Game Design Workshop: Designing, Prototyping, & Playtesting Games (Gama Network Series)

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It’s obvious that games are experiences designed for players, and that without players, games have no reason to exist. It’s not as obvious how to structure the involvement of those players in your game. This is one of the key decisions you need to make as a designer. For instance, how many players does the game require? How many total players can the game support? Do various players have different roles? Will they compete, cooperate, or both? The way you answer these questions will change the overall design of your game.

Exercise 3.2: Three-Player Tic-tac-toe

Create a version of tic-tac-toe that works for three players. You may need to change the size of the board or other elements of the game to do this.

Roles of players

Figure 3.1: Costumed players at an EverQuest convention

Most games have uniform roles for all players. In chess and Monopoly, there is only one role for all players. But some games have more than one role for players to choose between. In Mastermind, one player chooses to be the code-maker, while the other chooses to be the code-breaker. The system requires both roles to be filled or it will not work. Also, many team games, like football, have different player roles that make up the full team.

A major trend in digital games is online role- playing games, which, as the name implies, have a variety of roles for players to choose between. Players can take on the role of healers or fighters or magic-wielders. If you are going to design a game with different roles, the balance of those roles will be a critical consideration in your game design.

Number of players

A game designed for one player is essentially different from a game designed for two, four, or 10,000 players. And a game designed for a specific number of players has different considerations than a game designed for a variable number of players.

Solitaire and tic-tac-toe are games that require an exact number of players. Solitaire, obviously, supports only one player. Tic-tac-toe requires two players—no more, no less—the system will not function without the exact number of players. Many single-player digital games support only one player. This is because, like solitaire, their structure supports one player competing against the game system.

On the other hand, there are games are designed to be played with a range of players. Parcheesi is a game designed for two to four players, while Monopoly is designed for two to eight players. Massively multiplayer games like EverQuest are designed to function for a variable number of players, ranging into the tens of thousands; however, a single player can be alone in the world of EverQuest and many of the formal elements of the system will still function.

Player interaction patterns

Another choice to consider when designing your game is the structure of interaction between a player, the game system and any other players. The following breakdown of interaction patterns is adapted from the work of E. M. Avedon in his article “The Structural Elements of Games.”[1] You’ll see that many digital games fall into the pattern “single player versus game,” and, more recently, “multilateral competition.” There’s a lot of potential in the other patterns that is rarely taken advantage of, and we offer these ideas to you in the hopes that they may inspire you to look at new combinations and possibilities of player interactions to use in your designs.

Figure 3.2: Create character screen: Dark Age of Camelot

  1. Single player versus game

    This is a game structure in which a single player competes against a game system. Examples include solitaire, Pac-Man, and other single-player digital games. This is the most common pattern for digital gaming. You’ll find this pattern in arcade games, console games, and PC games. Since there are no other human players in this pattern, games that use it tend to include puzzles or other play structures to create conflict. It’s perhaps because of the success of this pattern that we now refer to digital games that do have more than one player as “multiplayer” games—when, in fact, games have been multiplayer by definition for thousands of years.

  2. Multiple individual players versus game

    This is a game structure in which multiple players compete against a game system in the company of each other. Action is not directed toward each other and no interaction between participants is required or necessary. Examples include bingo, roulette, and Slingo. This is a rarely used pattern in digital gaming, although AOL has had a lot of success with their online Slingo game. Essentially, this pattern is a single-player game played in the company of other players, who are also playing the same game. This pattern works well for noncompetitive players who enjoy the activity and the social arena (a large percentage of Slingo players are women). This pattern also works well for gambling games.

  3. Player versus player

    This is a game structure in which two players directly compete. Examples include checkers, chess, and tennis. This is a classic structure for strategy games and works well for competitive players. The one-on-one nature of the competition makes it a personal contest. Two-player fighting games such as Soul Calibur II, Mortal Kombat, and others have employed this structure successfully. Again, the intense competition marks this pattern for focused, head-to-head play.

  4. Unilateral competition

    This is a game structure in which two or more players compete against one player. Examples include tag, dodge ball, and the Scotland Yard boardgame. A highly undervalued structure, this pattern works as well with “free for all” games like tag, as it does with intensely strategic games like Scotland Yard. As does tag, Scotland Yard pits one player, “Mr. X,” against all the other players. However, unlike tag, Scotland Yard has the larger group (the detectives) trying to catch the singled out player (the criminal). This game balances between the two forces because the criminal has full information about the state of the game, while the detectives have to work together to deduce the state from clues left by the criminal. It’s a very interesting model for combining cooperative and competitive gameplay that is wide open for digital game development.

