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Making Games

Game Loops

August 21, 2015 by Ethan Leave a Comment

Photo by A. Davey, (CC BY-NC-ND 2.0)

Photo by A. Davey (CC BY-NC-ND 2.0)

Tabletop games are typically structured as a series of one round after another until the game concludes. A video game’s main game loop similarly repeats over and over throughout the game in order to drive the game’s core mechanics. Many games are actually programmed using a main game loop, but even when that is not the case, it is still often useful for the game designer to use a conceptual model of a game loop.

Robert Nystrom’s Game Programming Patterns is a book that’s available in print as well as online (for free). It provides a great overview of what constitutes a game loop. Definitely recommended reading!

Monster Hunter

August 20, 2015 by Ethan Leave a Comment

Learning Video Game Design on the Tabletop includes an outstanding essay by game designer Stone Librande, the lead designer at Riot Games (and previously a designer at Electronic Arts/Maxis and Blizzard).

In his essay, Stone talk about using spreadsheets to create a homemade tabletop game, and how those spreadsheets led to him breaking into the video game industry and getting hired by Blizzard.

For your own spreadsheeting pleasure, you can download and play with the Excel spreadsheets that Stone describes in his essay:

  • hit-odds.xlsx
  • monsters.xlsx
  • skill_categories.xls
  • weapon-stats.xlsx

See also: “The World’s Most Boring Excel Spreadsheet” and “Comparable Basis“

Rulebook Roundup

August 20, 2015 by Ethan 1 Comment

In Learning Video Game Design on the Tabletop, I recommend taking the time to make a formal, comparative study of how professional game publishers write their rules before attempting to write one yourself. Doing so helps you understand the level of detail required to properly explain game mechanics and gives you a toolbox of techniques for doing so.

Below are some links to tabletop game rulebooks. If you are inclined, you might try reading a few to see how the information is presented. As you read through a rulebook, you might want to pay attention to the special terminology it employs, how and where does the rulebook present the definitions of its terms (if at all), and the use of graphics for explaining and clarifying rules.

  • Flashpoint: Fire Rescue
  • Memoir ’44
  • Pandemic
  • The Settlers of Catan
  • Ticket to Ride Europe

A comment on this post pointed to a collection of rulebooks from games published by Z-Man Games. Most game publishers have their rulebooks available on their websites, so it is not hard to find more examples than the ones I link to above.

Zombie in my Pocket

August 20, 2015 by Ethan Leave a Comment

Artwork by Kwanchai Moriya

ZimP artwork by Kwanchai Moriya

Zombie in my Pocket (2007), is a print-and-play solo game designed by Jeremiah Lee and winner of a 2010 BoardGameGeek “Golden Geek Award.” Zombie in my Pocket (or ZimP) has inspired dozens of “… in my Pocket” games by other designers who take ZimP‘s mechanics and re-skin them with a new theme.

You can download the original game here. ZimP and its variations can be found on BoardGameGeek in the “files” section of Zombie in my Pocket‘s entry. Among the variants is the well-received print-and-play Airborne in Your Pocket (though a retail version of the game that was sold on Kickstarter ran into some problems).

 

Dice simulator

August 18, 2015 by Ethan Leave a Comment

cropped from a photo by Patty Loof, (CC BY-SA 2.0)

cropped from a photo by Patty Loof, (CC BY-SA 2.0)

A good and varied set of dice is an invaluable tool for prototyping tabletop and video games. A Pound-o-Dice is a very worthwhile investment, but in a pinch you might want to use this dice simulator.

Hive

August 13, 2015 by Ethan 1 Comment

Hive pieces

Learning Video Game Design on the Tabletop comes with a copy of Hive that readers can cut out (or photocopy) and play. As Hive‘s designer, John Yianni, explains in the book, the game grew out of a desire to create a Chess-like game that is played using only pieces and no game board.

Hive‘s design lends itself to expansion by way of adding new insect types to the game. In fact, the John Yianni has created Mosquito, Ladybug, and Pillbug expansion pieces that can be added to the core set of Beetles, Grasshoppers, Soldier Ants, Spiders, and Queen Bees. In addition to these official add-ons, the BoardGameGeek community have come up with several unofficial add-on insects, as well as rule variations.

If you want to take a gentle step into tabletop game design, a good way to do it is to experiment with creating an expansion to an existing game, such as a new insect type for Hive.

Balance of Power

August 13, 2015 by Ethan Leave a Comment

bop

Balance of Power (1985) is a cold-war themed geopolitical video game from the mid-1980s in which the player takes on the role of either the President of the United States or General Secretary of the Soviet Union.Balance of Power

The game was created by Chris Crawford, among whose accomplishments was founding the Game Designers Conference. The year after the game came out, Crawford published a book by the same name. Balance of Power the book provides a rare insight into the inner workings of a video game’s design, algorithms, and intent. You can read the book in its entirety (and with recent annotations that puts some of the 1980s era design constraints into context) on Crawford’s website.

