Thursday, April 21, 2016

Tabletop Game Design: Assets and Resources

One of the challenges of designing a tabletop game is getting parts and artwork for the game.  While they can be a challenge, game parts are not difficult to make yourself, and there are many generic game pieces that can be used during the design process.  Artwork can be a much bigger problem though.  Most independent video game projects end up failing around the time real artwork becomes necessary.  I imagine this is also a problem for tabletop games.  The following should help ease this process.


Resources

Getting custom game pieces can be expensive, and early in the design process, when you are not certain whether a given piece will still be needed by the end, it is often not worth the cost.  Thankfully, there are several alternatives.


Generic Game Equipment

Generic game equipment is any kind of game part that is used in so many games that it is easy to find the part by itself.  The most common examples are dice, playing cards, and poker chips.  These can be found in nearly any store that sells general goods.  If you need less common kinds of dice, they can be found in many hobby or game shops, along with a vast array of other pieces that are often suitable for game design.  Most generic game equipment is so cheap that you don't have to feel bad about modifying it to fit your needs, for example, drawing numbers or symbols on poker chips in permanent marker or writing on a deck of playing cards.


Repurposed or Improvised Game Equipment

Repurposed game equipment is parts scavenged from other games.  Ideally it comes from games that you have lost parts to or otherwise do not care about, but you might even temporarily borrow dice or playing pieces from a game you still play.  Sometimes though, you might just want to buy a second copy of a game already have and scrap it for parts.

I once bought several chess sets for pawns (in game design terms, a pawn is any piece used to represent a player, a character, or a unit).  I then used the pieces from the chess games to construct sets for three players for my game, and I spray painted the third set to get the third color.  Decorative figurines can also be used as pawns.  Another common improvised game piece when people have lost pawns to a game is Lego figures or even just a few Lego blocks stacked.  You might also borrow or steal a spinner or special dice (Warhammer has some interesting dice) from another game.

Repurposed and improvised game equipment work really well when you cannot find a suitable generic piece or when you just don't have access to a better option.


Custom Game Equipment

Custom game equipment is custom parts that you pay someone else to manufacture for you.  There are many ways to do this, but the easiest is through a number of online companies that produce game parts.  Generally ordering custom parts should happen late in the design process.  It is unwise to expect your game to use all of the same parts at the end that it did when you first designed it.  Ordering custom equipment early on is a good way to waste money.

Commonly available custom game equipment includes custom printed cards, tokens, and game boards.  Some places may offer an assortment of different types of pawns, and if you need something that is just not available, you can even get plastic or metal (or ceramic, in some cases) parts 3D printed.

The problem with custom game equipment is that it is expensive.  Ordering small quantities of anything custom made is expensive.  On the other hand, if you are working on marketing your game, it may be worth the cost to be able to show photos of what the finished product will look like to potential customers.  Another problem with custom game equipment is production and shipping time.  If you have a strict deadline, and you don't know if the parts will arrive on time, you may want to go with the next option.


Homebrew Game Equipment

It turns out it is not horribly difficult to make your own game parts from scratch.  A game board could be hand drawn on card stock or foam board.  If you have access to a wide format printer, you might print the game board and then glue the paper to cardboard or foam board (use spray adhesive to avoid wrinkling your paper).

Some good materials for homebrew game parts include craft foam, chip board, card stock, paper, and bake clay.  Craft foam is good for coins and markers, and it makes a good backing when printed card stock is not thick enough by itself.  Chip board is the kind of cardboard that cereal boxes are made from, and you can get it in different thicknesses.  It is good for game boards, coins, and markers.  I have used chip board with a large hole punch (3/4 of an inch, I believe) to make game coins (I wrote the numbers in permanent marker).  Card stock is easier to cut than chip board, and it comes in a variety of colors.  It can also be printed on in most printers.  If it is not thick enough, you can glue it to craft foam before cutting.  Paper is good for a lot of things, but one commonly overlooked use is papercraft.  There are instructions all over the internet for making 3D objects out of paper or cardstock, and many of these things can make good game pieces.  Bake clay is for when you want a custom piece that needs to be heavier or more complex than you can make with paper.  You just sculpt the pieces you need, bake them (according to the instructions on the package), and you have exactly the piece that you need.

In general, homebrew game equipment is less expensive than any other option, but it also takes more time.  Sometimes though, you need a piece that you cannot get any other way.


Examples

Here are some examples of improvised and homebrewed game equipment my students have used (I will add more as I see more).
  • Small action figures
  •  Plastic beads hot glued together to make pawns (different colors for different players/units)
  • Guitar picks with nail polish text or graphics
  • Glass fish tank beads
  • Coins (usually pennies)

Artwork

Artwork is a problem for any kind of game design, and the difficulty of obtaining artwork has caused many independent game projects to fail.  It is generally a good policy to start looking for artwork quite early on.  There are several sources for artwork.


Contracted

There are plenty of artists that are willing to make custom art for you, if you are willing to pay them.  I don't have any experience with contracting out artwork, but when I asked a more experienced friend about what to expect, he said that artists found at game conventions charge around $100 for a piece of art you might find on a card from Magic: The Gathering.  Contracting enough art for a serious game could run in the thousands of dollars at those prices.


Hired

You could hire someone to do all of the artwork for your game.  This is what commercial companies do.  You will probably pay significantly less than you would for contract art, but this is also going to be expensive.  One benefit of hiring a graphic artist is that you will get a more consistent art style throughout your game than you will if you contract out difference pieces of work to different artists.


Purchase Existing Work

There are places online where you can buy the rights to use existing artwork.  This is probably the cheapest way to buy artwork, but you will need to be careful to make sure you are completely aware of what you are getting.  Many art sites that sell stock art have non-commercial use clauses that would prevent you from making any money from selling your game.  Also, it can be quite difficult to find game quality artwork on stock art sites.  Besides all of this, even at the cheaper price, this option is often out of reach of independent game designers.


Get a Friend to Do It

If you happen to know someone with decent art skills, you might ask them to do the artwork for your game, perhaps with some kind of agreement to give them part of the profits if the game is successful.  Unfortunately, the average friend that can draw is not a trained artist, so the art quality is likely to be lower.  Also, anyone who is not a professional artist probably has less time to work on your project, which means you will have to wait longer or deal with even lower quality from rushed work.  For something like a school project though, this is probably fine.


Find Free Artwork

This can be an excellent way to get artwork for your game, but it comes with its own hurdles.  It is unlikely you will be able to find exactly what you want, but you might be able to get close enough.  Also, you need to be extremely careful about licensing.  Some free art is licensed as non-commercial use, which would prevent you from selling your game.  You should avoid using free artwork unless the source includes the exact license you are allowed to use the artwork under (some people release their art under multiple free licenses for flexibility, in which case, you will need to decide which license you are using it under).  It is good practice to keep track of all sources for free artwork along with the licenses each piece of art can be used under.  Before using free artwork, make sure you understand the license.

