Tales of the Rampant Coyote
Adventures in Indie Gaming!


(  RSS Feed! | Games! | Forums! )

Thursday, September 18, 2008
 
Game Design: Do Not Want!
Back when I was in college, I established a medievalist group in Provo, Utah. We were in the park every Tuesday and Thursday night, wielding padded swords and using a rule system based on that of Dagorhir - a group I'd been involved in as a teenager.

It was a lot of fun, and great exercise.

At first, it was only a few friends getting together on those evenings to smack each other with padded swords and daggers (which only resembled their real-world counterparts if you squinted really hard - in the dark). We used those weapons because - well - it was all we had made. We were starving college students, after all - spending $10 or $20 on materials to make a new weapon was pricey. I was making some chain mail by hand - usually while watching TV, but that took months to put together.

Slowly, other players began to join us. They heard about the activity in the park, and wanted to participate. We helped them make their own padded weapons, as well as making a few extra to pass around to first-timers who showed up. Soon we had groups of 20, 30, or even 40 people playing in the park twice a week. We got the cops called on us monthly - but soon they knew who we were, knew that those were the two nights they did NOT have to worry about gangs or drug dealers in the park. They'd respond to the call, note that it was us, and would sometimes hang out for ten or twenty minutes to watch us.

One week, several of us decided to make shields. Shields - like the weapons - were heavy padded things, for safety. But - they could be used to block weapons. When we brought them, a big cry came up from the group about how unfair they were. In fact, the first night, we faced something of a mutiny. Most players wanted shields OUTLAWED, forever, right then and there. They were unfair, they claimed.

Having played Dagorhir in my youth, where roughly half the fighters used shields - I knew better. I knew that they were not as easy to use as they seemed. I knew all kinds of ways to defeat people with shields. I couldn't believe that these kids were screaming at me to outlaw what I considered an integral part of the game. I refused. A bunch of people threatened to quit over it, but I don't remember if anybody did.

A few weeks later, there were lots of shields. Nobody complained about them anymore. It was part of the game.

Shortly after the shield incident, I'd finished my chain mail. Well, "finished" is a loose term - it was still evolving. I don't know that I ever finished it - it just went from being a chain mail vest to a chain mail short-sleeved shirt to a slightly longer short-sleeved shirt. And once again, the cries went up. Unfair, ruining the game, all armor should be outlawed, etc. etc. etc. Once again, I had considered armor to be an integral part of the game, having played similar rules systems back east. I ignored their cries, and also patiently explained to people that they couldn't just wrap aluminum foil over some cardboard and call it armor. It had to be the real thing. They hated that.

The armor took longer for others to adopt, but within a few months there were lots of folks running around in various types of armor, and it was an accepted part of the game - in spite of the previous cries that it should be made illegal.

By far the biggest cry of outrage came when we introduced bows and arrows to the game. The bows were restricted to no more than a 35 pound pull, and the arrows had very specific rules for construction lifted directly from Dagorhir. They had big padded heads on them which basically made them "Nerf Arrows." They were not the first missile weapons in the game, but they had better range and speed than the javelins, and they made the battlefield far more interesting. They made the shields even more important. They made mobility more important. They made the lives of archers very, very short. I knew from past experience that archers often spent more of their time fleeing than fighting. But they made the game more fun.

But no - the players demanded - multiple times - that archery be made illegal in the game. It was horrible and no fun and ruined the game. My ideas were a failure. Even though I told them they weren't my ideas, and I'd played with archers in the game for years, they refused to accept that. Either archery was going to go, or they were going to go. Period.

A few weeks later, not only had these players not left, but some of them were using bows on the battlefield. We had a lot of great times playing. And though I haven't played in years, I have heard that this little group has grown and is still thriving down there in Provo. They at one point joined an offshoot group of Dagorhir, and even have had battles with players from other states. And they are still playing in that same park, over a decade later. They don't know why they are playing in that park (it's because my old apartment was right across the street), and I doubt any of them have a clue who I am, or why I made the decisions I did.

And none of them, I think, know that most of what they play would have been outlawed if their predecessors had had their way.

I guess the moral of the story is twofold. First off, gamers often think they want things that they won't really enjoy. For example, I always think I want nothing more than to win all the time when I play games, yet that makes the games easy and boring. Then there one game we were working on where the players kept complaining that there wasn't enough ACTION. We cranked up the action of the level, only to have players complain that it was now way too hard - yet they still thought it was too slow without enough action. Then we moved things back to their previous level, and changed the music to something more energetic. Suddenly, the testers loved it, thought it was exactly right, and said things, "I don't know what it is you changed, but you nailed it! The action is much more frantic now, but not so difficult."

Sometimes it's trying to dig through what the players are saying to find out what they really want. Or - sometimes - it's just a reaction to fear and uncertainty, particularly when you are modifying a "live" game with participants who care about it. The MMO designers should know all about this particular issue.

Secondly - it doesn't take very much effort at all to draw the parallel to politics. As we entering the final inning of the presidential election year madness here in the U.S.A. With people suffering from an economy going into its irregularly-scheduled downward cycle with some pretty major repercussions in long-standing bastions of the financial institutions, to a lingering conflict in the middle east, to silly and trivial things like videogame violence, we have politicians outdoing themselves to outlaw this, regulate that, and to socialize this other thing. Because there's always that slim chance that this time, government intervention might not make a bad thing far worse.

Try not to be influenced by knee-jerk reactions, and try to dig past the surface to discover the real issues.

