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Obscure Designs is taking a step in another direction. The last few weeks have been incredibly enlightening for me as a designer. My classes have moved at a much brisker pace than I anticipated and on top of that designing a card game taught me a lot – even if it flopped.

Instead, this blog is going to be used for a different purpose from now on. Instead of chronicling the design of a single table top game, this space will be used to portray and draw out different systems and features for games in the future. In so many words, it will become a living portfolio of ideas, concepts and other designs for the future.

Two Roads Diverged...

Interaction
                Welcome to week four of design where we’re going to be talking about interaction and how that effects the state of the game and the level of fun we need to make a game popular. We’re also going to talk about the difference between a race and a competition. Then, finally, we’re going to talk about this project before it took form.
                This might seem weird, because last week I promised that we’d look at the different types of card. That’s still on the horizon, don’t worry. But last week we talked about how the game would play and what the goal was. Keep in mind that I’m several weeks ahead on design before I post and so we came across a few issues – this article is meant to address those issues before we go any further.
                Let’s Work Together!
                Interaction is simply how two players interact with one another. This happens in a number of ways through various cards and mechanics. Cards can be broken down into two categories; personal cards and interpersonal cards.
                Personal cards reflect things that don’t necessarily interact with the opponent the opponent’s cards, they affect you and your cards in some way. This would be instances of things like “Draw a card” or a card that boosts one of your cards. They don’t necessarily affect your opponent – but they help you interact with the opponent in the long run.
                Interpersonal cards have a direct effect on your opponent or your opponent’s assets. This would cards with abilities such as destroying an asset, forcing a player to discard cards, and many, many others.
                The key to any good game is interaction. The players have to be working towards a common goal, and they have to be able to impede each other from that goal. That’s where interaction comes in.
                Fast but Not so Furious
                When you think about sports and athletics a lot of people lump races and contests together with “games”, but that’s not really the case. A game is something with a structure of rules that has some form of player interaction. Even video games have this in the form of putting commands in to a controller.
                Contests and races are slightly different – but they have significantly less interaction. In (most) races there’s no way to hinder your opponent, and the only way to improve yourself is by practicing. It just boils down to “Who got the better time?”
                Competition, on the other hand, has interaction between players. Sports, like soccer and basketball, have plenty of interaction and rules that create the parameters of that interaction. This is what we’re aiming for. We need a structure of rules as well as player interaction.
                What does this have to do with us? Well, after some more play testing we’ve come to the conclusion that the rules that we posted previously are more of a “race” than a competition. This might sound a little weird but I’ll break it down for you to explain in great detail what we were doing;
                You bring Hunters to the table, each of them have a point value that allows your opponents to play more Monsters (we bent these points quite a bit trying to make the math right). You bring a deck to the table (we tried with both 40 and 60 card decks) filled with Monsters and different things Monsters did. The point was to use your Monsters to kill your Hunters (through combat) or to have your Hunters kill a certain amount of your opponents Monsters (again we fluctuated a bit with the math on this one).
                But here’s what it comes down to. My Hunters are fighting against my opponents Monsters – and my opponents Hunters are playing against my Monsters. If our decks consist mainly of Monsters and the things that our Monsters do, we strip away a level of interaction. We can get away with our Monsters interacting with our Monsters, and our Monsters interacting with the opposing Hunters. Very rarely will we see our Monsters interacting with your opponents Monsters. But you’ll almost never see our Monsters interacting with our Hunters.
                Those last two sound a bit weird. My Monsters will rarely interact with my opposing Monsters? Right. If you have a group of Monsters – and they’re fighting a group of Hunters, what do you think happens when another group of Monsters comes along? Most of the time the two groups of Monsters will put their differences aside, temporarily, to dispose of their common enemy. That’s why we say “rarely”, because I can imagine some situations where that might not be the case.
                And our Monsters won’t interact with our Hunters? Why would any sane person want to sabotage their own Hunters? The point of the Monsters and the Monster deck is to hinder Hunters. If our Monsters interacted with our Hunters – it would be to hinder them. From a play perspective, this seems like a silly design flaw – so it just wouldn’t happen.
                It Doesn’t Work
                While the win condition works fine, the fundamental “play” of the game is flawed. The question we’ve been asking ourselves for the past two weeks is “Is it too flawed?” So we did a variety of things to try and work around this.
                Our first attempt was to add a second deck, like we had originally pitched. This creates a level of complexity that most of us didn’t really care for. Games with two decks can work (look at Legend of the Five Rings) but they immediately add a sense of complexity to casual players, and can create some tournament issues with competitive folk.
                The second deck was compromised of the Equipment and stuff for your Hunters and different Strategies they would use to take down the Monsters. Instead of having a hand for this deck, you would just flip over and activate the top card of the new deck every turn. While this helped a little, it seemed too automated. Without having a separate hand, it was a race with hurdles – still not providing the level of interaction we needed.
                We also throw around the idea of mixing the Monsters and Hunters together. Instead of approaching the world in a Supernatural sort of way, we would approach it in a World of Darkness sort of way. While this eliminated our interaction problem it created two new problems; the first, and most important, was that it eliminated our whole ‘resource management’ system that we had established. If Hunters are now just a different kind of Monster then you don’t start with them in play – which means that you don’t have your opponents’ Hunters point value to play off of. The second new issue is the win-condition. If we’re not playing Hunters vs. Monsters any more, and you can even choose not to play Hunters, then you can’t have players trying to kill Hunters to win.
                On top of those two issues it eliminated the original concept we were aiming for. And while that concept might go through small changes here and there this becomes less of Hunters against Monsters and more of just a Monster Free-For-All. Which might not be bad – but it wasn’t what we were looking for.
                Now What?
                While this marks the end of the first month of the blog, our team has been working on this Paranormal game for almost three months. After sharing our concerns with others, we decided to cut our losses and start again. One of the things about being a designer is knowing when to call it quits. We tried several fixes and dedicated almost a whole month to looking these flaws in the eye before starting on something else.

                Join me next week, when I explain why we decided to pick another game and where it came from.
 

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