Free artwork is generally the best option for independent game developers (or students making games for a class).  It can be hard to find suitable art though, so start looking for good art for your game early in the process.  You don't want to get to the artwork part and suddenly have to stop.  Also, make sure you understand any legal restrictions on how you use the art.  If someone does challenge your right to use the art, any records you have kept of the source of the art and the license it is used under will be important in showing that you have not done anything wrong.


Once of the most reputable free game art sites I have used is OpenGameArt.Org.  I even have a personal friend who has released artwork on this site.  The site owner imposes strict rules on what can be submitted, and he takes some effort to ensure that any art put on the site is actually released under the licenses it is claimed to be released under.  Also, the page for each art asset includes a list of licenses it is released under (generally with links to pages describing what they mean).

There are many other free art sites around.  A quick Google search will bring up many of them.  Just remember, it is ultimately your own responsibility to make sure you have permission to use the artwork you are using.


Saturday, April 9, 2016

Video Game Design: Multiplayer

Perhaps the biggest challenge when making a multiplayer video game is figuring out where to start.  With turn-based games, it is not too difficult, especially if all of your players will be in the same room.  If you want to support players over the internet though, things get complicated.  The players' computers will need to communicate, but what data should they send, and by what route?  There are several ways to keep game clients synchronized, and they all have their challenges.

Client/Server

The client/server model is a popular networking model for many applications.  In this model, one computer acts as the server.  The server maintains all of the data, it does most of the math, and it acts as the central communication point for all of the clients.  In the context of video games, the server is where the game is actually running.  The clients are just communicating input to the server and receiving output from the server.  The clients may do a bit of math, and the input packets sent to the server are probably commands, not specific information about where the user clicked what button or what key was pressed.  This is a popular model because it controls communication and each client only needs one connection.

In video games, there are two common ways to use the client/server model.  The game company may be running one or more public servers that the game client connects to.  The public servers run game instances for groups of players, and they act as game servers.  This can be useful in providing cheat prevention, but if the company eventually shuts down the servers, the game can no longer be played on them.

The peer-as-server model is also fairly popular.  In this model, one of the players' computers acts as the server, and the rest act as clients.  The game runs on the player's computer, and the clients all connect to it (but not to each other).  The computer running the game is usually called the "host," and if the host is disconnected, everyone loses their connection to the game.  In general, this is a problem with the client/server model, but large game companies typically have more reliable internet connections than players, so public servers run by the game company are generally more reliable.  In addition, the host in a peer-as-server game will determine game performance.  If the host computer is slow, the game may lag for everyone.

Input data can be sent to the server as mouse click and key press data, but this tends to be rather inefficient.  It is more common for input to be sent as commands.  If the player clicks a button that issues a command to the selected unit, the client will send a packet with the command and the unit performing it.  Alternatively, state data can be sent.  If a unit attacks another unit, the client might send the amount of damage dealt or even the new hit points of the damaged unit.  This is dangerous though, as it makes cheating much easier, because the client can lie to the server and the server will accept it.

Peer to Peer

In peer to peer networking, each computer has a connection to every other computer that needs to be communicated with.  Because data does not have to be bounced off of a central computer, communication can be much faster and more efficient.  Players that don't need to know about something do not need to have that data sent to them.  The processing load can be distributed among all of the computers, eliminating the need for a host computer that is powerful enough to run the entire game.  If one peer in a peer to peer network loses access to the network, that player can be dropped without disconnecting everyone else from the game.  In some cases, loss of only part of the connection can still allow a peer to communicate with other peers using one that it is still connected to as a relay.  Peer to peer networks can be very robust and efficient.

Peer to peer networking for games can be complicated and difficult.  There must be a clear division of what part of the game each peer is in charge of.  If one peer needs to send information to all of the other peers, that data must be sent individually to every peer.  The code and processing for handling who to send what information must be running on every peer.  When a peer loses connection, the slack has to be picked up by the remaining peers.  In addition, because each peer is responsible for part of the game in peer to peer connections, it is fairly easy for one of the peers to cheat, within its own domain.

Peer to peer connections work very well for two player games.  For more than two players, it can get more difficult.  In cases where robustness is important and using a central server would be problematic though, a peer to peer networking model may be superior to a client/server model.

Game Balance

Game balance is another concern when making multiplayer games, but its importance is often overestimated.  Game balance is measured by comparing the power of two players with different powers, abilities, resources, units, or other in-game resources that are approximately equivalent.  In an RPG, two characters of the same level and same value of equipment should be close to equally powerful, regardless of character class.  In an RTS game, two players with the same skill and equivalent starting conditions should have about equal chances of winning, regardless of the race or faction chosen.  If a game is well balanced, two players starting with different races, classes, or other starting choices should have equal chances of winning given equal skills.

The fact, however, is that balance does not matter much in most games.  Characters with different classes may fill different roles.  If they fill their given roles equally well, it does not matter so much how they would fare in a competition with each other.  In addition, balance can be adjusted with handicaps, for example, giving a weaker race in an RPG slightly more hit points and damage to make up for the difference.

Game balance is only important in competitive games were individuals compete against each other.  Even in competitive games though, game balance is only really valuable when game play is not primarily casual.  In games played as e-sports balance is very important.  In games played casually against friends, imperfect game balance won't make much difference.  In general, the value of game balance is overestimated, but it is still something to keep in mind, and in some settings, it is essential.


Multiplayer games are significantly harder to make than single players games.  They require more work to make sure the user interface will work for multiple players.  They may require network communication, which involves a lot of extra design work.  They also require some extra attention to fairness.  One the other hand though, multiplayer games generally have higher replay value and are easier to market, because people like to play games with other people.

Tuesday, April 5, 2016

Video Game Design: Play Scheduling

When taking about video game design, there are two kind of scheduling.  The kind of scheduling discussed in this article is when players can act.  In other words, we are taking about how turns work.

There are four kinds of play scheduling that have been used in video games.  The first is turns.  A video game that uses turns is called a "turn-based" game.  The second kind of play scheduling is "simultaneous mode."  This is like turn based scheduling, but players give their orders, and once everyone has finished, all the actions occur simultaneously.  I know of only one game that uses this kind of scheduling, and it is optional in that game.  That game is an old DOS ballistic tank game called Scorched Earth (this may also be used in at least one of the Civilization games).  The third kind of play scheduling is real-time.  In real-time games, the game action is continuous.  Everyone can doing things at the same time, and the game does not wait for anyone to take an action.  The last type of scheduling is asynchronous scheduling, which is more popular in web based games.  In asynchronous games, when a player interacts with another player, the second player's part of the interaction is handled by the computer.  Otherwise, the asynchronous games are similar to real-time.

