GenCon 2016 Recap

It’s hard to believe it’s already been several weeks since GenCon. The show itself was a wonderful whirlwind, and I’ve been just as busy after returning home. I spent my time at the Steamforged Games booth this year chatting with convention attendees and doing preview demos of Shadow Games and Dark Souls: the Board Game.

Shadow Games was my first contract project for Steamforged Games, and I’m thrilled to say that it’s now at the printer to be releasing shortly. Shadow Games is a card game with bluffing elements, filled with opportunities to trick your friends or catch them in their lies. More information will be available as we get closer to the release date, but Team Covenant made a great video introducing Shadow Games to pique your interest.

After our collaboration on Shadow Games went so well, Steamforged Games reached out to me to help develop Dark Souls: the Board Game. Needless to say, I was very excited to be part of this record-breaking board game. The gameplay has evolved a great deal since the Kickstarter campaign, and we rolled out the updated boss fight demo experience at GenCon.

It’s hard for me to put the experience of demoing Dark Souls: the Board Game at GenCon into words. I’ve demoed many games at many conventions for many years, but I’ve never demoed to crowds before. GenCon attendees packed around the demo table, several rows deep where space would allow. The demos themselves were quite interactive with onlookers calling out questions or letting out huge cheers (or groans) at a roll of the dice. We also set up demos for several YouTube channels and blogs. Here are the ones I was able to find. If you also created a Dark Souls: the Board Game video or blog, let me know, and I’ll happily add you to the list.

YTN Episode 018

The 18th Episode of Your Turn Next is now available!

This episode, we introduce our (temporary) new format of being a local only podcast due to recent trouble with Skype. In the first segment, Jess talks about her recent gaming experiences, and I give a Clockwork Phoenix update.

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

In our topic segment this episode, we chat about play-and-keep events at conventions. More and more conventions seem to have play-and-keep events these days. They’re a great way to get in more board games at a convention and maybe even get some to take home with you.

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

Too Much of a Good Thing?

My last blog talked about the basics of mathematical models and how they can be used in game balance. Almost universally, when players play a game, they’re encouraged to look for “powerful” cards, characters, abilities, etc. to reach certain goals. Even in fully cooperative games, players gravitate to what they perceive as strong and shy away from weaker options.

Since the goal of the game, by definition, is to accomplish the goal of the game, it makes perfect sense for players to seek out the tools that will be most effective at helping them reach that goal. It also makes sense for players to stratify the available options. It even makes sense for them to critique certain options as “overpowered” or “underpowered” when those options continuously rise to the top or fall to the bottom. It also makes sense, however, to dislike a game because it is too balanced.

I’d be willing to bet that most readers have never claimed a game was too balanced or heard other gamers do so, but without some differentiation between the capability of different cards, characters, abilities, etc. in an asymmetrical game, there is very little meaningful player choice. If playing any given card, miniature, tile, etc. in any way it could be played had no net impact on whether a player won or lost the game, the game wouldn’t be enjoyable. There needs to be some differentiation to encourage players to interact with the game, to explore its possibilities.

Too-balanced games aren’t typically criticized for being “too balanced,” though. They’re dismissed as “boring” or as not having “meaningful player choices.” Given that games need some degree of imbalance to be enjoyable, it begs the question “how much is enough?” The answer depends on the game in question.

For casual games, the degree of imbalance should be very small. Games like Lanterns and Sushi Go give players choices, but the difference in score between a player making the right choices and a player making the wrong choices is typically fairly small. Scores are very close, options are narrowly balanced, and that suits these games very well.

For intermediate games, there’s more leeway for imbalance between game components. Players want their various characters, monster races, kingdoms, etc. to feel varied in their strengths and weaknesses. Some might excel slightly or lag behind slightly, but having lots of flavor is more important than perfecting the balance. Plenty of board and card games fall into this middle category, as do most dungeon crawl games and role-playing games.

For hardcore games, the balance pendulum swings back again. If a game has frequent large-scale tournaments, it qualifies as a hardcore game that needs tight game balance. The various games that fall into the category of “esports” certainly fall into this category as do many hobby miniatures games and collectible card games.