Labels: ,



Did you enjoy this post? Feel free to share it: del.icio.us | Digg it | Furl | reddit | Yahoo MyWeb

Comments:
I hail from a small southern town in which the only role playing type games available are those that you make up your self, and we made up a lot of them. Anything from guns to swords, we would make up rules and tweak them as we found things wrong with them. Even dungeons and dragons was unheard of when I was growing up, except on a CBS horror special that blamed D&D on some kid killing his step dad? Whatever?

Anyway, I have been kinda thinkin along the same lines here lately about nobody really knowing what they want. I mean, we all complain about Diablo and Diablo 2 ruining the industry at times, but we still play those games more than we will ever care to admit. :)
 
It strikes me that sometimes regulation is a bit like the shields in your game--people complain bitterly when the idea is introduced, but in the long run are better off for it. Both political crowds--anti regulation and pro regulation--can behave in just as knee-jerk a fashion. The world is too complicated and the challenges facing us too varied for a single, un-nuanced philosophy.
 
@code ugly: Yeah, I have a hard time being honest with myself about it sometimes. I mean - sure, I evangelize turn-based combat. But then when playing Wiz 8, I get really frustrated with the pace of the turn-based events. I remember feeling the same way playing the old Gold Box games, waiting for a room full of lizard men to all make their moves. I say I love it, and at times I do, but at others I wanna kick the computer at the same time. There could be some cognitive dissonance or something taking place there.

@anonymous: True enough - but there is a lot of bad law and policy that gets thrown around in the heat of a crisis in an effort to deal with public panic, shift blame, or simply appear pro-active which sometimes never gets taken off the books after there has been time to approach it with a cooler heads and the benefit of hindsight.
 
Cool story!

My painfully-earned philosophy about focus group testing:
* You should let focus groups give you feedback on your game in the state it's in.
* You should NOT let focus groups design your game!
 
I've run into the same things when building financial models and reporting packages for clients.

It's not just games where this is an issue.
 
Great post. Loved the story, having never seen a well ruled "LARP" system like that I am gratefull for the link.

The bit about game testers reminds me of something I read about "Mr.Robot" (man, I hope that is the game this was about) where all the play testers wanted an "Undo" key and the dev had no idea why or how it would work with the game. Then he actually sat them down and watched them play. What was actually happening was that the controls were slightly unwieldy causing the player to overshoot their target and land in some toxic slime- or push a block into a corner causing some block pushing puzzle to become unsolvable. So the dev went back and tweaked the controls and everyone was happy; some sort of "I don't know what you did, but its great" response.

You know I think I read that story on your blog the first time.../sigh
 
Same anonymous here from earlier, Mr. Coyote, and I quite agree, it does sometimes end up as bad law, but you kind of wandered into my area of expertise, so forgive me for getting a bit specific. I just think that sometimes "crisis law", if you will, is actually a good thing, since it is designed to deal with a specific issue, and is generally rushed so as to avoid the normal riders and special attachments which laws normally get. That does not mean all are good. But some rushed laws (in the current context, I am thinking of the Securities Act of 1933 and the Securities Exchange Act of 1934) end up being quite decent. You are quite right. We cannot act so quickly that we make mistakes, but moving with alacrity can be a good thing in game design or legislation. :)
 
Oddly enough, I happen to be one of the current leaders of that Provo group (Ered Duath is the chapter name).

I've been reading your blog for a while now and would have never thought you had anything to do with Battleguard (as it was called way back when).

Now, we are an elder realm (IE: we have voting rights in the national organization) of Belegarth.

Some things may have changed from the time you were down here, but the knee-jerk reactions to any change at all are still as present as they ever will be.

Wish you the best of luck (practice was last night, then I went to work, so I'm exhausted and going to bed) and keep your blog interesting.

- Reverend
 
Yep, Battleguard was - originally - me. And a handful of friends. I chose the name Battleguard because all the other names I came up with sucked.

Eventually, the politics drove me crazy. And I moved to Salt Lake, which made it harder to attend.

Jenerey (AKA ~J and Jana) has done a guest post here or two, as well as been active in the forums - she actually took over running the thing after I stepped down. She did a better job than I did, IMO. It was under her leadership that things like Western War and reaching out to other groups in other states happened. I think she stepped down right about the time the group was changing its name and joined Belegarth.

Actually - I think I saw the Belegarth folk at the medieval festival this summer. I was very tempted to impose and say hi to everyone. Not that anybody would know or care. :) I just think it's way cool you guys are STILL doing that. I never would have believed that it'd still be around and going strong seventeen years later. (And - OH! I just found a Wiki about you guys, and it actually mentions me. Wild!)
 
Yeah, we were at the Ren Faire this year. . . Ered Duath's annual event, Yestare, was being hosted there.

You should come down some time for nostalgia's sake and see how it's changed (or hasn't).

There are still a few "old-timers" that show up: Nashova and Koldar are the ones that first pop into mind, since they've been around since nearly the beginning.

- Reverend
 
@anonymous (Sorry for the late response) -

The ban on short sellers and the push to give Paulson control of $700 billion of discretionary newly-minted money is the sort of thing I worry about -- so I hope you are right.
 
My partner (a former Utahn in Provo) happened to bring up Battleguard today, and it sounded TOTALLY AMAZING when she explained it. Since we were with family (it being Christmas), I told her that immediately after we got home, we absolutely had to search for a Battleguard chapter hear in Houston. Unfortunately, my searches have brought up mostly WoW-related content, with the exception of your blog and some photos.

With your links to the Dagorhir rules, though, I think she and I will start up a Houston chapter.

I take my hat off to you. You, sir, are a genius.
 
Post a Comment

Links to this post:

Create a Link



<< Home

Powered by Blogger