YTN Episode 014

The 14th Episode of Your Turn Next is now available!

This is the first episode to use our new format. Starting now, Ryan is the permanent co-host of the show, although you can expect Your Turn Next veterans Tony, Reese, Geordie, and Jess along with new guest podcasters to be joining us in future episodes from time to time. Speaking of which, Jess joins us for this episode as we kick things off with our intro segment where we discuss what we’ve been up to lately in the gaming world.

The second segment covers our featured games, and this episode we feature:

Our final segment covers a gaming topic. This time around, we talk about how having multiple constructed formats with limited selections of cards or models (for card games and miniatures games respectively) can actually help create more choices for players in the long run rather than limiting their choices as it appears at first glance.

YTN_AvatarWe’d love to hear from you! Let us know in the comments or via email if you have any topics, questions, or ideas you’d like us to discuss in a future podcast.

The email is: contact@clockworkphoenixgames.com

The Balance of One

Point costs, mana costs, gold costs, resource costs. You don’t need to be a hardcore gamer to be familiar with costing methods for game components. These costs ensure that the more powerful cards (or miniatures or characters or whatever) require more of an investment than the weaker ones. Costs are a critical tool in the game developer toolbox for creating a balanced and fun experience for the players.

A friend recently asked me if there were any miniatures games out there that use a game balance system other than point costs. There are plenty of miniatures games that use some sort of army composition system and/or field allowance system, but those elements are typically built on top of a point scale rather than replacing it. There are also miniatures games that ignore the concept of a balanced battle between two players altogether and therefore have no traditional point system. And there are also a few miniatures games out there in which each different component always costs “1,” and that’s the type of game I decided to write about today.

Such games don’t usually have a printed point cost of “1” on every card, but that’s the gist of the game’s balance. In certain card games, each card has a cost of “1 card.” In online games like Heroes of the Storm or League of Legends, every hero costs “1 hero.” There is no point system to let you know the value of different cards or heroes. They’re all (theoretically) created equal.

My first experience working on a game that used these principles was on the development team for Monsterpocalypse. While the small-based units in Monsterpocalypse had a cost, the monster figures did not. Each monster had a cost of “1 monster.” This style of game balance leads to unique challenges during game development. In most miniatures games, if a particular model is proving a bit strong in playtesting, the development team can simply tweak its point cost up a little, and if it’s proving too weak, its cost can be reduced accordingly. If a monster figure in Monsterpocalypse was performing too well or too poorly, however, a mere cost tweak was not an option. We’d have to look carefully at the stats and abilities to see what we could change there without overcompensating for the imbalance and without altering the intended strengths, weaknesses, and character of that monster.

When creating new content within such a system, it’s also possible to cheat a little bit. In Arena Rex, most models count as “1 combatant,” yet Titans count as 2 instead. In Guild Ball, a team can have six player models. Four of those models have a cost of “1 player,” but the team must have exactly one captain (who is more powerful than the average player) and one mascot (who is less powerful than the average player). Steamforged Games, the makers of Guild Ball, could even switch things up on us by creating a guild in which the average players were slightly weaker, but the mascot’s power was amped up considerably. Alternatively, they could create a guild in which the captain was a weak player who directed the big plays rather than making them himself, allowing the average player power to come up to compensate. At that point, we’d want to look at the balance of “1 team” to “1 team” instead of the more traditional “1 model” to “1 model.”

Card games sometimes include little cheats in a balance-of-1 system as well. Without any sort of cost stat on the card, it might seem that you’re locked into valuing every card as “1 card,” but game developers can use the word “discard” to give some cards a cost of “2 cards” (or more) or can use the word “draw” to introduce the (dangerous) possibility of reducing a card’s cost to “0 cards.”

Granted, using this sort of game balance system doesn’t guarantee good game balance (or bad game balance, for that matter). Whether a game has some sort of balance-of-1 system or a more traditional point, mana, gold, resource, etc. cost system, the actual balance of the game is still in the hands of the game developers and requires a whole lot of testing and analysis along the way to the finished product.

