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"opacity" in gaming

Dave Ross
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Note: this content was also posted on my blog, playing and designing board games.


I’d like to draw a distinction between two different kinds of games: games that are opaque and games that are transparent. A transparent game is one whose basic strategies are available even to first-time players; an opaque game is one whose basic strategies are only revealed to those who have played the game many times before. A transparent game has an easy point of entry, though it might take a long time to master; an opaque game is difficult to get into, however long it takes to master. A transparent game is newbie-friendly; an opaque game appeals only to those who are more dedicated to the hobby.

It might on first inspection appear that opacity is closely related to the game’s learning curve, and perhaps it is, but I hope to define opacity in a more precise way so as to be able to say something more specific about a game’s approachability.

What am I on about? Let’s take two games: Race for the Galaxy and Dominion. I don’t claim to be very good at either one, but they illustrate the point I’m trying to make quite well.

Dominion is transparent: first-time players know all the cards that are in play, they know how many of each card is on the table, they can read and assimilate the information on each card, they can readily understand the role of the treasure cards and the victory cards, and they can formulate basic strategies for winning their first time out. They won’t understand how all the cards interact, and they likely won’t do very well the first few times they play, but they nonetheless have a relatively easy approach into the game. All the information they need to play is right there in front of them, and players just need to familiarize themselves with the patterns of connections (and the flow of the cards through their hands) before claiming a basic proficiency.

Race for the Galaxy, on the other hand, is opaque: while first-time players have a rough idea that they want to build up their empire, and that they do this by buying settlements and developments, most of the cards are initially hidden from them. There are a large number of cards, each with its own strengths and weaknesses, and the number of possible interactions between these cards is staggering. They don’t know what all the cards do or how the deck is structured, and they have no idea (unless they count) what the relative frequency of each card is. There is a great deal of hidden information, in other words, and this makes it impossible for new players to formulate even basic strategies their first few plays of the game. Players have to become familiar with the game before they can begin to play it intelligently.

I’m not saying transparent games are better than opaque games, as I know full well that each type of game has its devoted followers. Transparent games are easier for newbies to enjoy, yes, and they have a more inviting learning curve, but this doesn’t make them better. Some (those who feel their hard work should be rewarded) might even say it makes them less interesting.

I’m also not saying that transparent games are necessarily easier or lighter than opaque games: while transparent games are more accessible than opaque games, they often prove to be just as difficult to master.

Chess, for example, is fairly transparent: there are only six different kinds of pieces, there’s no hidden information, and the rules are relatively simple. Bridge, on the other hand, is fairly opaque: while card play is straightforward, bidding effectively requires the memorization of a great many guidelines and conventions. And while Chess and Bridge will both reward a lifetime of study, I’ve never heard anyone say that Bridge is harder to master than Chess. Harder to pick up initially, yes, but not harder to master.

I’m not really saying anything new, here, I’m just trying to create a shorthand when talking about games: transparent games are newbie-friendly, have an easier point of entry, have a more gradual learning curve, and have no hidden information. Opaque games, on the other hand, have a steeper learning curve, have lots of hidden information, and require a much larger upfront investment in time before players can claim even a basic competence.

I’ve found the term useful when thinking about games and talking about them with other people, and I hope you, dear reader, find it useful, too. =^..^=


Note: this post was inspired in part by Hiew’s analysis of the phrase “multiple paths to victory” (MPTV): http://hiewandboardgames.blogspot.com/2011/02/multiple-paths....

Edited 3/7/11 to add Go as a discussed item.
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Subscribe sub options Sat Mar 5, 2011 8:05 pm
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Rob Renaud
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IMO, all other things the same, more transparency is better.

I made a simliar point without the transparency word in this post. The transparency that Dominion has over Race is a big advantage.
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  • Posted Sat Mar 5, 2011 10:20 pm
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Jim Cote
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I like the discussion, but where would you put Go? It's abstract, has a simple grid, and two colors of stones. It can be taught in 5 minutes. Yet understanding even the most basic concepts of influence will take over 100 games.
 
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  • Posted Sat Mar 5, 2011 10:55 pm
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Andrew P
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This sounds like jargon for the accessibility of a game.
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  • Posted Sat Mar 5, 2011 11:03 pm
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Dave Ross
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ekted wrote:
I like the discussion, but where would you put Go? It's abstract, has a simple grid, and two colors of stones. It can be taught in 5 minutes. Yet understanding even the most basic concepts of influence will take over 100 games.

