Sunday, April 7, 2013

Pre-game customization

 Hello, For those of you who do not know me, my name is Indrek Klanberg, and I'm a young game-designer.  Currently I am finishing my first economy board game - Pactio. 

 Recently I had a discussion in Google+ Board game design community with another member about pre-game set-up. Both of us had different ideas in mind, but pre-game customization would be the thing to generalize both of our ideas. 

 My idea basically was that, at the start of game, players draft the political and power situation of a city. Basically the idea was for a sequence game for Pactio (www.pactioboardgame.com). The new game would not involve city building, but instead all players draft their initial buildings (for income and passive abilities), active abilities (you could use 1 ability each turn so they are as useful as much time you spend on them) and plot events (those are basically events that will take place later in the game, effecting all players, so you will want to draft events that synergise with your strategy). Basically all the 3 types of cards would be in the same deck, and you would have to decide, how much you need to focus on property, abilities and plotting. Then the scenery would be set and the struggle for power will start. 

 I started thinking a bit more about it and at first glance, it seemed to me that it might actually be something unique and I couldn't remember where it had been used before. But then I thought further.

 I don't think anything quite like that has been attempted before, but let's see what has done from a more general perspective (pre-game customization). Here's some examples: 

 1) Character creation - I think this is the most used pre-game customization. All RPG-s use it, starting from Dungeons and Dragons. Often it is the only RPG element in a strategy game. Usually however it is not very deep, as games tend to spread out the customization through the entire early game. Examples include choosing your class at level 10, choosing another focus class at level 20 etc. Often the pre-game customization boils down to choosing a name, race and appearance, for example Skyrim. The reason is simple, if you made the customization deeper, players would have hard time relating their choices to the game, might be confused and the flow of information might be just too overwhelming for some players at least. 

 However, I've missed from many games an opportunity for advanced start, meaning that once you've achieved a certain level/beat the game, you would unlock advanced start for your account, meaning you would have deeper customization, starting out as a more powerful character than first time etc. The purpose would be that while playing the game, if you have already played the game at a certain level, it is not fun any more to play it again from the beginner levels, so if you could advance customize your second character, it would be a time saver, and you could start off from a closer to your skill level, not having to waste time to try out a different tactic, or to simply find out if another class is more interesting to play (In guildwars 2, while being an otherwise good game, I just couldn't bother to level up another character, as the second time seemed to be just too... dull, especially considering how little skill was involved during the first 30 levels). 

 2) Magic the gathering drafting - I'm not sure how many of you have tried drafting in MTG, since it is pretty competitive, but basically it's an example where players spend around 30-50 minutes to make decks on the spot from freshly used boosters. Drafting is a separate game itself, with it's own strategy, meta, required skill-sets etc. So it's a pretty much a mini-game, that influences the outcome of MTG matches played after the decks are finished. In Swiss format, you play 3 matches with the freshly drafted decks.

 For some mtg players it is the most fun format, as it creates for much more freshness each time you play it, compared to constructed play (using pre-made decks from your entire card collection). Here, the pre-game customization goes very deep, and it is enjoyed by players, that are already deeply familiar with the game. They (and occasionally I) go through all that trouble to simply have a fresh experience from mechanic, that has lots of chance and unpredictability, but also a ton of skill. 

 3) Civilization 4 advanced setup - It was there, I tried it once, I personally didn't like it. It just seemed to take away lot's of story from the early game - the exploration, struggling with barbarians, and it didn't add anything to the table. I guess the reason why it was attempted was if someone got bored of the early game. Unlike your usual MMORPG, then in civ series, the early game is often the most fun aspect of the game. That's where the most important things happen, that's where you decide which way your civilization will go. That's where you hope you will get something from a hut that will be exponentially beneficial for you for the whole game. So an advanced setup to skip even a little of the sweet old early game was just something I personally didn't touch twice. 

 That's basically all pre-game customization examples I could think of during a small amount of time, but basically the reasons to do it, is to skip some part of the game, save time or create for more variety. 

 In my new idea, I wanted to use pre-game customization for creating an unique scenery every time you play it and to create really this immersive feeling as the initial draft is sort of like telling the pre-story for the game/plot to come. However from drawing the parallel to MTG drafting which is enjoyed by already long-time MTG players, and being intimidating for new players, I might reconsider. 

 One solution would to have a first game mode - all players pick a pre-made starting buildings and abilities and events are drawn randomly from all the events, instead of players putting them in. And the drafting mode could be explored after 1 or 2 initial play-throughs.

Thanks for reading, and don't hesitate to share your comments and ideas on the matter!