YTN Episode 013

The 13th Episode of Your Turn Next is now available!

We start out this episode with the usual discussion of what we’ve been up to lately gaming-wise and then… well… we discuss more of what we’ve been up to lately. It’s just a good old fashioned chat between gamers covering their ideas about different games and about having fun with the gaming hobby. We hope you enjoy it.

Let us know in the comments or via email if you have any topics, questions, or ideas you’d like us to discuss in a future podcast. The email address is: contact@clockworkphoenixgames.com

And if you’re looking for links to some of the things we discussed this episode, here’s where to find more about:

The 5 Stages of Prototypes

During one of the panels at OrcaCon last weekend, we discussed the various stages of playtesting. It was an interesting discussion, but as I thought back on the panel later, I realized that there was an element of the discussion we didn’t talk about, and that’s the stages of game prototypes, a very important consideration when talking about playtesting games!

Different game developers approach prototyping differently, and there are plenty of successful methods of prototyping rather than clear “right” and “wrong” approaches. I will caution would-be game developers against paying to get their game created by an on-demand printer too early in the process, however. I’ve had more than one game developer tell me they wish they waited another iteration (or five) before spending money on on-demand game printing.

In my book, the first game prototype is the mechanics test. At the earliest stages of game design, you don’t even know if you’ve got a functional idea much less a fun idea, so you don’t want to spend hours upon hours making an awesome prototype of something that doesn’t work. So grab a marker and some card stock and figure out if you’ve got something that works. It doesn’t have to be pretty. It’s just a quick and dirty test of the new game mechanic in your game. I’ve subjected my wife, Jess, to some truly ugly prototypes to test mechanics for a new game idea. You’ll typically know very quickly if you’re on an interesting track or should just scrap the idea and go with something else.

The second game prototype is the proof of concept version. If you’re working towards a specific goal rather than sandboxing it, you might start here instead of starting with your innovative game mechanics. The proof of concept prototype helps determine if your vision for the game as a whole is going to hold up. You’ve got some cool new mechanics, and you’ve got foundational mechanics like rolling dice or drawing cards, but how does it all come together? It might take several iterations, but the proof of concept prototypes will help you see what needs to change and how. Your final proof of concept prototype still won’t be pretty, but it will be a true and playable game.

Stages three and four will look very similar physically and could arguably be considered a single step. Since I’m writing this blog, however, I’m calling step three the gameplay prototype. In this stage, you’re definitely moving from game design (the big picture) into game development (the detail work). By means of example, you might take the two character decks from your proof of concept game and turn them into ten different character decks. You’ll expand upon your core ideas to add more diverse gameplay and more unique player choices. You’ll also start iterating on the appearance of your game, making the playtest components easier to read and understand even though they still aren’t as pretty as they will be in the final retail version of the game.

Stage four is the game balance prototype stage. At some point, you’ll need to stop adding new content and start focusing on balancing the content you have, the content that will be part of the final game. This stage could have many, many iterations, and it’s full of analysis, playtesting, and revisions. At times, it can be discouraging because the forward momentum is less visible than other stages, but it’s a crucial part of the process. During this stage, you’ll probably also start receiving final artwork for aspects of the game, which can build even more excitement for the final prototype.

The fifth and final stage is the game mockup. You might not have the exact card stock for the final game, and there might be a few missing illustrations or icons, but the game mockup is essentially your finished game. You won’t want to make big changes at this point in the process, but you shouldn’t skip the game mockup either. It could show that certain icons or colors are difficult to differentiate or that certain fonts are difficult to read. Stages one and two helped with the game’s design, three and four were the core of the game’s development, but stage five is as much a part of game production as it is game design and development.

So that’s how I see the five stages of game prototyping. Feel free to comment if you agree or disagree with these thoughts or if you have game prototyping ideas of your own you’d like to share. Thanks!