Turn-based

Turn-based scheduling is the single most popular scheduling method for games.  A vast majority of tabletop games use turn-based scheduling.  Many older video games use turn-based scheduling, and even some new ones use it.

The advantage with turn-based scheduling is that everyone has time to think about their decisions.  The game is not always won by the player that can react the fastest.  Turn-based scheduling gives the players time to think before they act, and it does not discriminate against people that need more time to consider their options.

The disadvantage with turn-based scheduling is that it can make the game go slowly.  One slow player can waste the time of everyone else.  When there are more than two players, everyone ends up spending most of their time waiting for other players to complete their turns.  In face-to-face games, players who are waiting can at least interact with each other.  In video games though, this can make the game feel impersonal, and it can make games feel like they are dragging on.  In addition, if one player needs a bathroom break, walks away to make a sandwich, or even has a serious medical issue, other players may not know, and they may end up wasting a lot of time waiting for an inconsiderate player or even for a player that is no longer able to play.  The market for turn-based multiplayer video games is not very big as a result of this.

Simultaneous Mode

Simultaneous mode is a name given to this scheduling method by the old DOS game Scorched Earth.  In the game, this was an optional scheduling method that could be selected instead of turn-based.  Players would take turns lining up their shots and firing, but the shots would not actually be fired until the last person had finished.  Once everyone had taken their turn to setup their shots, all of the tanks would fire at the same time.  This altered the strategy of the game a bit, because a shot that hit a specific tank before another could change the position of that tank, causing the second shot to miss.

Taking turns giving orders is not an essential part of this scheduling method.  This was the result of the limitations of having multiple players using the same input devices.  With simultaneous mode, all players can issue their commands at the same time, if the user interface permits it.  The important part is that all commands are queued until everyone is done issuing commands.  Once everyone is finished, the commands are carried out at the same time.

The biggest advantage with simultaneous mode is that no one has an advantage from going first or a disadvantage from going last.  If players are using different input devices (such as playing over a network), the strategy of the game also changes, because no one knows what commands anyone else has issued until they are executed.  Simultaneous mode is more realistic that turn-based, though it is important to keep in mind that realism is less important than making a game fun.

The disadvantage of simultaneous mode is that it can be technically difficult.  Some games may have situations arise where two players issue commands that ultimately cause some kind of clash.  The game designer or developer has to decide how to handle these cases.  Also, while simultaneous mode can reduce the downtime of players waiting for each other, when done over multiple input devices (like networked computers), everyone else may still end up having to wait for a slow player to finish issuing orders.

Real-time

Real-time scheduling is currently one of the most popular scheduling methods for video games.  With real-time scheduling, there are no turns.  The game advances at a set rate, and players interact dynamically as needed.  If the game does not get any input from a player at a specific time, the game continues to progress, assuming that the player did not want to change anything.

Real-time video games can be easier to design and develop than turn-based video games.  Real-time games lend themselves to mathematical sets of rules that always apply equally (like physics).  Turn-based games tend to encourage context based rules that require a lot of custom coding of game elements (Chess is a good example).  Real-time games reward quick decision making, and they often reward good micromanagement as well.  In a real-time game, no one has to wait for anyone else to provide input.  The games are generally fast paced, and filled with action.  Real-time games are popular because they don't give the players time to get bored.

Real-time games often reward quick decision making and micromanagement more than good strategy.  Statistics show that people who issue commands more frequently tend to do better in real-time games than people who have good strategy.  Real-time games can be limited by the performance of the computer they are being played on.  The constant action without much time to think can be very challenging for new players, and casual gamers tend to prefer turn based games that can be played at a more leisurely pace.  Also, real-time games typically require significantly more animation than other scheduling methods, which can be a burden on graphics budget and development time.

Asynchronous

You won't see this scheduling method discussed a lot, but it is quite popular in browser based multiplayer games.  Asynchronous games generally have some real-time elements, but they handle interaction in a one-sided way.  These games may handle things like building, movement, and resource generation the same way a real-time game would, but when players interact with each other, half of the interaction is handled by the computer, not by the player.  Good examples are combat and trading.  In an asynchronous game, when a player attacks another player, the attacking player controls the combat.  The computer will handle the defending player, generally based on skills, stats, and equipment.  Trading never happens directly in an asynchronous game.  One player will put up goods for sale somewhere, and another player will eventually come and buy the goods.  Interaction occurs whenever one player interacts with another, but the first player controls the interaction, and the second player's part is played by the computer.

The biggest benefit of this scheduling method is that player interaction can occur fairly even when  one player is not present.  It is used commonly in browser based games, because of this.  HTTP is not conducive to direct interaction between people.  In non-game contexts, interaction usually works as informal turns (turns are taken, but there are no rule about order of turns), where one person says or does something, and then someone else (or even the same person) responds.  In settings where fairness is not defined by whether or not everyone has equal chance (email, forums...), this works well.  In games though, equal chance is important.  In a video game though, it is unreasonable to wait for everyone to take their turn when you have hundreds or thousands of players.  Real-time could solve this, except that HTTP does not allow the server to push data to the client.  The client has to ask before the server can send.  This means that the game has to ask for update many times per second, or the client will always display obsolete state data.  Asynchronous games handle this by making the game work more like internet forums.  Players can act when they have time, without needing anyone else to be present in the game.  Fairness is enforced by making all player-to-player interaction asynchronous whether both players are present or not.

The problem with asynchronous scheduling is that it can give one side a disadvantage in some situations.  For example, in combat, an attacking player might be able to attack and retreat at will, allowing him or her to attack, retreat, heal, reload, and then attack again, while the defending player is not present.  This could allow a weaker player to defeat a stronger one, while the stronger player is using the bathroom or away from the game entirely.  One way to mitigate this is to have safe, non-combat zones that players can hide in when they are away.  Some games make player characters disappear when they are logged out to avoid this problem.  Some give players the ability to opt out of PVP.  What is important is that something is done to prevent this.  Another cost is that even with an asynchronous schedule, your client may still need to request updates from the server periodically, because there are still processes that are happening in real-time.


Scheduling often depends on technical limitations.  A game for slower computers (mobile devices, for example) may need to be turn-based or simultaneous mode just to run well on the device.  A networked game using a stateless pull based connection (HTTP) may have to be asynchronous, because the technical limitations would make the game unplayable otherwise (now days, most browsers support websockets, which are two-way push based communication, which allows for real-time games in the browser).  It also depends on the style of game and your target audience.  Players that like constant action will likely not be very interested in anything that is not real-time.  Casual players may prefer anything but real-time.  Desired design and development speed may also play a role.  Turn-based and simultaneous mode games can be more technically challenging than asynchronous or real-time games, while asynchronous and real-time games may be more difficult to debug.  A major factor in choice of scheduling model should also be how you want the game to feel.  A real-time game will feel more immersive.  A turn-based game will often feel more casual.  An asynchronous game can feel like it is limiting the control the player has over his or her own character, but it may also feel like a balance of immersive and casual.  Even the number of players can have an impact on this decision.  Turn-based and asynchronous lose most of their downsides when used with a single player game.

