A really good way came to me to explain what emergent properties are.
You know when you write something, like a story or a poem, and someone says “Oh, I really like the subtext about such and such.” And you think about it, and yeah, there is subtext about such and such, but you didn’t think about it being there when you wrote it. So you reply, “Thanks, that’s what I was going for.”
That’s an emergent property, and one of the best parts of game design as a creative field.
Speaking of which, I realized that I hadn’t shared the all-important 10:1 rule of game design.
First, out of every ten game ideas, one will be worth prototyping.
Second, out of every ten prototypes, one will be worth trying to get published.
Finally, out of every ten games you have that are worth trying to get published, one of them will get published.
(There’s also a possible extra one that says out of every ten games you get published, one will be popular. Even the greats Knizia and Moon have their share of unpopular games out there.)
On the topic of “game ideas”, I’ve internally coined a new phrase. It’s the “brute force” method of game design. Basically, there are game designers out there who are able to say “I want to make a game about X” and then proceed to build mechanics to make the game happen. Of course, playtesting often has to fix major issues with the game, but that happens to every kind of design.
You might be saying to yourself, “isn’t that what all game designers do?” To which I say, “I don’t…” This goes beyond the earlier discussion of how you start your design- with a theme, a mechanic or a component– and is sort of in its own realm. I think the great designers are able to take a theme given to them and then make interesting mechanics that relate to that theme. They are able to “brute force” great mechanics. Several close friends of mine are able to design this way, and yes, I’m totally jealous.
The downside to the “brute force” method is a similar complaint to designing with theme in mind. To put it bluntly, the mechanics aren’t usually very good. How many cereal boxes have you seen with a game on the back of them? And how many of them are very good? “Brute force” means that you have to shove all the way through to your goal, instead of focusing on how the game actually plays.
For example, let’s say someone with lots of money comes up to me and says “Dave, I want you to design a game about elephants running after ostriches.” I could spend a lot of time thinking about fun race mechanics, or balancing an asymmetrical strategy game. However, that’ll take a lot of time to come up with something I like and works and is interesting. If the guy said “you have two days, and I’ll give you thousands of dollars,” that wouldn’t be an option.
So I might take a hex board, get some elephant pieces and ostrich pieces, and say, everyone gets an elephant. Each person has a hand of cards that says, I dunno, that the elephants run a certain number of spaces in a certain direction. (I’m already thinking about stealing mechanics from other games, like the now classic can’t use the same card twice until you use every card in your hand.) Let’s also say that the ostriches are differently colored, and have a deck that dictates how they move, so you can see which ostriches haven’t moved in a while so they’re more likely to move. And let’s say it’s simultaneous play, where everyone picks their elephant card face down, and then they’re all revealed at the same time, but if elephants collide in their path, bad things happen. The game ends when all the ostriches are gone, and whoever has trampled the most ostriches wins.
I just came up with all of that just now while writing this. There, it’s a game, it has rules, it just needs a few details of what all the cards are. Is it any good? No… there’s no mechanics to distinguish it, probably doesn’t have very many interesting or non-obvious decisions, and as I was writing it I went “oh, look, I made a kingmaker problem.” With some playtesting I could probably get it to function, but I doubt I’d want to spend the energy if I wasn’t getting paid.
Of course, there’s an even more brute force ruleset for this theme. Place elephants and ostriches on the board. On your turn, roll some dice, and move that many spaces. If you land on an ostrich, roll a die to see if you trample the ostrich. If you don’t, it runs away a number of spaces equal to a die roll.
Neither of these- for me- produces a good game. I’d rather come up with some interesting mechanics that fit the theme, create the game about those mechanics, and built it all up into something great. And as I said, not all those who are good at “brute force” are bad at it, in fact, many of them produce great games using that method. Hopefully, one day, I will be able to “brute force” genius games all the time. Then I will make millions.
And you’ll be able to say, “I read his column way back when he couldn’t do that.”
drscotto says
So….
When do I get to play this game about Elephants trampling ostriches?
Oh, and why no stampede rules? I think adding stampedes could make this ridiculous game even more ridiculous! Besides, more ridiculous = more fun… a fact we very well know!
The Game says
The stampede rules would be for the inevitable expansion set, duh. 🙂
TheMainEvent says
I hope the American Idol card game has rules for sleeping with a judge.
Heathkit says
RE: The 10:1 rule:
I totally agree with the first two parts of this rule – 10:1 ideas vs. prototyping, 10:1 prototyping vs. presenting to publishers. But I’m not sure I agree with the third part – “out of every ten games you have that are worth trying to get published, one of them will get published”. Perhaps it depends on how how loosely you define “worth trying to get published”. But I actually feel that I’m going to be able to sell *every* game I design that makes it all the way to that final stage. Maybe it will take years to land a particular game, but if the game really has met my personal requirements of being “good” and “ready for publication”, I find it hard to imagine it never getting published. It took a couple of years to land Uptown, but I would have been shocked if it *never* got published.
Of course, this is all within the context of the current gaming landscape. I think that, in today’s world, Uptown was pretty much guaranteed to get published, as long as I kept at it. Ten years from now, maybe the gaming world will look very different, and the outlook for a game like Uptown wouldn’t look so certain.
Heathkit says
RE: Brute Force:
One thing I don’t like about “brute force” design (and why I don’t think I would enjoy working on commission), is that it doesn’t always allow a game to grow mechanically in unexpected directions. I really want to be able to explore the design-space of the mechanics, to find rules that create the most interesting and agonizing decisions, etc. I hate the idea of rejecting good mechanics or directions just because they don’t fit some theme, or some pre-determined marketing reason why the game needs to be a race-game, etc. I can just imagine playtesting your game and then coming up with some much better movement rules, but then having to reject them because the resulting game is clearly no longer about elephants running after ostriches.
The Game says
The get published 10:1 is the weakest because it deals with market stuff instead of just ideas. And it’s easier to subvert via self-publishing and whatnot. But still, it’s a tough market for most people.
And as for brute force, that’s basically what I was saying. Though if you design from a theme and around a theme, that’s not as much of an issue. It just means you probably won’t have a good *game* you’ll just have a theme. So I’m in total agreement, and the marketing stuff is one I’m running into more often nowadays.
Bartoneus says
Very interesting article, I take it as a subtle hint that you want me to stop telling you about every little game idea I have. 😛
The Game says
Actually, it wasn’t. But you do need to take your ideas and prototype them (which means having a ruleset that can be played instead of just ideas) and then I have a lot more to say about them.
Bartoneus says
A good read on prototyping: http://lostgarden.com/2007/01/project-horseshoe-report-building.html