YTN Episode 012

The 12th Episode of Your Turn Next is now available!

We start out this episode with the usual discussion of what we’ve been up to lately gaming-wise and then talk about our preferred gateway games. Everyone’s tried out some card games and board games, but what about getting folks into drafting games, co-op games, or even tabletop miniatures games? We talked about several great gateway game options, but we’d also love to hear about your ideas for the best games to use to get folks involved in new types of gameplay.

Let us know in the comments or via email if you have any topics, questions, or ideas you’d like us to discuss in a future podcast. The email address is: contact@clockworkphoenixgames.com

And if you’re looking for links to some of the things we discussed this episode, here’s where to find more about:

Developing Resources

In one of the earliest blogs on this site, I wrote about how print-on-demand services and crowdfunding sites have made it easier to get game ideas into players’ hands. Even the best game idea in the world is still a long, LONG way from being a great game, however. Once you’ve hashed out your game design and played through a quick proof-of-concept version of your game, you’ve still got quite a bit of game development, illustration, graphic design, financing, production, and fulfillment to consider.

Just as print-on-demand services and crowdfunding make the financing, production, and fulfillment more attainable, the resources available to aspiring game developers are increasing as well. Since game development is a behind-the-scenes sort of activity, you’re unlikely to find dev groups in banner ads on Facebook or Board Game Geek, but a little bit of searching is sure to produce results, and once you start joining such groups, it’s easier and easier to find others.

  1. Facebook has multiple groups for folks who create Kickstarter projects, are involved specifically in game projects, or are involved in the game industry in a variety of capacities. Because these groups are online-only, they have the same strengths and weaknesses of other online-only groups. They have large communities where you can make some great contacts, but they also represent a very impersonal method of communication. If you find one particular group less receptive to new members, just look elsewhere.

2. There are also numerous groups for local game developer meetups. Their Facebook groups, forums, or email lists can be a bit tougher to find, but it’s well worth the effort. These groups can be an excellent resource, because they allow you to actually sit down together and test games! Different developers approach games in very different ways, so getting a broader perspective on your design can be a huge benefit to your game development process. As a bonus, local meetups also get around the impersonal nature of the online-only groups.

3. The last resource I want to mention is organized online communities for game developers. Unpub is great example. They run playtest events at stores, conventions, and other venues all over the place. It’s a bit of a quiet season right now as I write this due to the holidays, but in the summer months, you can find multiple events weekend after weekend. You might also be able to find a more regional game development group in your area like Playtest Northwest in my backyard.

The right resource (or resources) for you will vary from person to person. Look at the folks involved, the type of community they have, and the sort of feedback you’ll be able to get on your development. For anyone in the Pacific Northwest, it’s hard for me not to recommend Playtest Northwest. Forgive me for the upcoming tangent, but these guys have a “core belief” message that’s tough to beat:

TEAM – Working as a team makes us all stronger. Designers, artists, playtesters, developers, and customers are all members of our project teams.

TRUTH – Always start from the truth, and the story never changes. Being open and honest shows respect for others and respect for yourself.

TRUST – Earn a person’s trust, and they’ll be with you always. We’re all human, and we all make mistakes – own them, fix them, and build stronger bonds.

Anyway, if you plan on making games or were just curious about how the proverbial sausage is made, I hope you enjoyed today’s blog. If you know of other resources for game developers or wanted to share some positive experiences you have had with a particular dev resource, we’d love to hear about it. Share in the comments below or over on Facebook with your thoughts!

YTN Episode 011

The 11th Episode of Your Turn Next is now available!

We start out this episode talking about what we’ve been up to lately in the world of gaming which transitions into the topic of what I’m calling multi-games, games where different players are playing different games at the same time to form a cohesive whole. What do you think of this emerging gaming trend? What other games would you put into this category?

