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Pulsipher Game Design

This blog contains comments by Dr. Lewis Pulsipher about tabletop games he is designing or has designed in the past, as well as comments on game design (tabletop and video) in general. It repeats his blog at http://pulsiphergamedesign.blogspot.com/
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Christmas 2011 Miscellany

Lewis Pulsipher
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Periodic notes not individually demanding a separate post:

**
I gave four one-hour talks about game design at Origins this past summer. MP3s of the talks, and some wordy slides, are posted on my Web site, along with other MP3s and slides from older presentations. http://pulsiphergames.com/teaching1.htm

**
I have two Risk variants that need playtesting (variants of traditional non-mission Risk, not of the 2008 revision). One is "Zombie Risk", where for every two armies the zombies kill, one becomes a zombie, and the other is Barbarian Risk, where a new map is used, and players represent barbarians fighting over the end of the Roman Empire.

If you're interested in playtesting either or both of these, let me know and I'll send you the rules/map electronically.

When I can do no more with them (I can't spend much time developing them, of course, since they're not commercially viable), I'll post them on my Web site and on the Risk section of BGG.

**
While dropping off a prescription recently I overheard two senior citizen ladies talking about Farmville and other games. They both averred that if Farmville started to charge a fee, they would no longer play. Although a third person who came by said that in order to finish something, if she had to spend up to $20 she might do it. One of them specifically said you have to be careful not to play such games too much or you might miss out on enjoying a beautiful day like today (which it certainly was).

I found it interesting that these people played, although they were not likely much older than I am (60). It did make me wonder how games like Farmville make money, but I keep in mind that what people say they'll do, and what they actually do, are often two different things. It's also true that only around two percent of players of "social network" games actually spend money doing it.

**
Eleanor Roosevelt is quoted as saying "Great minds discuss ideas. Average minds discuss events. Small minds discuss people." I'm trying to adapt this to other situations.

This may be harsh, but it started me thinking about ways to adapt this statement to game design and game players. How about:

Great game designers think it's about playtesting and modification, average game designers think it's about planning, weak game designers think it's about ideas.

Great Britannia players think it's about understanding what opponents are trying to do, average Britannia players think it's about measured use of resources, weak Britannia players think it's all about conquering as much as possible.

Great game players think about strategies, average game players think about think about puzzle solutions, weak game players think about being lucky.

**
IGDA's Facebook page asked what is the most important characteristic for game developers. My reply was: For game designers, ability to think critically about their own efforts. For programmers, problem-solving. For artists, ability to understand what others (designers) have imagined, but to improve it if possible. And for all, a productive orientation.

**
Game titles are sometimes changed by the publisher. My title for Britannia was "The Invasions of Britain". I like the publisher's title better. On the other hand, "Dragon Rage" is my title.

I read that Robert Louis Stevenson called his book that we know as Treasure Island "The Sea Cook", title changed editorially. Another example of a good change.

I called my game design book Learning Game Design. The published title will be “Game Design: How to Create Video and Tabletop Games, Start to Finish". Works for me.

But I'm sure it goes the other way as well, the publisher choosing a less suitable title. I don't know of an example, though. (Magazine article titles are often changed.)

**
Dragon Rage was originally published in 1982. Much later, 3DOpublished a video game of the same name for the Playstation 2, though there is nothing in common between the games in actual play. For the Sony game see http://en.wikipedia.org/wiki/Dragon_Rage

**
Many Euro games seem to be treated, by the players themselves, like puzzles to be solved. It's not unusual to see "opponents" suggesting (in a helpful way) what moves a player might make. No wonder Pandemic proved to be so popular.
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Subscribe sub options Fri Dec 23, 2011 12:10 am
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Eugene
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Quote:
But I'm sure it goes the other way as well, the publisher choosing a less suitable title. I don't know of an example, though.

As far as boardgames go, this is informative:

Theme changed by the publisher

Quote:
Many Euro games seem to be treated, by the players themselves, like puzzles to be solved. It's not unusual to see "opponents" suggesting (in a helpful way) what moves a player might make.

I don't know what kind of wargamers you associate with, but we are always quick to suggest potentially overlooked options that appear better.

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  • Posted Fri Dec 23, 2011 12:35 am
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garygarison wrote:
Quote:
Many Euro games seem to be treated, by the players themselves, like puzzles to be solved. It's not unusual to see "opponents" suggesting (in a helpful way) what moves a player might make.

I don't know what kind of wargamers you associate with, but we are always quick to suggest potentially overlooked options that appear better.

