brings beauty and excitment to the table, it's a keeper!

cheers!

Ben

buthrukaur
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Joined: 12/31/1969
Who is your audience

One critical element to keep in mind when creating a game is "what is your audience"

Games tend to appeal to different audiences based on the complexity and random elements.

Let me put some boundaries first so I can explain.
Simple games would be games with rules that can be taught completely within 10-15 minutes. That included the time needed to read them for the first time and explain them to 2-5 other people.

Complex games involve detailed rulebooks with many phases to the game or fiddly elements. Can also be that the games although simple in itself comes packed with many scenarios that all modify the base game.

Randomness: Randomness can come from many different sources. Dice, cards, tiles, psychology (this can defiantly be the most unpredictable try ticking someone off in Puerto Rico and see what that normally fairly predictable game degenerates into)… The more a games progress depends on these elements the more random the game is. Example, the dice element in settlers by itself does not make it very random since dice are statistically predictable. Dice + the human trading element and table talk can push this game more to the moderate randomness level. War of the Ring requires random dice to even be able to pick your action..

Now putting the together you can see some market trends:

Simple/low randomness: Eurogames, abstracts. This is where games have been heading since settlers. Mechanics are simple and generally self-balancing and the best player almost always wins. While this is one of the 2 most vocal market segments it is not by far the largest. The overall feel of the game is a sense of accomplishment when the game is complete. Good examples: Goa, Puerto Rico, Chess, Go. Medium examples: Ticket to ride, Settlers…

Complex/Low randomness (systematic)
Miniatures games, Heavy Euros, simulation games. Though randomness is still low, good luck learning the intricacies of the rules in an hour or so. This is probably the smallest of the board game market segments since it tends toward other genres. Examples: Warhammer 40k (though you roll hundreds of dice in the game they can be statistically predicted,) Tikal (with bidding), El Grande…

Simple/High randomness Party games, children’s games. Generally speaking these games are not fun by themselves but they create an environment for people to have fun. For example try playing Poker without betting. How else does Hasbro continue to produce sub-par games by gamer standards and still control the vast majority of the market share? This is by far the largest and oldest segment of the board game industry. Examples: Apples to Apples, Cranium, Candyland, LCR, Poker…

Complex/High randomness: CCGs, RPGs, American style games, chit and counter war games. Part of the draw in these games is that no game ever plays out the same. The second highest market for board games (largest overall.) Examples: Betrayal at the house on the hill, Risk, Axis and Allies, Monopoly, Memoir 44, Zombies!!!…

Many games fit somewhere else between these extremes. No back to the original question.
What is your target audience? Can you target your theme to that audience or modify your game to appeal to your target audience? Very few games cross the borders well.

Simple/Systematic: Eurogamers, Educational Games, Abstract gamers
Complex/Systematic: Grognards, Minigamers, Patient Eurogamers
Simple/Random: Children, Non-gamers, Video Gamers
Complex/Random: American Gamers, CCGers, RPGers

I tend to make game in trilogies. I take a general theme and focus on 1 group with a more specific theme. Until I have three games in the general trilogy.
Example with a Sci-Fi general theme:

Eurogamers: Space Colonization: Simple Mechanics, the only randomness would be limited to card draw, which could be made less random by a drafting mechanism. The complication would be interplay between players seeking of limited resources. (simple/systematic)

Family game with focus on Children: Escape from the Space Station: slap-stick combat with random card draws and dice. Find items randomly scattered about space station to escape. Simple move, draw, play mechanic. Rules must be learned in 3 minute or less. (simple/random)

Mystery Dinner party game with planet of apes theme: Very Random (all psychology) Sort of like werewolf but with very specific roles.
(complex/random)

Sorry for the long post
~Ben

JackDarwid
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Joined: 12/31/1969
Play preferences

Hi!

IMHO, there's fans for complex games and fans for simple games.
But as a rule, please makes the rules as simple as possible.
I realize how had it is to write a good (and short and compact and easy to learn) rulebook. It takes alot of time preparing the complete rulebook, and sometimes by writing it, I realize something in the gameplay should be changed.

Then, one of the important factor is that most gamers usually judge a game by their first play. So if in their fist play they feel there's something inside, they will play again. If not, they will not play again. That's what I see in my gaming group. Some games I think is good but when we played it, somehow (maybe the way I teach them, or the first impression of that game) everyone don't want to play that game again soon.
So, fist impression is important, and with a complex rules it is hader to teach my gaming groups (usually they start to yawn when I teach them the rules anxiously), and the game easily can lost it's fist impression.
If the game is complex, make it as simple as possible, or make a beginner game and advance game or something.
(in some games, I can explain the rules as the game goes by. This is good too).

That's my 2 cents.

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