Scheduling is not something to be taken lightly.  It can have a significant impact on the quality of your game.  Scheduling is often predetermined based on the technical limitations of the platform the game will run on, but when you do have a choice, choose carefully.

Friday, April 1, 2016

Video Game Design: Game Economies

Many games use some kind of resource or currency.  How the game manages these resources can have a major impact on many aspects of game play.  Games that flood the economy with resources can dramatically reduce the influence of skill on the outcome of the game.  Games that starve the economy can take a very long time to finish.  Poorly designed game economies can also limit the number of effective strategies for winning.  In games where resource management is important, it is essential to have a well managed economy.

Sources and Sinks

In most game economies, there are sources and sinks for resources.  For the rest of this article, I will call resources money, because the primary resource in most games is some kind of currency.  This applies to non-monetary resources as well though.  Money sources are places that players or characters can obtain game money.  Money enters the game economy through sources.  In Monopoly, the main money source is getting $200 for passing Go.  There are also money sources among the Community Chest and Chance cards.

Money sinks are places where players can spend money.  Money sinks remove money from the game economy.  In Real Time Strategy games, creating buildings and training units are money sinks.  In Monopoly, taxes and some Chance cards are money sinks.  Also, the interest for mortgages and the fee for getting out of jail are money sinks.

Money sources and money sinks are the tools of economic control and resources management in games.  Controlling the sources and sinks can control the amount of resources in the game economy.

Open Economies

There are several basic types of game economies.  The most common is the open economy.  An open economy is an economic system that allows money to flow into and out of the economy.  In an open economy, no one typically keeps track of any money that is not in the possession of the players.  Outside of trading with other players, if the players gain money, it is created on the fly, and if players spend money, it is destroyed.  No one cares about money that is not owned by the players.  Monopoly is an excellent example of an open economy.  No one cares how much money the bank has.  If the bank runs out, the rules require more money to be created.  When money goes into the bank, no one keeps a ledger (except, possibly, to detect cheating, but this is about how much the players have, not how much the bank has).  In Monopoly, money is not literally created and destroyed, but it could be without making any difference to the game.

Open economies have several benefits.  The first is that they are easy to scale.  The economy will work fine with 10 players, 100 players, or 1,000 players.  Vendors or banks never run out of money, and in tabletop games with open economies, if they run out of the currency provided with the game, the players can just create more.  The second benefit is that no one has to keep track of how much money non-players have.  In tabletop games, this would not be much of a problem, but keeping track of how much money each vendor has in a video game could end up taking a lot of extra memory.  In general, open economies are the easiest to manage and the most flexible.

There are also some problems with open economies.  It is easy to have rampant inflation or deflation.  Players can easily hoard money, which results in high level characters having enormous amounts of money.  The resulting inflation can make the game harder for low level characters.  The most obvious resolution is giving the lower level characters larger rewards, but this drives the inflation even harder.  On the other side though, a few especially motivating sinks can result in players spending everything very quickly, which can cause rampant deflation instead.

Open economies are the most common type of game economy, because they are scalable, easy to implement, and can be controlled, but the cost is that they must be carefully balanced and controlled, otherwise they can rapidly decay toward inflation or deflation.  Thankfully, they are fairly forgiving.

Closed Economy

Closed economies are extremely rare in video games and uncommon in tabletop games.  Most tabletop games have rules that allow the creation of additional currency, should the players run out.  I cannot think of any mainstream games with closed economies, but there are at least a few tabletop games with closed economies.  Closed economies have a fixed amount of money in the economy.  No money can enter or leave the economy.  In most games with closed economies, the players start with all of the money, and it is only traded between players.  This is not necessary to a closed economy though.  Some of the money can be in a bank, or it can be owned by other non-player entities.  The important part is that the total sum of all money in the game never changes.  If there is even one source or sink, then the economy is not a closed economy.

Closed economies must be balanced during game design.  If a closed economy is well balanced during the design phase, then nothing additional is required to keep it balanced.  This is probably the biggest benefit of a closed economy.  Closed economies can also be used to create a unique game play experience.  Having limited resources can require players to work together, even if they are competing.  A player that hoards money may end up stalling the game, because no one else can progress.  Of course, if the objective of the game is to get the most money, then hoarding is the point, which can make things even more interesting.

Closed economies are not scalable.  Tabletop games can work around this by scaling before the game begins.  Most tabletop games with closed economies give each player a certain amount of starting money.  The total money in the game is naturally scaled this way, as more players means more money, and fewer players means less money.  In video games, where players may come and go during the game, this is not a viable solution.  This is not a closed economy, because new players become one shot money sources.  With a true closed economy, adding or removing players during the game would not change the amount of money in the economy.  Eventually money could become incredibly rare, because there is not enough money for everyone to have some.  A mass exodus, on the other hand, could cause rampant inflation, and now the game developers also have to figure out where to put the money the exiting players owned.

There is a genre of games that are typically a sort of "half open, half closed" economy.  This genre is real-time strategy.  The entire WarCraft RTS series and StarCraft 2 have no money sources (players harvest resources from non-player entities that have limited amounts), but they do have money sinks.  The reason StarCraft is not in this category is that even once the gas geysers are empty, they can still produce small amounts, which makes them sources.  These RTS games do have sinks though.  All resources spent exit the economy permanently.

Closed economies seem to have the best application in tabletop games where the limited resources are deliberately intended to create scarcity and stimulate player interaction.  This application may also be extended to single player video games or multiplayer video games where the number of players is static.  Closed economies do not work so well in video games where the number of players is constantly changing.

Scaled Economy

Scaled economies are also quite rare, but they can resolve some of the problems with closed economies.  Unfortunately, they come with their own problems.  Scaled economies change the amount of money in the economy to fit the number of players.  In tabletop games, it is possible to combine closed economies with scaled economies, by starting each player with a set amount of money.  Session based video games, where a game has a set number of players (and generally a finite duration), can have scaled economies that are also closed, but I don't know of any that actually do this.  In video games, scaled economies would be economies where money only enters the economy as new players join, and money only exits when players leave.

Scaled economies can relieve the scalability problems with closed economies, by scaling money in the economy to the number of players.  It can also avoid the long term balance requirements of an open economy.  In some kinds of games, scaled economies may also have value as a novel game mechanic or even as a central part of the game.