Not only in wargames, but also in pure abstract strategy games, ameritrash games, word games, party games, etc. I can think of no type of game in which I don't sometimes see this kind of discussion between players occur.

It's not a function of the specific type of game, but rather of the specific gamers and the game group culture, and whether they are playing in "pure competitive" mode (as opposed to "teaching mode" with a newbie, or "exploring strategy" mode among experienced players, or "casual/helpful/friendly/mellow/forgiving mode", etc). The suggestion that it occurs significantly more often with euros doesn't congrue with my personal experience.
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  • Posted Fri Dec 23, 2011 8:19 am
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Lewis Pulsipher
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I currently observe four groups:

1. College tabletop gamers. Many of them are RPGers at heart, though we don't play RPGs at the club. Not highly competitive, but not inclined to offer advice to other players.

2. Video game creation students (playing tabletop games). Highly competitive. Not inclined to offer advice (more inclined to trash-talk, actually).

3. Euro gamers. The older ones, especially, offer helpful advice, younger ones perhaps not as much.

4. Some of the game players at WBC and PrezCon, who of course are highly competitive.

None of these, even the WBC types, are hex-and-counter wargamers.

I can see that wargamers who play simulation-style wargames might offer advice because they're trying to find out what happens/why it happens.

Some games offer many more chances for advice than others. E.g. card games often allow little chance to helpfully advise others, because you don't know what cards they've got.
 
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  • Posted Fri Dec 23, 2011 2:43 pm
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Hm, possible insight:

I wonder if your groups are more rigidly defined or something, with people really only playing (or mostly preferring) one type of game. The idea of people falling into only one of these groups in the first place is alien to me. Most of the people I game with seem to play euros and abstract strategy games, most of them also play some party games and ameritrash, some of them also play wargames (wargames are the least commonly played genre among gamers I know, evidently because of their longer playing time and higher rule complexity).

I know very few people I would call "euro gamers" per se or "wargamers" per se or "abstract gamers" per se, etc, in the sense that they only play that kind of game. So that's why (for me), behaviors like offering advice or not, etc, don't seem correlated to game genre but to specific people or groups or situations.
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  • Edited Fri Dec 23, 2011 8:12 pm
  • Posted Fri Dec 23, 2011 4:27 pm
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lewpuls wrote:
I currently observe four groups

What do you actually play, Mr. Pulsipher? There's a big difference between watching a game and playing a game.

I remember when Grand Theft Auto first game out, a friend brought it over and showed it off. He jacked cars, drove over crowds, got into fist fights with hookers. My thoughts were something along the lines of "That's it?" Then he lent it to me and let me play. I was utterly absorbed.
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  • Posted Fri Dec 23, 2011 7:49 pm
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Lewis Pulsipher
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garygarison wrote:

What do you actually play, Mr. Pulsipher? There's a big difference between watching a game and playing a game.

I remember when Grand Theft Auto first game out, a friend brought it over and showed it off. He jacked cars, drove over crowds, got into fist fights with hookers. My thoughts were something along the lines of "That's it?" Then he lent it to me and let me play. I was utterly absorbed.


Gary, just as people have sometimes-wildly-different reasons for playing games, people have different ways of learning. In 60 years I have NEVER had the experience of watching something carefully, then doing it, and getting a greatly different result than I expected. Not just games but ANYthing. I cannot understand emotionally, though I can understand intellectually, how someone could get a vastly different result, but I know of others who have had the experience. My brother's friend watched his D&D group play for many years, then decided one day to play and became the most enthusiastic player (they were in their late 40s/early 50s at the time). As I said I have no idea how this can happen but it did.

So something that you apparently think is fundamental to how people function, is absolutely foreign to how I function.

Since in the current instance I'm talking about how other people play, I'm more likely to be an accurate observer if I'm not playing at the time, no?
 
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  • Posted Sat Dec 24, 2011 12:24 pm
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Quote:
Great game designers think it's about playtesting and modification, average game designers think it's about planning, weak game designers think it's about ideas.


I don't know if I agree with this hierarchy. I'd say great designers examine questions. The questions themselves may be mathematical, philosophical, historical, etc. This offers some overlap with your subaltern classification of designers who think about "ideas." Increasingly I'm more interested in games which are about ideas (cf. the games of Phil Eklund) because they mobilize the game form in curious and compelling new ways.
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  • Posted Sat Dec 24, 2011 4:32 pm
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lewpuls wrote:
In 60 years I have NEVER had the experience of watching something carefully, then doing it, and getting a greatly different result than I expected. Not just games but ANYthing.

What you're saying is that in your 60 years, you've experienced neither the delight of surprise nor the gloom of disappointment. This makes you either omniscient or obtuse.

At any rate, I'm still interested in hearing what games you actually play.
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  • Posted Sat Dec 24, 2011 7:19 pm
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Lewis Pulsipher
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garygarison wrote:
lewpuls wrote:
In 60 years I have NEVER had the experience of watching something carefully, then doing it, and getting a greatly different result than I expected. Not just games but ANYthing.

What you're saying is that in your 60 years, you've experienced neither the delight of surprise nor the gloom of disappointment. This makes you either omniscient or obtuse. .


No, No, No, "obtuse" may be calling the kettle black, read what I said. "Watching something carefully" makes a big difference. So many things you do in life, there is no such opportunity. Yes, it sometimes takes away "surprise", but I'm a person who doesn't like to be surprised. Some people like it. Some people like adrenaline rush, some aren't so keen on it, including me. (And in that respect, I've never been stoned/high or drunk, either. Why would I do a thing like that? Yet other people love to do one or both.)

The only published game I play now purely for pleasure, is D&D and the occasional video game (Gratuitous Space Battles recently). As with many people who like to design games, mostly I play my own prototypes. But in my case in early states, then I prefer not to be involved as it skews results.

My favorite game for many years was Diplomacy, before that Stalingrad and Afrika Korps. But D&D and various video games such as Total Annihilation, and even the computer version of Axis & Allies, have dominated. I like D&D for lots of reasons, one of which is that it's a cooperative game but with human opposition.
 
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  • Posted Sun Dec 25, 2011 12:07 pm
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Cole Wehrle wrote:
Quote:
Great game designers think it's about playtesting and modification, average game designers think it's about planning, weak game designers think it's about ideas.


I don't know if I agree with this hierarchy. I'd say great designers examine questions. The questions themselves may be mathematical, philosophical, historical, etc. This offers some overlap with your subaltern classification of designers who think about "ideas." Increasingly I'm more interested in games which are about ideas (cf. the games of Phil Eklund) because they mobilize the game form in curious and compelling new ways.


I agree this isn't the best of the lot. What I meant to emphasize is that so many designers (especially of video games) have failed to recognize that it's easy to get a game to 80%, and hard to get that last 20% which comes primarily through testing and modification. "Great" is too strong a word, in that context, maybe "better" would be more appropriate.

I'm not sure I've ever found games to be "compelling," per se. That feels rather like people saying games (video games) can be "mind blowing". No way.

To me games are about the play. If I want compelling ideas I read science or science fiction. But to each his own.
 
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  • Posted Sun Dec 25, 2011 3:08 pm
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lewpuls wrote:
"Watching something carefully" makes a big difference. So many things you do in life, there is no such opportunity. Yes, it sometimes takes away "surprise", but I'm a person who doesn't like to be surprised.

Do you have children, Mr. Pulsipher? If so, you don't seem the sort of person who would enter such a proposition lightly, without careful deliberation. Again, if you have children, are you saying that nothing about their existence, their coming into this world, gave you pause for never-known wonder?
 
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  • Edited Sun Dec 25, 2011 7:03 pm
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lewpuls wrote:
Cole Wehrle wrote:
Quote:
Great game designers think it's about playtesting and modification, average game designers think it's about planning, weak game designers think it's about ideas.


I don't know if I agree with this hierarchy. I'd say great designers examine questions. The questions themselves may be mathematical, philosophical, historical, etc. This offers some overlap with your subaltern classification of designers who think about "ideas." Increasingly I'm more interested in games which are about ideas (cf. the games of Phil Eklund) because they mobilize the game form in curious and compelling new ways.


I agree this isn't the best of the lot. What I meant to emphasize is that so many designers (especially of video games) have failed to recognize that it's easy to get a game to 80%, and hard to get that last 20% which comes primarily through testing and modification. "Great" is too strong a word, in that context, maybe "better" would be more appropriate.

I'm not sure I've ever found games to be "compelling," per se. That feels rather like people saying games (video games) can be "mind blowing". No way.

To me games are about the play. If I want compelling ideas I read science or science fiction. But to each his own.


Certainly. I think that many games suffer from rigorous development. The best example I can think of might be found in the differences between Age of Steam and Steam the later of which simply doesn't measure up, especially in the map design.

As far as "compelling" I'd say that sometimes the questions that are being asked in a game can be provocative and I've certainly described them along the same lines as a good book in the past (more so for board games than video). Of course the usual "De gustibus non disputandum est" applies here, but it's worth noting that a games allow for a different type of interfacing with big ideas and there's a world of possibly in that form.
 
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  • Posted Mon Dec 26, 2011 1:58 pm
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