With such an emphasis on balance, though, how do such games avoid the trap of being boring?

First off, they recognize that only the top choices truly need that razor’s edge of game balance. In a pool of 100 player options (deck builds, heroes, army generals, etc.), it’s difficult if not impossible to make all 100 choices truly unique and truly balanced. But you only really need the top choices among these player options to have such finely tuned game balance. “Lesser” options should still be interesting, creating more diversity in the game and generating additional appeal for gamers approaching it as an intermediate-weight game rather than jumping into hardcore tournament-style play.

Second, though, they recognize the power of situational effects. If one option is more powerful in certain positions, match-ups, combinations, etc., while another options excels in others, it creates additional depth of gameplay without creating an option that is strictly “more powerful” or “less powerful” than the alternative. Collectible card games embrace this direction. Games like Magic: The Gathering and Hearthstone have plenty of cards that are more or less powerful than other options based on some aspect of the game state – what you have in play, what your opponent has in play, what you have in hand, etc.

Third, they shake things up on a regular basis. New gameplay formats, new releases, new balance updates, and new editions all force players to reassess the strengths and weaknesses of the tools in their toolbox. Sometimes, players resist or even resent changes to the status quo, but those changes are necessary to keep the game fresh and to keep gameplay engaging.

I hope that you’ve enjoyed this look at how a little bit of imbalance is critical for good game balance. I’d love to hear your thoughts in the comments!

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:

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:

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:

YTN Episode 006

The 6th episode of Your Turn Next has just gone live!

Join the YTN team as we discuss the Three Element Alchemy blog from July 23rd and then discuss the mix of skill-based, luck-based, and socially-based gameplay elements, our favorite alchemical admixtures of those elements, our experiences at GenCon, and some truly unique games we’ve experienced.

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 002

The 2nd Episode of Your Turn Next is now live!

The team really hits its stride this episode as we discuss the Cooperation is Key blog post from May 21st.

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:

Cooperation is Key (Co-op Gaming)

Though games where all involved players play on a single team have been a popular part of electronic gaming nearly since its inception, their popularity has only recently ramped up when it comes to traditional gaming. Board games and card games have been around for orders of magnitude longer than electronic games, but the earliest known board games are almost invariably tests of skill between two players. They frequently simulated war or politics and required one player to outthink his opponent to achieve victory. More recent games have placed players on opposing teams or have even set a single player against all other involved players, but it’s only been in very recent years that truly cooperative games have emerged and subsequently become one of the fastest-growing segments of the traditional gaming market.

The electronic roots of the cooperative game shine through even in the jargon. The systems that govern the obstacles for the players to overcome are usually called the game’s AI. Such systems can be as simple as flipping over a card to see the next challenge or can involve a complex “program” of conditions and results not unlike rudimentary computer programming. No matter the complexity of the resolution, however, the complexities of co-op game design considerations are high. Without a human intelligence behind the game’s challenges, there is a delicate balance between a cooperative board game that is too difficult for players to find enjoyable and one that is too simple to provide an engaging challenge. This is why cooperative game reviews on sites like Board Game Geek often focus on critiquing a cooperative game’s difficulty level.

One common way to address some of these difficulty level concerns is to include rules that allow the players to adjust the difficulty level before start of the game. There is a host of ways that different game developers have provided this “dial” to their players, ranging from very simple and elegant tweaks to substantially reworking game rules to alter the experience. When done well, though, such rules allow a game to provide a challenge to veteran gamers while keeping the game accessible to a more casual crowd.

Cooperative games have proven so popular because of their inclusivity. Whether the players win or lose, no one player is defeated by his fellow gamers. If they win, everyone gets to enjoy the victory, and even if they lose, they can focus on what they can do next time rather than focusing on the defeat itself. No matter your own gaming group’s preferences, I’d strongly encourage you to check out a cooperative game or two sometime. These games are a fascinating and rapidly-growing segment of the traditional games market, and they provide a change of pace from competitive gaming options.