Personally, I'd say Go is one of the most transparent and accessible games around -- more transparent than Chess, certainly. As you say, it can be taught in 5 minutes or less, and the basic concepts of liberties and eyes can be understood by just about anyone.

Just because a game is transparent, however, doesn't mean it's easy.

That's what I'm getting at, in a way -- while the universe of Go is undeniably vast, even beginners can have intelligent thoughts about the game. Beginners have access to the same information (though not, obviously, the same experience), and they can puzzle through, in a rudimentary way, what'll happen if they play here, or here, or maybe here. They'll get destroyed by more advanced players, but they can still think logically and creatively about the game.

An opaque game, by contrast, requires experience with the game itself before one can even evaluate one's options intelligently -- requires knowledge of the frequency of certain cards, for example, or of the mathematical formula used to calculate the relationship between victory points and cash.

At one level, of course, it's all just semantics, but I still find the division to be useful. It's an attempt to get at the accessibility of a game, not at its overall difficulty.

And again, I'm not saying that transparent games are better than opaque ones -- beauty, after all, is in the eye of the beholder.
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  • Posted Sat Mar 5, 2011 11:53 pm
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Dominic Crapuchettes
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Great post! I am a HUGE fan of transparency.

Although you tread carefully on making value judgments between the two types of games, I think it's fair to say that more people appreciate transparency in games than opacity in games. And since we're talking about art, the fact that it speaks to more people probably means it's better (or it speaks more deeply to humanity). I wouldn't say this if we were talking about cutting edge science.
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  • Posted Sun Mar 6, 2011 12:46 am
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Joseph Wisniewski
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Or any science. Science is not affected in any way by the number of people who find it accessible.
 
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  • Posted Sun Mar 6, 2011 1:02 am
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Jim Cote
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My preference is for games that are heavily "translucent" to opaque. I dislike games that I can "figure out" on the first play, and I appreciate seeing how much ground I have to cross just to understand the game.
 
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  • Posted Sun Mar 6, 2011 1:27 am
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Dave Ross
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ekted wrote:
My preference is for games that are heavily "translucent" to opaque. I dislike games that I can "figure out" on the first play, and I appreciate seeing how much ground I have to cross just to understand the game.

So are you saying Go is translucent? Or are you saying you don't like Go (I see you have the microbadge....)?

In my mind Go and RftG are essentially polar opposites when it comes to opacity.
 
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  • Posted Sun Mar 6, 2011 3:16 am
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Dave Goldthorpe
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Many of the best games are easy to learn and difficult to master.

This doesn't rule out good games which are incredibly complex. In many cases though the complexity isn't improving game play; the complexity is improving the depth of the theme instead. Twilight Struggle is a good example of a game where you would never want to sacrifice the theme for easier game play.
 
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  • Edited Sun Mar 6, 2011 4:15 am
  • Posted Sun Mar 6, 2011 4:12 am
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Jim Cote
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ddgdrs wrote:
ekted wrote:
My preference is for games that are heavily "translucent" to opaque. I dislike games that I can "figure out" on the first play, and I appreciate seeing how much ground I have to cross just to understand the game.

So are you saying Go is translucent? Or are you saying you don't like Go (I see you have the microbadge....)?

In my mind Go and RftG are essentially polar opposites when it comes to opacity.

Go is a 10 for me. I think it's easy to learn the rules, and almost impossible to do anything reasonable as a new player. But I may be using my term differently from your terms.
 
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  • Posted Sun Mar 6, 2011 5:04 am
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Todd Redden
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"Transparent" and "Opaque" are two more ways of looking at the same thing: Is the information open or closed, simple or complex, straightfoward or roundabout? Do the rules tell you everything about the game, or do you need to uncover part of your understanding as you go along? I agree the transparent systems are easier to learn.

I've complained in a number of threads about the opacity of the game Twilight Imperium (third edition), for example. The card prerequisites and hierarchy require players to understand (ie - study?) the deck before they can know how to play it (or to be long-time players of the game) and the politics cards can turn the whole thing upside down in ways the rules can't possibly make apparent at the outset. Still, it is an all day event with HUGE amounts of player interaction - many players LOVE the game and with good reason, it's just not an EASY game to learn and play. (Another very opaque game with a lot of player LOVE is Cosmic Encounter).

These terms are also not absolute, there are varying degrees of opacity between games. A good example of this are the three MASK games by Keisling and Kramer. The "action points" are clearly explained in the rules, but how the actions interrelate can only be understood through play. In Java for example, placing tiles and moving men and achieving highest placement are clearly explained, but the complexities involved are not apparent until you go about trying it. Likewise, your objectives in moving around the waterways in Mexica is a little less opaque than that, and moving about on the flat terrain in Tikal may represent the most transparency of those three games.

I just played a new and utterly transparent game by the same designers called Asara which is card driven, with extremely linear rules for building towers and acquiring more money, etc. It was very easy to learn and play and score, and was quite fetching to the eye. It did not, however, scratch the same itch as the MASK games.

I agree that whether a game is more transparent or opaque does not necessarily provide a lot of information about its overall quality relative to other games. And, it says nothing at all about a game's depth or replayability, merely how accessible it is to learning.
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  • Posted Sun Mar 6, 2011 5:00 pm
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Kevin B. Smith
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ddgdrs wrote:
An opaque game, by contrast, requires experience with the game itself before one can even evaluate one's options intelligently -- requires knowledge of the frequency of certain cards, for example, or of the mathematical formula used to calculate the relationship between victory points and cash.

I'm not sure Dominion is a great example of a transparent game. Sure, you can see all the cards. But the first time you play, you will have no idea how those cards interact. Nor how the whole concept of deck-building works. So in reality, you're not much better off having seen the cards. You're still going to play somewhat randomly until you have a better understanding.

How is that different from Race for the Galaxy, where you could thumb through all the cards in advance, learning frequencies and starting to understand side-effects? You seem to be talking about the transparency of a game starting from when it has already been set up for first play, in which case it overlaps with "perfect information" games.

So far, the "transparency/opacity" attribute doesn't seem to be all that helpful. I'm open to hearing more about it, though.
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  • Posted Sun Mar 6, 2011 6:05 pm
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Martin G
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Interesting. I was just thinking about starting a geeklist for opaque games, searched around a bit and found this. But it's not really the meaning of opacity I was thinking of. As some others have said, what you've defined here seems like accessibility or lack of prerequisite knowledge. And yes, as you say, it's closely related to learning curve.

I think of opaque games as those in which the link between the actions you take during the game and the ultimate goal is hard to discern, certainly on the first play and often after many more. Whilst in a transparent game it's readily apparent even to a beginner how the things you do are getting you nearer to winning.

Examples: Ticket to Ride is transparent. The long-term goal is points, and you get them by building trains and completing routes, which you do by collecting cards. It's full of mini-achievements which advance you towards winning.

Sticking with trains, Chicago Express is seriously opaque. Sure, you have to make the most money, but each action you take is a complicated trade-off between its benefit to you and to other players, and how it will change the incentives for other players' actions in the future. At the end of a game, it's difficult to look back and identify the 'good' moves.

I guess what I'm getting at is that transparent games let you constantly push towards the final goal, while opaque ones often have you pushing perpendicular. Related to that, opaque games also tend to be ones that are more about manipulating other players' incentives and less about playing your own game.

Because of this, opaque games seem made for a group of players who are going to play them repeatedly and learn together, while transparent ones can be brought out with any group, any time. Opaque games also suffer when players have a range of levels of experience, because the less experienced players can throw the game without even realising. This makes them rewarding, but hard to play often enough to make them so.

UPDATE: writing this inspired me to create that geeklist: "Sublime but opaque". Thanks!
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  • Edited Sun Mar 6, 2011 8:40 pm
  • Posted Sun Mar 6, 2011 8:02 pm
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Dave Goldthorpe
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How is that different from Race for the Galaxy, where you could thumb through all the cards in advance, learning frequencies and starting to understand side-effects?


Because nobody does look through all the cards and understand the side effects. It's hard enough to get new players just to work out what all the hieroglyphics mean, even on the action selection cards that everyone uses.

I think it would be a good rule of thumb that a game which needs you to know the distribution of cards in a very large shuffled deck, without a reference sheet to help you, is opaque.
 
