Future Article: Simple but Deep |
Design Space, when spoken of in reference to game design, tends to refer
to the exploration of the intricacies of the mechanics available to the
game. Design Space is most visible in games
that are able to constantly evolve and bring to mechanics to play, like most
trading card games and many tabletop RPGs.
It’s harder to see the how the design space has been explored in
completely finished games, and obviously less visible in video games, where is
math is hidden deep in the code. I’ll be
talking mostly about recognizing the design space available as you create and
game, about creating mechanics that have a wide range of available design
space, and about how to understand the benefits of limiting design space.
When creating a game of any kind, you’ll be identifying the core
mechanics of your game, and it is important to understand how those mechanics
interact, when they should interact, and if they should interact at all. To look at an incredibly simple mechanic, let’s
take jumping in Super Mario Bros. The designers asked themselves what could be
done with jumping, and noticed that Mario’s head could hit the underside of
blocks, and suddenly, a huge number of possibilities emerged. Coins, Power-Ups, breaking blocks, tonnes of
secrets were suddenly available. The
designers were able to find a method of merging the available mechanics, and
created a game that became surprisingly deep.
Ask yourself: do you know where every single power-up is? And by paying a little extra attention to a
simple mechanic, the designers added depth and required no increased complexity
in the controls, nor much additional learning on the part of the player. Simple but deep, the holy grail of design.
Similarly, look at your mechanics, no matter how simple those mechanics
are. In games like Magic: The Gathering, the designers have spent an immense amount of
timing looking at the available mechanics; they have examined every stage of a
player’s turn, and asked questions about every element. Does your game contain rolling dice? Monopoly
paid enough attention to have rolling doubles mean an extra roll, and even
enough attention to make 3 doubles land you in jail.
This is what every surface in my place looks like. |
I’m going to plug the hell out of one of the games I’ve been working
on. Mis-Anthropos
(working title) is a co-operative multiplayer card game in which players build
would have decks of cards to create societies that must weather the cruelties
of fate. The game is almost entirely
about mechanic synergy. I’m not going to
claim it’s magnificently designed, but I do think it relates to this article. When I started designing the game, I wanted
to create something that would rival the complexity of Magic: The Gathering. A goal
as lofty as it was impractical. Magic is
tonnes of fun, but it takes a huge investment of time and understanding. Magic
is not the pick-up-and-play game I was hoping to create. I went through a lot of design options, but I
knew that too often I was leaving myself too much open design space. I couldn’t add mechanic after mechanic
without making the game an unreasonable mess to learn. I had to close in the space, so I began
cutting mechanics. First thing, I cut
down the number of cards, and as such, cut mechanic after mechanic. Eventually, I cut the idea of a deck at
all. I figured, if the game is about building
a society from nothing but effort, then that’s all the player should get to
begin. In limiting my design space, I
was able to get a clearer understanding of how the mechanics could support the
theme and flavour of the game. I
initially couldn’t see how too much design space could be a bad thing; it’s
always nicer to have more options, right?
It became obvious, as I went on, that the type of game I was making was
muddy and confused. Too much space and
too many options means too much to learn.
Good games are able to introduce mechanics over time, letting the
players become accustomed to a play space before adding new challenges. This is the purpose of every Magic core set,
to give a coherent, relatively easy-to-understand space in which all players
can share understanding. Don’t get me
wrong, I don’t think Magic is anywhere close to flawless, but I do see the
concepts they’re attempting to use.
Little off topic. Back on
track. Design space is something a designer
must consider. They must be able to see
and understand the interactions of each and every mechanic and variation on
those mechanics. Understanding the
design space available allows you to truly understand the reach of your
mechanics and the dangerous places your game could go. Also, it is important to understand the
extent of design space you wish to create.
You could allow for a hundred different mechanics, all of which have
special interactions, and create a rewarding and diverse system, or you can
build three mechanics, but allow for them to interact in myriad ways and create
something easy to learn, hard to master.
It all depends on what you want from your game.
As a final note, your design space should reflect the interests of your
audience. If your audience is a family
of four on family board game night, you don’t need to and shouldn’t create a
vastly intricate web of mechanics, but that doesn’t mean you can slack off just
because your game only has a couple. No
one will find family game night fun when Dad figures out how to power game and
crush everyone every time. Attending to
the details will keep the game flowing, free, and fun.
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