Scaled economies in video games come with a lot of challenges.  When a new players joins the game, where does the money that comes with them go to?  If the amount of money has a high value, just giving it to the player can prove problematic.  New players may start the game with so much money that the early game is not challenging enough.  The money could be split between vendors or given to a centralized bank, if such a mechanic exists.  This might be better, but there still must be ways for the players to eventually obtain the money.  The second problem is, what happens to the money when a player leaves the game?  If the player has a lot of money, the excess may need to be distributed.  If the player has little or no money though, where will the money being taken out of the economy come from?  The last major problem with scaled economies is, what happened when a vendor or bank runs out of money?  If the money is transferred from other non-player sources, what happens if all of the money is owned by players, so there is no other non-player source?  The vendors could stop buying stuff until they get more money, but that could cause grief for the players.  Several hoarders could ruin the game for everyone else.

Just like closed economies, scaled economies require a lot of up front design to establish balance.  Unfortunately, it is not always possible to achieve perfect balance.  If you get players that are hoarders, you can still run into problems.  There are ways to mitigate this problem though.  Overall, scaled economies are best for games with a fixed number of players that all start the game at the same time.

Trading

Trading between players does not add money to or remove money from the economy.  Not all games should allow trading between players, but certain types of multiplayer games with a cooperative element tend to attract players that expect to be able to trade.

Trading can add an element of game play that will attract a different kind of player to your game.  Many games focus on a specific type of gamer, but there are people who prefer a more laid back gaming style.  Some people just prefer things like trading over the action and combat that is so common in games.  A quality trading mechanic can attract these players to a game, and this can make the overall experience better for everyone.  Also, trading allows players to buy or sell items to other players instead of interacting solely with NPCs.  This can create a more social atmosphere in the game, which is generally beneficial.

Trading can be difficult to implement.  In older games, trading would often be done by dropping money and items on the ground.  This often made it possible to cheat other players by picking up both the money and the item and running away.  As game interfaces evolved, trading systems were created that allowed direct trading, where both parties had to agree to the trade, and it was impossible to run off with everything.  This still required the characters to actually meet at a common location, which became more and more inconvenient as game worlds got bigger.  Many massively multiplayer games now have some kind of centralized trading house system, where players can post items for sale, other players can buy them, and the game facilitates all of the trading.  This has allowed bigger games to develop robust economies that can be studied and compared to real world economies.  This also provides places for economic experimentation that might not be considered ethical in real-life economies.

A trading can be a valuable addition to a game.  Players enjoy trading, and some players enjoy trading more than other aspects of the game.  Trading can also take considerable work to implement though.  It is important to consider the type of game and your target audience when deciding whether to implement a trading system and how it should be designed.

Economic Control

Even closed and scaled economies need an economic control scheme in multiplayer video games.  Even if the money in the economy is static, players can still hoard money or spend until all of the money is owned by non-player entities.  Balancing a game economy can be difficult, but it is much easier when you understand your tools.

In-game Consumables

In-game consumables are things that players can buy and consume.  They act as player level money sinks (taking money from players but not necessarily out of the economy).  To be successful though, consumables have to be valuable enough that players are willing to spend game money on them.  If players are hoarding money, high value high cost consumables can be an effective way of drawing hoarded money back into the non-player part of the economy.

Permanent Items

Permanent items are in-game items that cannot be discarded or destroyed.  They can be traded though.  Permanent items are useful when there is too little money owned by players.  If an item is valuable, but it is no longer useful to a player, it can still be traded to lower level players that might find it useful.  If this trading reduces spending that puts money in the non-player economy, it will help to keep money in the player side of the economy.  To be effective, these permanent items must be worth using, and they must be finite (otherwise people get frustrated that they cannot get rid of them).

"Soul Binding"

World of WarCraft has an item attribute labeled "Soul Bound."  Soul bound items cannot be traded to other players.  They can only be sold to NPCs or destroyed for materials.  This mechanic is not unique to Wow.  Soul binding does two things.  It can keep valuable reward items out of the hands of characters that have not earned them.  It also brings more money into the player economy, because the items can only be sold to vendors.  In an open economy like Wow, this just increases the money in the economy.  In closed or scaled economies, it moves money from the non-player economy into the player economy.

Unique Items

In some games, unique items are rare items that any player can only use one of.  In this case though, we are talking about permanent items that are literally unique.  There is only one or a finite number of them, and they cannot be destroyed or created.  Unique items can be collected, hoarded, or passed around.  They may or may not have practical value in the game.  This keeps any money used to trade them in the player economy.  Like permanent items, they may get passed around because they cannot be destroyed, but they typically have greater value because they are also rare.

Crafting

Crafting solves a common problem that is often overlooked, but it has to be implemented correctly to be effective.  Crafting allows players to add items to the game.  When these items can only be sold to non-player entities (either because they are soul bound or because they are not valuable to players), this can be used  to bring money into the player economy.  When these items can be sold to other players though, they can be used to influence the distribution of wealth.  When low level characters can craft things that are valuable to high level players, this can draw wealth downwards.  Combining crafting with consumable items can create a long term draw that helps keep wealth distributed more evenly.  This is not useful in all games, as many expect high level characters to be significantly more wealthy, but in scaled or closed economies, this can be useful to mitigate hoarding.

Economic Abuse

As a game developer, you will have to deal with players who find ways to abuse your economic system.  Game economies rarely have the level of regulation required to keep real world economies running smoothly and fairly.  It is not even reasonable to expect game developers to do that kind of work.  This means that game economies are often open to kinds of abuse that have been problems in historical real world economies.  In addition, because game economies are not controlled by natural processes, other types of abuse are also possible.

It is important to realize that most game economies are very different from real world economies on a microscopic level.  Game characters don't generally have to pay rent, eat, or replace worn out clothing in video games.  This means the stakes are much lower.  A corrupt businessman in a game world is unlikely to cause the death of large numbers of characters out of negligence or greed.  This does not mean that players focused on the economic element of the game cannot make things difficult for other players though.  On the other hand, the low stakes also allow experiments to be conducted that would be unethical in real life!

Many years ago, I conducted such an economic experiment in World of WarCraft.  At the time, Wow gold was much more valuable than it is now (I did say open economies are prone to inflation).  It was considered unusual at the time for a level 30 player to have even one gold.  I managed to get over 400 gold before I reached that level.  It turned out to be such a big deal that I was approached by people at work who wanted to know how I had managed it (I still don't know how they found out).

I will explain how I did it.  I started by mining a lot of copper ore.  The selling price for this material averaged around 2 gold for a stack of 20 ore on the Wow Auction House.  After selling a fair amount, I found I had around 20 gold.  I realized that I could buy most of the cheap copper stacks and sell them for a higher price while still undercutting the competition, at a small profit.  I did this, and it did not take long before I could afford to buy out everything listed below 5 gold a stack.  This raised the minimum price to just under 5 gold a stack, and I was the one selling it all.  Over the next few weeks, as I amassed more wealth, I was able to buy out even more, and eventually I had the minimum price at 8 gold a stack.  I also had around 400 gold.  I never really had to worry about money, because at the time, that was more gold than even significantly higher level characters had.  I did not actually even realize it was a big deal until people started making a big deal out of it.

From a real life perspective, what I did was to establish a monopoly on copper and then use that monopoly to force people to pay exorbitant prices for it.  To be clear, this is illegal in most countries, but it is not illegal in Wow.  For me, this was a good learning experience, both on an economic level and a social level.  Had I logged the entire process, it might even have value as an economic study.

The point of this is, game economies can be abused, and as a game developer, it is important to consider things like this.  In most games, it does not make a huge difference if someone like me establishes a monopoly like this, because no one is going to starve because of it.  In a video game, something like this is a minor inconvenience, and the worst it will cause is annoyance.  I could easily have done worse though.  With enough gold (and given a few months of this, I could have had plenty), I could have shut down the copper market entirely, by consistently buying out everything until I ran out of money.  I could also have crashed the market by putting a lot of copper on for extremely low prices (in fact, I would like to try this one, at some point).  As a game developer it is important to consider whether you want to permit this behavior or not and what you might do to prevent it.


Economics in games can be quite a difficult task.  It is easy to end up with very unexpected results. Monopoly is a perfect example of this.  It turns out the Monopoly economy is fairly well balanced.  The problem is that practically no one plays by the rules.  The biggest problem is how Free Parking is treated.  Most money sinks in Monopoly are diverted into the middle of the board, to be given to whoever lands on Free Parking.  It is not obvious, but this creates a problem.  Money keeps coming into the economy, but the money that is supposed to go out does not.  The end result is that the game often takes 5 to 10 times as long as intended.  Ironically, the thing people hate the most about monopoly is that it takes so long, but if they followed the rules, it would actually be much  better.  A balanced game economy can make or break a game, but even in tabletop games, the players can still ruin it for themselves.

Understanding different types of game economies and the tools that can be used to control them can make the task of creating a balanced economy much easier.



Video Game Design: Basic Game Design

Basic game design principles apply to both video games and tabletop games.  This article will discuss a range of things that are essential to successful game design.  We will look at the most important person, core mechanic, game state and visibility, scoring and victory conditions, complexity, play time vs rules time, randomization, and the balance between chance and skill.  We will also briefly discuss the value of narrative and iterative design.  Once you have finished this article, you should have a basic understanding of what makes a game well designed or poorly designed.

Most Important Person

It is easy for the novice game designer to get so focused on himself or herself, and his or her personal enjoyment of the game or the game design process that the player of the game is forgotten.  This generally results in a poorly designed game that is not very fun.

The most important person in game design is the player.  It is generally a good idea to identify the target audience of the game early in design, so you know who you are designing for.  Often, the game designer is a member of the target audience, but that does not excuse neglecting to consider the player.  The game designer is always biased, so it is essential to consider the target audience whether you are a member of it or not.

Core Mechanic

Choosing the Core Mechanic of a game should be the first step of the design process.  The Core Mechanic is what the game is about.  Some examples of Core Mechanics in popular games include world domination for Risk, colonization for Settlers of Catan, and bluffing in Poker.  Tabletop games should generally only have a single Core Mechanic.  Larger video games are often successful with several Core Mechanics, and done well, multiple Core Mechanics in a multi-player video game can result in a game that appeals to a broader range of players.

It is sometimes difficult to distinguish between the Core Mechanic of a game and an implementation detail.  For example, sneaking might be an implementation detail of a game that has stealth as it core mechanic.  Another implementation of stealth could be hiding information.  If you had not read the previous paragraph, you might have thought the Core Mechanic of Poker was gambling, but the gambling is just an implementation detail.  The real Core Mechanic of Poker is bluffing.  The gambling element just adds motivation and reward to the game.  Sometimes, the line between what is a Core Mechanic and what is implementation is very fuzzy.  The thing to keep in mind is that the Core Mechanic is more general and does not limit or define how it will be implemented in the game.

The last important thing to keep in mind about the Core Mechanic is that it should be something that the player can influence.  Randomness or a random process is a poor Core Mechanic, because the player cannot make meaningful choices that affect it.  The Core Mechanic should be something that gives the player choices.

Game State

Any game needs to keep track of some kind of state.  In Risk, game state is defined by the number and position of armies on the board, the cards each player holds, the number and order of cards in the deck, and which player's turn it is.  In TicTacToe, the game state is defined by the position and number of Xs and Os on the board, and who's turn it currently is.  In Poker, game state is defined by the cards in each player's hand, the order of cards in the deck, what cards may have been discarded, the amount currently in the pot, the current bet, how much each player has left, and who's turn it is.  In video games, tracking game state can require storing a lot of data.

Players should be able to change game state in meaningful ways.  Making choices is an essential part of a well designed game, and those choices should influence the outcome of the game.  This adds an element of skill to the game.  There are some successful games where players cannot make any meaningful choices at all, however, they are really only enjoyed by children, who don't know any better.

Candyland and Chutes and Ladders are the perfect example of games where players don't make meaningful choices.  Candyland uses cards to randomize the outcome of the game, and once the deck is shuffled, the outcome of the game is already decided.  Chutes and Ladders uses a spinner, but there are no meaningful choices associated with a spinner.  The outcome of the game is still random.

Aside from young children, most people expect their games to require some element of skill.  For a game to require skill, the players must be able to make choices that affect the outcome of the game in a reasonably predictable way.

Visibility of the System

Visibility is about game state.  If the players cannot see at least some part of the game state, the players cannot make meaningful decisions.  The amount of visibility necessary depends on the game though.  A good rule of thumb is to make as much of the game state visible as possible without giving anyone an unfair advantage or otherwise interfering with the fun and fairness of the game.

There are three visibility levels of game state.  The first is public information.  Public information is visible to everyone.  In Risk, who controls what territories is public information, and how many armies each player has on each territory is public information.  In Poker, the only public information is how many cards each player has traded in and how much money each player has left, and in Texas Holdem, there is also one card that is visible to everyone.  (One might argue that tells are also public information, but tells are not part of the game itself.)

The second level of visibility is private information.  Private information is information that some players know but others do not.  In Risk, the cards you have in your hand is private information (the number of cards you are holding is public though).  In Poker, the cards you have in your hand is private information, and the cards you have traded in is private information.  Private information has value in many games, where knowing what everyone has would ruin the strategy of the game.

The third level of visibility is hidden information.  Hidden information is information that no one knows.  In both Risk and Poker, the order of cards in the deck is hidden information.  As a rule of thumb, hidden information in a game should be minimized, but there are some places where it is essential.

When deciding how visible information should be in your games, consider how making the information more or less visible will impact the game play and the strategy.  If it does not make a lot of difference, make the information public.  If it does make a lot of difference, choose based on what works best for you and for the player.  Often the best choice is the one that keeps the game the most simple, but sometimes complexity is necessary or even good.

Scoring and Victory Conditions

This is, perhaps, the most important part of a game.  Fairly early in the design of a game, you should be thinking about how scoring will work.  What metric can players use to tell who is winning?  In most games, players should at least be able to roughly estimate who is ahead, so they can focus on stopping or slowing down the leader.  If nothing else, they should know who they need to keep up with.  Scoring should usually be some kind of game state that is public information.  Common scoring metrics are points, position on a game board, or lives.  In Risk, the scoring metric is a combination of territories controlled, armies on the  board, and some specific details on which territories are controlled (complete continents are more valuable than scattered territories, and some continents are more valuable than others).  In Poker, the scoring metric is money or chips.

It is not always bad to have private scoring metrics, but they should be used sparingly.  Settlers of Catan has some special cards that give victory points that are not visible to opponents.  In most cases though, they will only make a significant difference if the game is close.  This is a successful use of a private scoring metric that is used sparingly.  There may be exceptions to this for certain Core Mechanics.  For example, in Clue part of the strategy is to avoid letting your opponents know how close to winning you are.

Victory Conditions define what ends the game.  Whoever satisfies the victory conditions first wins.  The most important thing about victory conditions is that the game has them.  Victory conditions should be fairly simple.  It should be obvious when someone has won.  In most games, the victory conditions are the same for all players, however there are some exceptions.  Castle Risk is a variation of Risk where each player draws a card with victory conditions for that player, and each player's victory conditions are private information.  Ankhmorpork, a game based on Terry Pratchett's Discworld series, has each player draw a "personality" card with a fairly unique victory condition (three personalities have the same victory conditions, the rest are unique).  In Ankhmorpork, the victory conditions vary wildly.  Part of the game strategy is to guess your opponents' victory conditions based on their behavior, and prevent them from winning before you.  The cost of having different victory conditions for different players is that it is more difficult to balance the game.

Complexity

Complexity is a two edged sword.  Too little complexity in a game minimizes the number of viable strategies.  To much complexity limits your market.  Games like Dungeons and Dragons, Magic: The Gathering, Cribbage, and even Chess are so complex that they only appeal to a limited market.  Casual gamers tend to prefer games like Checkers and TicTacToe, because the rules are simple and the strategy is simple.  Casual game players don't want to spend a lot of time learning rules.  A very complex game will only appeal to a small market of gamers, however if your goal is to get into a niche market of gamers that like a particular kind of complexity, then complexity is necessary and valuable.

There are different facets to complexity that may affect the market for a complex game.  Some games, like Cribbage and Dungeons and Dragons, have complex rules.  Most people don't want to spend a lot of time memorizing complex rules.  There are exceptions though.  Some people prefer a high level of realism in their games, and high realism requires complex rules.

Games like Chess have very simple rules, but the strategy of the game is complex.  Many people don't want to work that hard when playing a game, but some people love complex strategy.  One advantage of strategic complexity in a game is that it opens up more options.  Strategically simple games tend to have only one effective strategy.  Games like Chess have many strategies, and the player often has to adjust strategy dynamically to keep up with a skilled opponent.  This can result in a more interesting game that constantly presents new surprises and challenges even after playing hundreds of games.

Complexity in a game should be tailored to the target audience.  If you design a game for one audience but give it a complexity that appeals to a different audience, you may find that there is no market for your game.  This is one place where the player is definitely the most important person.

Play Time versus Rules Time

To much complexity in rules can lead to another problem.  One of the biggest offenders here is Dungeons and Dragons.  One fight in this game can take 30 minutes to an hour, and most of that time is spent doing math and looking up rules.  Each time a player moves, the distance has to be compared to the character speed.  Each attack requires the roll of a die, adding some modifiers, then adding modifiers to the opponent's armor class, and then comparing the two results.  Certain combat actions require both sides to roll, with additional math.  In a combat scene that is supposed to be an action scene, most of the actions are interrupted with long breaks to do some math to figure out what happened.  It can get pretty boring waiting for other players and the DM to do all of the math, and then you get your turn which consists of 2 seconds of action and 30 seconds or more of math, and this does not even count things like casting spells that require looking up a bunch of rules in a thick rule book.  If the rules of a game are too complex, you can end up spending more time with the rules than playing the game.

To be clear, this is not about learning the rules, and it is less about looking up rules than applying them.  Games can reasonably take many hours to learn the rules and still be designed well enough to attract a lot of players.  Games like Chess and Settlers of Katan take most players several games to learn all of the rules, but once a player knows the rules, very little time has to be spent on then afterwards, and they are simple enough to recall that those with experience never have to look anything up.  Magic: The Gathering has a whole rules pamphlet, and new players can take years of playing the game before they fully understand the intricacies of the rules, but the rules time in the game is mostly spent on quick numerical comparisons during combat and tracking the order in which spells were played.  The complex rules that take a long time to learn do not really interfere with the playability of the game, and the time spent during game play on applying rules is very low.  A game can have rules that take significant time to learn without having much rules time during play.

Two metrics can be used to measure rules time in a game.  The most important is how much time an expert, who has all of the rules memorized, spends applying rules.  In Chess, Settlers of Katan, or Magic: The Gathering, a person who knows all the rules perfectly does not need to spend more than a small percentage of the game time applying rules.  In D&D, even an expert who never has to look up a rule will spend 20 to 30 seconds per combat action taking measurements, rolling dice, and doing math, compared to only a few seconds to describe what the character is trying to do.  The less important (but still important) metric is how much time is taken looking up rules.  This is less important, because players can memorize rules, and rules that are looked up frequently will eventually be memorized, due to frequent use.  In addition, in games like D&D, rules can be looked up before they are needed, eliminating most of the interruption.  On the other hand, if even veterans frequently have to look up rules, this might be an indication that you have too many or too complex rules for your players to be expected to remember.  This is not so much an issue of rules time, however, as just excessive complexity.

It can become a problem when players end up spending more time looking up rules and doing math than they do playing the game.  Some games are designed like this on purpose, because the rules and math are the game.  Cribbage is  great example of this.  The Core Mechanic of Cribbage is pattern recognition, and most of the game is spent looking for patterns and counting up points for the patterns you find.  Cribbage is not exactly a wildly popular game, because most people don't enjoy this.  Like complexity, this can be valuable when targeting a niche market that enjoys this, but most people prefer games where most of the time is spent in the action instead of the rules.

Randomization

Randomization is a valuable tool in many games.  Games that are purely skill based can be frustrating to get into, because initially everyone is better than you and consequently you always lose.  This is actually fairly common with Chess.  Many people give up when they realize that everyone else is better than them.  Constantly losing does not motivate anyone to keep playing.

Randomization gives the less skilled player an advantage.  Well designed randomization will still allow the more skilled player to win most of the time, but it will give the less skilled player a chance.  Too little randomization will not allow newer players to win enough to keep them motivated.  Too much randomization will eliminate the need for skill, which will reduce the motivation for people to continue playing the game.  The ideal balance will depend on your audience though.

Tools commonly used for randomization in tabletop games include coins, dice, spinners, and shuffled decks of cards.  The choice of which to use depends on many factors.  Some are more readily available, others are easier to use, and some are cheaper than others.  If you need a lot of options with a flat distribution, cards work well (though, distribution can be tailored by including multiple copies of some cards).  Spinners work well when you need something other than numbers, but not so many options that you need cards.  Dice and coins are easy to use, and using multiple dice or coins changes the probability of the results.  A single die has a flat probability distribution, but multiple dice favor the average result.  The more dice, the more the average result is favored and the less likely extreme results are.  In video games, pseudorandom number generators are used, and they can be tailored to almost any distribution fairly easily.

Randomization can lead to complications.  With cards, probabilities change dynamically as cards are removed from the deck.  In games like Poker, where the specific cards removed from the deck is private knowledge, this can make strategy more complex.  The problem is that this is not obvious to most people.  Also, when doing things like rolling multiple dice or having players roll against each other, unexpected trends can result.  For example, in Risk, in battles with small numbers of armies, the defender has a significant advantage.  The attacker needs around twice the number of armies for good odds of success.  In battles with large numbers of armies (more than 20 or 30), the attacker has enough of an advantage to have good odds of success with merely equal numbers of armies.

It is generally a good idea to play test and experiment a lot when working with non-trivial probability, because it is easy to end up with unexpected results.

Chance vs Skill

Balancing chance and skill in a game is complicated, but it is an important factor in making a good game.  The reason it is difficult is that it depends on your target audience.  Children tend to prefer more chance and less skill.  Teens and adults are more likely to want a balance that favors skill more.  It also turns out that culture has an impact.

Europeans seem to prefer more skill based games.  They prefer not to rely as much on chance.  Americans tend to prefer more chance.  They seem care less about skill in games.  It is important to know your target audience, because there are too many factors to easily guess.

The most important value of chance is as an equalizer.  Chance gives players with low skills the chance to occasionally win against more skilled players.  It also allows for variation in games between players with skills that are close to the same but not quite identical.  Chance keeps the game challenging, even for skilled players, while keeping the game motivating for less skilled players.

Meaningful Decisions

Skill in a game requires the players to be able to make meaningful decisions.  This encompasses many of the previous topics.  There are several requirements for the player to make meaningful decisions.  A meaningful decision must be able to influence the outcome of the game.  For a player to make a meaningful decision, the changes caused by the decision must be visible.  If the changes are not visible, then the decision cannot be meaningful, because the player cannot learn how the decision affected the outcome of the game.  Skill in a game is gained by making decisions and seeing how they affect the game state and the outcome of the game.

Meaningful decisions add realism to the game.  Just like a party photo on Facebook can ruin a job opportunity many years down the road, meaningful decisions in games can influence the state of the game many turns after they are made.  Even when parts of the game state are not visible, the game can offer things like hints, foreshadowing, or warnings to help players see how their choices are affecting the game.

Narrative

Narrative is not so much a game design principle as it is a marketing tool.  A game with a story is almost always more interesting than one without.  Some people like games specifically for the story.  A narrative for a game does not have to be something complex.  In Risk the narrative is that each player is a military leader trying to take over the world.  Without the narrative, Risk is just a game where the objective is to get at least one game pieces on each region of the board.  With the narrative, Risk is an epic war with massive battles between armies.  The narrative makes the game interesting.  Most games can be reduced to actions the players take to get points, control spaces, or get something to some location faster than anyone else.  The thing that makes games unique and interesting is the explanation of why the player wants to take the actions that will win the game.

Narrative can make or break a game.  A game that is just claiming spots on a board sounds much less fun than a game where players are trying to capture resources or land from other players to win a war, even if the game mechanics are identical.  Even Chess has a narrative (each side is an army trying to protect its king and capture the enemy king).  A strong and motivating narrative is an important factor in convincing people that a game is worth their money.

Iterative Design

Iterative design is a cycle of designing, analyzing the design, and then redesigning based on the analysis.  The first design for a game is almost never the best design, and often, it is not even that good.  Don't become attached to the original design for a game, or you will have a hard time spotting the flaws and a harder time redesigning to eliminate them.

For tabletop game design, the iterative design process starts with design.  The design process should be very collaborative.  Don't be afraid to ask for the opinions of people outside the group.  In the video game industry, many of the most successful games came from groups that asked everyone for their opinions, from the janitor all the way to the CEO.  This applies equally for tabletop games though.  Just keep in mind that you do not have to implement every suggestion, but at least consider the value of each one.  You might find that some minor suggestion from someone on the outside avoids or fixes a major flaw in your game.

Once a playable set of rules has been established, the next step is play testing.  Play testing with other members of the group creating the game is good, but it will only uncover the most obvious flaws.  Many game breaking problems are easy to miss when everyone playing is very familiar with the rules and the concept of the game.  The ideal play testing session includes people who are not familiar with the game.  The game creator or creators present should not be players.  Instead, they should observe and take notes.  They should not explain the rules unless asked (if the players are clearly struggling or if they start arguing, make an exception).  As the play testers play the game, take notes.  If the players have to ask for clarifications on the rules, or if you have to step in and explain, note that.  If the players appear confused about something or even entirely misinterpret the rules, note that.  You will almost certainly notice things that just don't work like you thought they would.  Note those as well.  Also, watch how the players respond to things.  If something seems to bother or annoy them, or if they just don't seem to be having much fun, write a note.

After play testing, it is redesign time.  If the game is irreparably flawed, it may be time to start over entirely.  More often though, the flaws identified by play testing just need a little bit of tweaking and fixing.  Be prepared to eliminate or significantly change things you thought were really good ideas.  Remember, the player is the most important person.  Your personal pride for your ideas won't fix a bad one, and it certainly won't make the game popular.  Sometimes you just have to cut ideas that looked really good on paper.  Also make sure to clarify the rules where necessary.  Many times, apparent flaws are the result of ambiguous or unclear rules.

Once the redesign is done, it is time to play test again, with new play testers.  It is important to go through this process as many times as it takes for the game to run smoothly and be enjoyable for the players.  Each iteration will refine and hone the game.

This process can change your game significantly.  It is not uncommon for the final product to be very different from the original idea.  You may even find that the result of this process is nothing like what you originally imagined.  If you followed the process correctly though, it will be much better than what you imagined.  If you find yourself disappointed by this, remember that the game is designed for the players, not for you.