Let us know in the comments or via email if you have any topics, questions, or ideas you’d like us to discuss in a future podcast. The email address is: contact@clockworkphoenixgames.com

And if you’re looking for links to some of the things we discussed this episode, here’s where to find more about:

YTN Episode 010

The 10th Episode of Your Turn Next is now available!

We start out this episode talking about Warmachine Weekend, Blizzcon, and weekend gaming before launching into our main topic for the show – collectible games. Collectible games have changed a lot in their relatively short lifespan. Where do you think they’re heading in the years to come?

Let us know in the comments or via email if you have any topics, questions, or ideas you’d like us to discuss in a future podcast. The email address is: contact@clockworkphoenixgames.com

And if you’re looking for links to some of the things we discussed this episode, here’s where to find more about:

Balancing Asymmetrical Games

Game balance is always a challenge, but asymmetrical game balance has a whole pile of challenges all its own. In Your Turn Next Episode 9, we discussed some of the games we enjoy that include unique elements for each player, and today I’d like to write a bit about how to approach those elements during the game development process. There are three primary methods game developers use when developing asymmetrical gameplay elements, and we’ll briefly explore each of them.

First, let’s define what makes something a gameplay element with asymmetrical game balance. Quite simply, asymmetrical game balance elements are those where the players have different tools at their disposal to try to win the game. Card games where players draw from a common deck of cards and board games where players use a common set of rules use symmetrical game balance to ensure the chances for each player to win are equal. Games where each player has a different character with unique abilities or a unique set of cards or skills at their disposal have asymmetrical game balance. With players’ resources being inherently unequal, ensuring strong game balance can be a real challenge.

The Playtest Method is the first and simplest method of creating asymmetrical game balance. When using the playtest method, a game developer will simply implement their ideas for each character (or faction or deck or whatever) and then playtest, playtest, playtest. The  weaknesses of this method are that it can be very time-consuming and early iterations of the game may have serious balance flaws that color playtesters’ future feedback. The strengths of this method are that it can handle extremely disparate character concepts and can be used regardless of a game’s level of complexity.

The Baseline Method is the second method of creating asymmetrical game balance. When using the baseline method, a game developer will create a single character (or faction or deck or whatever) and then create all of the other characters around that initial baseline. A second character might be faster but weaker, a third character might be slower but be able to take more hits, etc. The  weaknesses of this method are that it requires all of the characters to be relatively similar and sometimes creates the impression that the baseline character is plain or even boring. The strengths of this method are that it generates a strong starting point for final game balance and it typically requires less dedicated playtest time than the other methods.

The Modeled Method is the final method for creating asymmetrical game balance. When using the modeled method, a game developer will list out all of the variables that can differ between their characters (or factions or decks or whatever) and create a mathematical model to set the game balance between them. Mathematical models vary drastically in complexity based on the degree of differentiation between the characters. The weaknesses of this method are that it requires a specific skill set to perform effectively and can falter if the game developer does not understand the strengths and weaknesses of each variable. The strengths of this method are that it can handle fairly diverse characters and generates that strong starting point for final game balance.

Personally, I lean toward using the modeled method. I’m sure part of that is simply that I’m a math guy and find mathematical modeling to be one of the most enjoyable and rewarding aspects of game development, but I also find that it produces strong results. I’ll switch over to the baseline method if my character elements have only minor differences between them or to the playtest method if the game is simply too complex for a comprehensive mathematical model to be a realistic option.

YTN Episode 009

The 9th Episode of Your Turn Next is now available!

This episode kicks off with an introduction of a man who needs no introduction (unless you don’t know him), Geordie Hicks. We also chat about what we’ve been up to lately before discussing a listener-recommended topic, asymmetrical game design.

Let us know in the comments or via email if you have any topics, questions, or ideas you’d like us to discuss in a future podcast. The email address is: contact@clockworkphoenixgames.com

And if you’re looking for links to some of the things we discussed this episode, here’s where to find more about: