This week I got to help play test Keet,
my contribution to The Red Dragon Inn. (I wrote a bit about how I
came up with his design here
and here.)
During testing, something came up that I hadn't considered before:
the importance of players' expectations. There are a couple of cards
for Keet that do things that haven't been done in the game before,
and while the rules can be written to make it clear what they do, for
them to make it to print they will have to work in a way that players
will expect without having to look up the rules.
Every player, no matter their
experience, has expectations of how a game will work. As soon as you
start to describe a new game to someone you can see them wrapping
their head around what you're saying. Experienced gamers will often
start comparing mechanics to games they've already played. I know I'm
particularly bad for this habit, and I also know I'm not the only one
who does it.
When given new information, most people
try to liken it to what is familiar to them. So, when learning a new
game, it's a lot easier and faster to describe its mechanics as being
similar to other titles: “You use your resources to build things,
like in Settlers of Catan,” or “If you don't complete your goal
you lose points, like in Ticket to Ride,” and so on. Games can
frequently be described as a mash-up of existing mechanics; the
industry builds on itself as it grows. Even when a game does
something new it will often be described as being similar to
something else. I've seen this with Five Tribes: its core game
mechanic, dubbed 'worker displacement', has been described as a
combination of the 'worker placement' mechanic seen in many titles,
as well as the bowl-filling of Mancala. The mechanic is new, but it
can be described easily by highlighting its similarities to what has
been done in the past. Personally, when learning Five Tribes I
compared it to the action circle in Trajan.
The problem is that when you are
working on a game to be published, you can't always describe it in
terms of other games. Reviewers and play groups can, but a publisher
can't. Not only does it make a game look derivative, but it narrows
its audience by requiring people to have played the games used in the
comparisons. So how do you make something original, and still make it
easy to understand? Expectations are there, even from people who have
never played another game before, so how do you make the mechanics
clear to everyone?
One option to meet player expectations
with new mechanics without using comparisons to other games is by
having a strong theme. By applying a clear theme to your mechanic to
can make something that would otherwise be odd to players can seem
familiar and far more intuitive. You want a value to decrease over
time? Perhaps it is a falling object, and your value is its altitude.
You want to hide information until players perform a specific task?
The players must do research and 'learn' what is hidden. Keeping the
theme in mind can make mechanics resonate much better with
players.
Games that are designed around a theme allow oddball mechanics to be included, and if the theme is strong enough those strange mechanics can be what makes the game truly shine. A game that starts with solid rules can play very nicely, but without a suitable theme, even the cleanest mechanics can seem confusing; if a player cannot make connections to anything familiar, then a common avenue of comprehension will be blocked, making it difficult to understand what is going on and to remember what to do. New games that are too abstract have trouble finding an audience, and need a way to stand out to be successful. Games with loose mechanics but a strong theme, like Munchkin, find an audience quickly and thrive. Still, even a light theme, if it is especially fitting, can be enough to garner clarity.
Games that are designed around a theme allow oddball mechanics to be included, and if the theme is strong enough those strange mechanics can be what makes the game truly shine. A game that starts with solid rules can play very nicely, but without a suitable theme, even the cleanest mechanics can seem confusing; if a player cannot make connections to anything familiar, then a common avenue of comprehension will be blocked, making it difficult to understand what is going on and to remember what to do. New games that are too abstract have trouble finding an audience, and need a way to stand out to be successful. Games with loose mechanics but a strong theme, like Munchkin, find an audience quickly and thrive. Still, even a light theme, if it is especially fitting, can be enough to garner clarity.
13/13
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