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  • Posted Mon Mar 7, 2011 5:28 am
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George Leach
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Opacity in relation to boardgame design has traditionally been used to refer to the ability to discern what is a good move and/or who is winning, at a glance. The difficulty with this definition is that it assumes some knowledge of the game. Without knowing anything about Chess someone could not walk up and know who is winning, but this is often used as an example. However, with a basic understanding (given some definition of basic) it is usually straightforward to discern who is winning a transparent game (assuming it's not 'in the balance'). Both RftG and Dominion would be easy to determine who is winning by either quickly studying the tableau or the composition of a player's deck hence both are reasonably transparent. Understanding who is winning Othello is very difficult as, often, having fewer pieces (the victory condition) during the early to mid game is the best position to be in. So unless you have a deeper knowledge of the game it is difficult to know what is a good move.

I agree that the OP is getting slightly mixed up with accessibility or intuitivity (word?) of rules or symbols etc.
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  • Posted Mon Mar 7, 2011 9:52 am
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Dave Ross
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Definitely some good points:

tmredden wrote:
The card prerequisites and hierarchy require players to understand (ie - study?) the deck before they can know how to play it....

That's exactly the kind of thing I'm talking about when it comes to opaque games -- a kind of feeling of Catch-22 where you can only play intelligently once you've played it fifty or a hundred times.

And Go, I would argue again, isn't opaque because I can still think logically and creatively about the game the first time I sit down with it.

tmredden wrote:
These terms are also not absolute, there are varying degrees of opacity between games.

Absolutely.

peakhope wrote:
I'm not sure Dominion is a great example of a transparent game. Sure, you can see all the cards. But the first time you play, you will have no idea how those cards interact. Nor how the whole concept of deck-building works. So in reality, you're not much better off having seen the cards. You're still going to play somewhat randomly until you have a better understanding.

Good point. Dominion isn't a great example of a transparent game (there are many better examples out there) -- I mainly wanted to compare / contrast two reasonably similar games (i.e., modern card games having cards with special powers that interact with one another) so I could show how one is more transparent than the other.

peakhope wrote:
How is that different from Race for the Galaxy, where you could thumb through all the cards in advance, learning frequencies and starting to understand side-effects?

True, you could do this. And some people probably do. I, however, am not one of these people, so for me the experience playing RftG for the first time is quite different from playing Dominion for the first time. With Dominion, I felt engaged, and I was motivated to sort out the interactions between the ten cards in play; with RftG, I felt overwhelmed by a vast array of choices, and I had no good way to value one choice over another. This is why I would say that Dominion is relatively more transparent than RftG.

qwertymartin wrote:
Interesting. I was just thinking about starting a geeklist for opaque games, searched around a bit and found this. But it's not really the meaning of opacity I was thinking of. As some others have said, what you've defined here seems like accessibility or lack of prerequisite knowledge. And yes, as you say, it's closely related to learning curve.

Lack of prerequisite knowledge -- I like that.

My memory is awful, and that's probably why I have a hard time with games that require knowledge about the game itself. I'm more of a systems guy -- I can grok Go in a way that I can't grok RftG, though I'm certainly no expert at Go. The system of Go makes sense to me: I don't have to try to remember lots of little details about the board or the stones, the rules are straightforward, and we're both trying to accomplish the same thing (the fact that my opponent is likely to be better at this than I am doesn't bother me).

qwertymartin wrote:
I think of opaque games as those in which the link between the actions you take during the game and the ultimate goal is hard to discern, certainly on the first play and often after many more. Whilst in a transparent game it's readily apparent even to a beginner how the things you do are getting you nearer to winning.

Interesting -- that is, as you say, a different way to define transparency / opacity. While my definition is perhaps a synonym for a game's relative approachability, yours appears to be a synonym for a game's relative difficulty overall. (Not that there's anything wrong with that.)

qwertymartin wrote:
Because of this, opaque games seem made for a group of players who are going to play them repeatedly and learn together, while transparent ones can be brought out with any group, any time. Opaque games also suffer when players have a range of levels of experience, because the less experienced players can throw the game without even realising. This makes them rewarding, but hard to play often enough to make them so.

I think this point is valid using my definition, too.


Edited to fix a grammatical mistake.
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  • Edited Wed Mar 9, 2011 1:22 am
  • Posted Tue Mar 8, 2011 1:09 am
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Dave Ross
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Jugular wrote:
Opacity in relation to boardgame design has traditionally been used to refer to the ability to discern what is a good move and/or who is winning, at a glance.

This I did not know.

Jugular wrote:
The difficulty with this definition is that it assumes some knowledge of the game. Without knowing anything about Chess someone could not walk up and know who is winning, but this is often used as an example. However, with a basic understanding (given some definition of basic) it is usually straightforward to discern who is winning a transparent game (assuming it's not 'in the balance'). Both RftG and Dominion would be easy to determine who is winning by either quickly studying the tableau or the composition of a player's deck hence both are reasonably transparent. Understanding who is winning Othello is very difficult as, often, having fewer pieces (the victory condition) during the early to mid game is the best position to be in. So unless you have a deeper knowledge of the game it is difficult to know what is a good move.

Othello was the first game I thought of.

For the sake of argument: if two experts are playing an opaque game, and a third expert comes up and can't tell who's winning, this implies that the two players can't tell, either. And if that's the case, aren't there basically three possible explanations? (1) The game is temporarily "in the balance" (but this should resolve itself). (2) The players are not really experts (but we said they were). (3) It's a stupid game.

Unless I'm missing something, I should think (using this definition) that transparency = good and opacity = bad. (I'm not trying to be difficult, I'm just trying to understand how this would typically be applied. Maybe games only appear to be opaque to non-experts?)

Jugular wrote:
I agree that the OP is getting slightly mixed up with accessibility or intuitivity (word?) of rules or symbols etc.

Now why would you assume that, just because I use RftG as my example, I'm complaining about the game's iconography??? ninja

Actually, I wasn't thinking of how intuitive a game is at all -- I imagine there are plenty of games that are both intuitive and opaque, though I'm guessing the unintuitive-and-transparent combination is more common. For me, whether or not a game is intuitive depends largely on how much sense the rules / mechanisms make in the context of the game's theme.

And don't even get me started on rules clarity.
 
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  • Posted Tue Mar 8, 2011 2:23 am
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Randall Bart
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You say you want to distinguish opacity form learning curve, but I don't think RftG is terribly opaque. It's foggier than Dominion, but opacity is game like Brass or Container, where the relationship between action and results is so drawn out.
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  • Posted Tue Mar 8, 2011 9:37 am
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To me, Race for the Galaxy is opaque in many ways.

a) in how you win. it's not precisely intuitive to know how to win

b) in how the player interaction occurs

c) how you can be helping someone way too much without really realizing it


 
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  • Posted Wed Mar 9, 2011 4:35 pm
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It's not that there isn't a difference, but you're talking about opacity and comparing a game that's 99% clear to a game that's 80% clear. There are so many more opaque games to choose from.

In RftG, it's not clear which choices will get you to the goal fastest, but it's relatively clear how to move forward. Early decisions need knowledge of what strategies have chance of coming together, and there are slightly too many things to actually calculate odds while playing, but when your engine comes together it all naturally flows from the rules. In Tigris and Euphrates you can know all the rules and have no idea what will work.
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  • Edited Wed Mar 9, 2011 6:01 pm
  • Posted Wed Mar 9, 2011 5:54 pm
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Dave Ross (OP) wrote:
Chess, for example, is fairly transparent: there are only six different kinds of pieces, there’s no hidden information, and the rules are relatively simple. Bridge, on the other hand, is fairly opaque: while card play is straightforward, bidding effectively requires the memorization of a great many guidelines and conventions.

I'm not sure that Bridge and Chess are such opposite examples of transparency vs opaqueness. The Bridge bidding conventions are not part of the pure rules (you can use them or not, but it helps if you and your playing partners do), though you can learn them from a book. Just like the Chess opening moves are not part of the rules, but you can learn them from a book, and it helps you play better.

I agree that Chess is harder to master, though that derives from the complexity of the decision tree for the game - there are 32 pieces on 64 squares, and games can vary in length of moves up to 50 or more. Bridge on the other hand has 52 cards with a well-understood distribution, and you only have 13 tricks to play from your hand - your only choices are what to bid at the beginning from among 35 possible bids (not including doubling/redoubling), and which order to play your 13 cards in (subject to rules about following suit). Indeed, Bridge is certainly much more 'transparent' than either Dominion or RtfG.

Agree with another poster that maybe the concept we're talking about here is "accessibility", i.e. how much information/ knowledge/ experience do you need to have before you feel you can play at a reasonable enough level that you are 'having fun' (if not being competitive)? The bar can be set higher for a game if it has:
(1) byzantine and complicated rules, e.g. Advanced Squad Leader (there maybe a subvariant of this related to a complex "user interface" that requires learning a new language/ set of symbols) and/or
(2) useful information 'hidden' via game card text or knowledge of card or token distributions, e.g. Race for the Galaxy and MtG,* and/or
(3) emergent patterns, conventions, gameplay that can be quite complex even if the pure ruleset seems elegant, e.g. Chess and Go (I would class Bridge bidding conventions in here)
[A fuller treatment of accessibility might also include discussion of theme/packaging, and opportunity to learn (i.e. do you need to find 3 other grandmasters to learn from or you could just pick it up from you and a buddy), but for this conversation we'll table those.]

The most accessible games are low on #1, #2 and #3 - e.g. Bohnanza which has simple rules (#1), not very much emergent gameplay or nothing which a new player can't learn from the first few rounds of play (#3), and tries to lower the #2 barrier by clever design of the card "UI" (you are informed how many cards there are of which bean).

Dominion is certainly more accessible than RtFG since it is lower on both #1 (the "UI" in RtfG is a barrier to getting into the game), and #2 since all Kingdom cards are on the table (at the expense of longer setup and teardown time) - but you can definitely argue that it is higher on #3 than say a Bohnanza or The Settlers of Catan. Both card games' relatively short play-time helps with getting players over the #3 hurdle - e.g. playing a few games will help a Dominion newbie understand how to start valuing actions vs treasure and the power of a streamlined deck, or an RtFG newbie to understand how to leech off other players' roles and the power of Produce/Consume.

Bridge, Chess and Go all are higher in #3 (probably in that increasing order) than in #1 or #2. What might make Chess seem more 'accessible' than Bridge to begin with is not that Chess is more 'transparent' (#2), but simply because it is easier to find 1 playing partner who knows Chess vs. 3 others who know Bridge (opportunity to learn).

The balance here for a game designer is that to attract people to your game in the first place it needs to be 'accessible', i.e. low on #1, #2 and #3. However, to retain them (keep them playing and interested) you need to be sufficiently high on #1, #2 and/or #3 - indeed there are some players who expressly prefer and gain immense satisfaction from complex simulation-like rules (#1), the advantage gained from lots of arcane knowledge (#2), and zen-like mastery of emergent patterns and possibilities (#3) ...

Edit: * You could also say that #2 is a variant of #1 ... the innovation of MtG and CCGs was that they took a ruleset that might look like ASL (or even more complex) and distribute them over cards. This certainly made MtG more 'accessible' than ASL
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  • Edited Thu Mar 10, 2011 6:48 pm
  • Posted Thu Mar 10, 2011 6:38 pm
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Dave Ross
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I like how you break it down. I was mainly talking about your #2, though #1 certainly also affects accessibility. Along with clarity of rules, complexity of symbols and iconography, etc.

I may be unusual, but emergent patterns (no matter how complex) don't really affect a game's "accessibility" for me. I get killed when I play Go, sure, but I still find the game easy to get into. It's obviously "difficult to master," but that doesn't make it "inaccessible" (for me).
 
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  • Posted Fri Mar 11, 2011 5:07 am
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ddgdrs wrote:
I may be unusual, but emergent patterns (no matter how complex) don't really affect a game's "accessibility" for me. I get killed when I play Go, sure, but I still find the game easy to get into. It's obviously "difficult to master," but that doesn't make it "inaccessible" (for me).

I think gamers split into two camps on this one - some are really into it (like you ). Others want to feel they can be competent in a game without making a lifestyle of it - this may be one reason why they avoid deep abstracts or abstract-like euros e.g. Tigris & Euphrates. Some euro designs mitigate against emergent patterns - e.g. randomness (as the dice rolls in Settlers of Catan), or multiplayer solitaire (e.g. Agricola, RtfG, etc.) since such patterns usually arise from deep intermeshing of player decisions.

Though it's interesting that if a community decides to competitively focus on something they can collectively start finding chess/go-like emergent patterns and strategies in many games (e.g. Monopoly and Settlers tournaments, where people have figured out the probabilistic best plays, or even Scrabble tournaments (which is more about arcane knowledge #2 than emergent play) where experts memorize all the 4 letter words that have the letter W, etc.) This can and does reduce enjoyment for some segments of players (e.g. people who refuse to play Puerto Rico with experts who take it too seriously, etc.) I also find the MtG competitive circuit (and the symbiosis with the on-going rules and card development) fascinating - esp. what do the colors mean, what strategies should be implied by focusing a deck on one color over another, the meta-strategies of combo vs control vs aggro, etc.
 
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  • Posted Fri Mar 11, 2011 8:20 pm
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I agree with several others that you are confusing "accessibility" and "opacity".

For example, I strongly believe that Go is both accessible and opaque.

I learned Go with a friend when I was 13 years old. We had no teacher, no book, just a Go set and the rules it came with: ~10 sentences, with five diagrams showing examples of a connection and capture, a "snapback" capture, two "eyes", seki in a corner, and endgame scoring. That's it.

We played about 50 games, developing some rudimentary tactics, before we looked at a Go book for beginners. So, Go was certainly accessible to us.

We were playing a completely different game from the game in the book. Yes, we had figured out that corners were more important than sides, and sides more important than the center. Yes, we had figured out that a gap of one space in a chain of stones can be easily defended.

However, the notions of how to stake out territory and defend it and how to extend a chain over 3-5 spaces had been completely lost to us. Someone who knew Go and who looked at the board in our early games would have probably have wondered what game we were playing...

The notions and judgements around what is: a defensible position; an equitable sharing of space after an attack (a joseki); a secure connection; a ladder capture; and what space can be collapsed under a strong attack and still have two eyes; were all completely opaque to us until outside knowledge, in the form a "Go for Beginners" book, was introduced. We were the proverbial "monkeys at typewriters" and we certainly weren't producing Shakespeare! ;-)

I think the posters who are stating that Go is transparent from the rules themselves are not counting all the other concepts that get taught -- quite possibly implicitly by demonstration -- during those first 10-20 games of Go...
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  • Edited Sat Mar 12, 2011 12:07 pm
  • Posted Sat Mar 12, 2011 1:44 am
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I certainly agree that Dominion is more accessible than RFTG.

I am not convinced that Dominion is more "opaque" than RFTG; just that they are opaque in different places.

Dominion's opacity revolves around the speed of the game. It can vary tremendously. A game with efficient trashing and no attacks will often end in half the time or less than a game with no trashing and lots of attacks or, even worse, Curses. Similarly, in games with +buys and action splitting, the endgame can arrive in a "whoosh" after a player who has spend the entire game building an engine now buys 2-3 Provinces in one turn.

This opacity really has an impact on play. Players who fundamentally misjudge the speed of a particular Dominion game usually lose.

By contrast, the ending in RFTG is a lot easier to see, as tableaus build up and VP chips in the pool are taken.

RFTG's opacity comes in the hidden info in players' hands and the variety in the deck. While RFTG is more opaque than Puerto Rico, it's not by a large amount, as strategic differentiation in RFTG (a military strategy versus a development strategy versus a produce/consume strategy) tends to be higher than in PR, which then makes player actions easier to predict.

Yes, you can have "pure" building and shipping strategies in PR; but these tend to be rare. Usually, most players pursue mixed strategies, which allows for a lot of dancing about and uncertainty (opaqueness, if you will) around who is going to next choose Craftsman.

I would say that Dominion, RFTG, and PR are all in the same "ballpark" when it comes to opacity, just that the opacity is in different places in these games. I would definitely rank Dominion > PR > RFTG in terms of accessibility.

Finally, a chart that summarizes RFTG card frequencies and a complete listing of all the 6-devs are provided. This gives new players the info they need to play well without needing detailed knowledge of the deck. These were put in the game to cut down on the initial opacity (just as the preset hands makes the game more accessible).

Unfortunately, many players teaching the game to newbies omit using the preset hands and don't make this info available (after the first couple of turns, once players have gotten over the initial learning "hump" and won't be overwhelmed by more info). We did try to address both these issues...
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  • Edited Sat Mar 12, 2011 4:15 am
  • Posted Sat Mar 12, 2011 2:58 am
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Tom Lehmann wrote:
I would definitely rank Dominion > PR > RFTG in terms of accessibility.

Tom firstly I really admire your designs and RtfG is great fun!

Your comment got me asking firstly, where would other card games, e.g. San Juan, Glory to Rome and Caylus Magna Carta sit in this "accessibility ranking"? My best guess is:

Dominion > Caylus Magna Carta > San Juan > PR > Glory to Rome = RftG

You could debate about the placement of CMC (same as or on other side of San Juan?), and GtR relative to RtfG (GtR has a more complex 'flowchart' and potentially game-breaking cards, but RtfG has many more variety of cards (esp with expansions) and players need to get used to the symbols)

That got me thinking about whether, all things being equal, in terms of accessibility by game mechanic:

Area Majority > Deck-building > Worker Placement > Rondel > Role Selection > Auctions

Rationale for this ranking:
- In general, Area Majority games are well understood (Risk is essentially an area majority game with some random elements in battle)
- Deck-building is accessible as it has a simple core engine (e.g. Dominion's 3-step process and 3 types of cards (at least in the core set): actions, treasures and VPs)
- Worker placement (like Agricola, Caylus) start getting more complex but each action is usually reasonably basic; the complexity comes from chaining the actions together to get to a desired result, and understanding the economy/efficiency of actions
- Rondel is classed as harder than worker placement because you generally have to understand what each of the roles do on the rondel and when it makes sense to skip a role
- Role Selection is considered less accessible than Rondel because there is more variety in what your opponents might choose (they aren't constrained by the next 3 steps on the Rondel), and generally what you choose can affect them and vice versa - more subtlety to understand
- Auctions are considered least accessible since, even though they may have the simpler rules, you generally have to play the game a few times to understand how to value the items being auctioned

(Of course it's possible to design a game that breaks this general ranking, e.g. a deck building game that has several different types of action cards, currencies, game-breaking rules, winning conditions, etc. could easily be more complex and less accessible than a streamlined worker placement (CMC) or role selection (San Juan) game.)

Stepping back and staring at the ranking, you could group Worker Placement, Rondel and Role Selection together as Action Distribution mechanisms used to 'break up a monolithic player turn' into mini-steps to ensure players are more consistently engaged. It would make sense to say Deck-Building is generally more accessible than Action Distribution because it is intuitively simpler to have everyone take smaller, quick but 'complete' turns vs. in mini-phases where the design necessarily introduces subtle tactical play around which mini-phases (or worker actions) get chosen when and by whom.

I'm still unsure about whether Area Majority and Auctions 'book end' the mechanics in accessibility in this way, but it's getting late and I'll throw it out there to see what people think
 
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  • Posted Sat Mar 12, 2011 7:30 am
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I don't think classifying "mechanics" by "accessibility" is useful, since the accessibility of a given game depends on many factors besides its core mechanic.

For example, it is possible to have an interesting auction game that can be completely described and understood (thereby avoiding the "evaluation problem" which bedevils many auction games), yet be non-trivial to play well. Two examples would be For Sale and High Society.

It is also possible to have fairly elaborate Rondel games (e.g. Shipyard) and Area Majority games (e.g. El Grande). I would definitely rate For Sale and High Society as far more accessible than either Shipyard or El Grande...
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  • Edited Sat Mar 12, 2011 12:28 pm
  • Posted Sat Mar 12, 2011 12:24 pm
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Well I did caveat with "all other things being equal", I guess there's just too many other things/ dimensions that you can't hold them constant for a comparison. That's what comes of late night posts ...
 
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  • Posted Sat Mar 12, 2011 6:20 pm
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Dave Ross
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Well, shoot. I didn't realize "opacity" already had a fairly standard / accepted definition in the context of gaming -- I thought I was coming up with something new. Looks like I need to go 'round the block a few more times, but at least my post is inspiring an interesting discussion....

To clarify, would it be fair to say that qwertymartin's presentation of opacity ("I think of opaque games as those in which the link between the actions you take during the game and the ultimate goal is hard to discern, certainly on the first play and often after many more.") represents the common understanding of the term? Or does Jugular's presentation ("Opacity in relation to boardgame design has traditionally been used to refer to the ability to discern what is a good move and/or who is winning, at a glance.") come closer to the mark?

Personally, I find qwertymartin's explanation to be a bit more straightforward....
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  • Posted Sat Mar 12, 2011 6:57 pm
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I've seen opacity used to refer to how apparent it is what you should do to win, but it's closely related to being able to determine who is winning. If you know how to win you can judge who is farther along that path, and if you can tell who is winning, you can evaluate moves using that judgement.

Opacity seems like a way of describing the ease of positional evaluation in a game.
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  • Posted Mon Mar 14, 2011 2:23 pm
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Randall Bart
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To me opacity is the inability to see the way forward.
 
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  • Posted Tue Mar 15, 2011 6:28 pm
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