So, You’ve Designed a Roll-and-Move Game…

June 4, 2015 by Ethan Leave a Comment

Photo by Michael Beck, (CC BY-ND 2.0)

Photo by Michael Beck (CC BY-ND 2.0)

Novice game designers who have not played many tabletop games have a tendency to create “roll-and-move games” along the lines of LIFE and Snakes & Ladders; games in which players spend most of their time moving pieces as dictated by dice rolls. Creating these sorts of games usually involves little creativity; they use what is essentially a prefabricated game mechanic.

Setting aside concerns of originality, roll & move games are a bad starting place for game design because they offer players little choice in regard to what actions can be taken. Giving players multiple pieces to move (along the lines of Pachisi and Sorry!) or grafting on other mechanics that offer some form of choice can help to a degree, but almost invariably the resulting game is one of monotonous rolling and moving that is only occasionally punctuated with interesting choices.

Designing roll-and-move games is prohibited in the classes I teach. Even so, roll-and-move mechanics often sneak their way into my students’ designs because this sort of game structure looms so large for people whose tabletop playing experience has been largely limited to childhood board games.

Making It Interesting

For any readers of Learning Video Game Design on the Tabletop who find themselves designing a roll-and-move game, here is an approach for reworking the game into something more interesting.

Start by asking yourself what there is to do in the game besides moving pieces. Is the game entirely about rolling dice (or flicking a spinner) and moving pieces? Or does all that piece movement culminate in the players getting to do something more interesting? For example, perhaps there is a combat mechanic that occurs whenever a player lands on a space occupied by a monster.

If the game is entirely about rolling dice and moving pieces, then it should probably be considered a false start and scrapped. However, if there is something more to the game than just that, see what happens if movement is eliminated entirely from the game. In the case of the monster combat example, maybe the game shifts to become one in which players fight a monster every turn. Or perhaps some new, more compelling mechanic becomes the central experience of the game (e.g., striving to have the best monster zoo) and the monster fighting remains a secondary mechanic. In any case, a roll-and-move-ectomy will probably require a major overhaul of the mechanics that remain, but the potential payoff in terms of a more fun and more original game makes the effort worth it.

The World’s Most Boring Excel Spreadsheet

March 16, 2015 by Ethan Leave a Comment

Learning Video Game Design on the Tabletop briefly discusses how Excel’s spreadsheets and VBA
macro language can be used in digital prototyping. By way of example, here’s an Excel file that recreates the action of  The World’s Most Boring Tower Defense Game. This means it can be played as a turn-based strategy game (i.e., the player manually advances the turns by pressing a button) or as a real time strategy game (i.e., the turns advance automatically).

The World's Most Boring Tower Defense GameThe World’s Most Boring Tower Defense Game is a web-based “game” that I use to demonstrate to my students how a video game’s “real time” action actually takes place over a series of discrete turns (what programmers call “ticks”). The game is also a useful example of what a digital prototype might entail.

You will need to enable macros in order to play the game (this mean it is unplayable in the Excel 2008 for Macs—that version of Excel does not allow Macros). If you run into trouble getting it to work, let me know—the code is a bit of a hack and I wouldn’t be surprised if it runs into problems in various versions of Excel.

In particular, the timer events that drive the sprite animation required jumping through some coding hoops. I wanted to use Excel’s VBA macro language’s “OnTime” event to cause the game sprite (the animated character) to move multiple times a second. Unfortunately, OnTime cannot respond faster than once per second in the Mac version of Excel. I got around this by using the Timer function, which returns the number of seconds since midnight. I use this to have the animation occur within a while-loop that pauses a specified number of milliseconds (more-or-less) as measured using Timer during each loop. Oddly, Microsoft’s documentation for Timer states that it will not return fractions of second on a Mac. But on my Mac it does, so I was able to get the animation to work. I’m not sure if the undocumented ability is due to a change in the Mac OS or in Excel itself, but it does work (at least, it does for me).

All that is to say, this Excel spreadsheet is a bit fragile and may not work for you. Caveat emptor!

 Play The World’s Most Boring Tower Defense Game online
Download the Excel version of Boring TD

Sprouts (pencil & paper)

January 21, 2015 by Ethan Leave a Comment

Sprouts is a nodal game invented by the mathematicians John Horton Conway and Michael S. Paterson that is referenced in Learning Video Game Design on the Tabletop. What makes the game unusual is that instead of playing within an existing set of nodes and paths, the players create their own.

[Read more…]

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