Edit: In +Board Games discussion, some extra very good examples were pointed, such as Warhammer Miniatures game army building and Twilight Imperium Galaxy building. From that I get the feeling that adding pre-game is mechanic for usually hardcore games. I guess it's cos what it actually does, it gives players the opportunity to get a fresh experience with some or lots of extra effort. So it really doesn't make sense to use it in a light game, which players would prefer playing as a filler anyways. Only exception that I would see, is if the pre-game, for example drafting, would be as exciting or perhaps even more than the game itself.

4 comments:

  1. Hey Indrek,

    I haven't yet played your game but intend to try it out when I get back to Estonia.

    It seems that you're talking about drafting as means of randomizing the game setup. I think that most games use random drafting for that as it actually forces players to use different in-game strategies. How do you make sure that players wouldn't choose the same conditions each time they play? I understand that it would definitely be boring but if you find some effective starting set of skills/abilities then it could pretty much ensure the win.

    The other question is to make sure that you won't end up making the game less interesting (Civ IV as you mentioned) with taking away the building/exploration phase.

    Now I assume you're talking about some kind of pre-game competitive drafting? I'm pretty sure that I have encountered it in some games, even though I can't remember any at the moment. None the less I'd say that you do have to have some other element to randomize starting conditions for improving replay value.

    I'd also remind, on a similar matter, that in many games you draft a role at the beginning of each turn ("Puerto Rico", Citadels") and most deck-building type games use in-game drafting as major strategic component of the game. Random drafting at the beginning of game is applied in many games, for example starting hands of minor improvements and occupations in Agricola (which is actually one of the best examples I have encountered), random beginning hands in a card game, choosing a starting class/race with pre-set abilities in almost any game where such option is given, etc.

    Anyway, where do you live right now?

    Best of lucks with game-developing,

    Andi

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    1. Hi Andi,
      I'm still in Tartu. Contact me if you happen to come to town :) .

      Yep, I know drafting itself isn't new. And no, drafting is not exactly the means of ramdomizing the environment, the purpose of drafting is to try to go towards strategy and order while enduring initial chance and chaos. Drafting, for me means, that if you for example hold 13 cards in your hand, you may only pick 1 of them. Then you pass it onwards and get a new set of 12 cards from the opposite direction to your passing (usually you pass left and get from right).

      There are many ways to avoid having same strategy be used multiple times again and again without variation. And that is asides from designing the game more balanced. Though I think the even more important for designing a game, it has to have a changing meta-game, if a game is well-balanced the perception of what is strong should shift from time to time.

      So, back to what you can do from the drafting perspective. First off you can use limited amount of cards each time you draft. If you use half of the cards, then a combo involving 3 cards can be played only 12.5 % of the games, supposing all the cards are unique.
      The second thing you could do, is having free hate-picking - meaning on each round of drafting you can in addition of picking your card discard another card that you think is too nasty. I actually don't like this idea, or if I'd use it I'd limit free hate-picking to 1-3 times during the whole draft.
      In MTG hate-picking is done to avoid others getting the bomb cards even if it is not a free hate-pick, but it is used on cards, that are often game-winners alone or when you don't have anything to collect to complement your own strategy.

      Finally, open information can change drafting certain combos to break the game much harder. In my idea I was thinking of partial open information. All players would see if you drafted a plot, building or ability, and for buildings they would see what they are right during the draft. That way I think the knowledge of this one strong strategy gives that strategy a huge disadvantage and players are encouraged to find new strategies that others haven't thought of at first. Even if someone is going for the super strategy, then others can take a piece of the strategy to themselves if they see some parts of it on your table already, or if the game is more balanced, they can simply devise a counter-tactic allowing for a meta-shift.

      But yeah, regarding your examples, they are perfectly suitable mechanics to increase game's replay value. Here however I was thinking of pre-game customization as a complete activity itself. Filling your role card in D'n'D, drafting for 50 minutes, or thinking what sort of buildings/techs do you take with your advance setup capital in civ4.

      Though someone in Google+ pointed out army building in Warhammer miniature game, this is also a pretty good example of a deep pre-game customization.

      Also drafting or rolepicking itself doesn't have to be pre-game, in 7 wonders drafting is completly integrated to the main-game, Puerto Rico and Citadels role picking is also part of the game itself, it is the main mechanic of the game.

      Best to you as well,

      Indrek

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  2. How interesting. My game Junkyard Derby has exactly this kind of customization whereby players draft parts for their cars.

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    1. Nice, I can see this mechanic fitting right into the theme :D

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