    Figure 3.3: Player interaction patterns

    Figure 3.4: Single player versus game examples: Pac-Man, The 7th Guest, and Tomb Raider

    Pac-Man © 1980 Namco Ltd. All Rights Reserved. Courtesy of Namco Holding Corp.

  5. Multilateral competition

    This is a game structure in which three or more players directly compete. Examples include poker, Monopoly, multiplayer games likes Quake, War- Craft III, Age of Mythology, etc. This is the pattern that most players are thinking of when they refer to “multiplayer” gaming. Nowadays, the trend is to think of multiplayer in terms of “massive” numbers of players, but as the thousands of years of nondigital “multiplayer” game history supports,there’s still plenty of room for innovative thinking in terms of smaller, directly competitive groups. Boardgames with this pattern of player interaction have been “tuned” for generations for groups of between three to six players; clearly there’s a social force at work that makes this an ideal group size for direct competition. Want to do something fresh in digital gaming? Try tuning your multiplayer game to encourage the same high level of social interaction that occurs with a three to six person boardgame.

    Figure 3.5: Multiple individual players versus game: Slingo

    Figure 3.6: Multiple individual players versus game: Boxing for Atari 2600 and Soul Calibur II for Xbox

    Soul Calibur II © 2003 Namco Ltd. All Rights Reserved. Courtesy of Namco Holding Corp.

  6. Cooperative play

    This is a game structure in which two or more players cooperate against the game system. Examples include Harvest Time, a Lord of the Rings board- game, and cooperative quests in EverQuest. This pattern has received a lot of attention in terms of children’s boardgames, like Harvest Time, but not much in games for adults. Reiner Knizia, the prolific German game designer, tackled this pattern in his Lord of the Rings boardgame, in which a group of players cooperate to save Middle-earth. Also, some role-playing games have often featured cooperative quests within a competitive game structure. We’d like to see more designers experiment with this approach.

    Figure 3.7: Unilateral competition: Scotland Yard

    Figure 3.8: Multilateral competition: Super Bomberman and Mario Party

  7. Team competition

    This is a game structure in which two or more groups compete. Examples include soccer, basketball, charades, Battlefield 1942, and Tribes. Team sports have proved the power of this pattern of player interaction over and over, not only for the players but for a whole other group of participants—the fans. As if responding to the need for this particular multiplayer pattern, teams (called clans or guilds) sprang up almost immediately upon the introduction of multiplayer and massively multiplayer digital games. An interesting new cooperative game is Sony’s PlanetSide, which is a massively multiplayer first person shooter where players work in large teams. Think about your own experiences with team play—what makes team play fun? What makes it different from individual competition? Is there an idea for a team game that comes from your answers to those questions?

    3.9 Cooperative play: Lord of the Rings boardgame

    3.10 Team competition: PlanetSide

  8. Interaction Patterns

    For each of the interaction patterns, create a list of your favorite games in each pattern. If you can’t think of any games in a particular pattern, research games in that area and play several.

Designer Perspective: Lorne Lanning

Title: President/Creative Director/Co-Founder, Oddworld Inhabitants

Project list (five to eight top projects)

How did you get into the game industry?

I convinced my partner, Sherry McKenna, that we needed to get into the game biz and start a development company in order to birth new intellectual properties. In 1994 we raised $3.5 million from venture capitalists and as a result, Oddworld Inhabitants was born.

What are your five favorite games and why?

What games have inspired you the most as a designer and why?

What are you most proud of in your career?

I’ve been able to pursue a goal, which has created a place (Oddworld) where incredibly talented people can come together, make a good living, and continue to refine and explore their creative capabilities.

My smartest moment was in convincing Sherry McKenna to be my partner. It is critical that the artistic personality realizes his or her inherent disadvantage in fully comprehending the general business practices of the modern world. Without the guidance and prowess of Sherry McKenna, Oddworld would have been out of business before releasing its first game.

What words of advice would you give to an aspiring designer today?

Beyond having an extremely strong work ethic, beyond looking at and studying all the games that you can learn from, beyond being educated and brilliant in programming, design, computer animation, writing, whichever is your skill set—you need to look at and study the life outside of games that is all around you. The best ideas will not come from other games. The best ideas will come from areas that have nothing to do with games. They will come from other areas, art forms, and sciences like sociology, agriculture, philosophy, zoology, or psychology. The more you find inspirational sources that come from areas beyond the spectrum of your intended medium, the more your unique your creations will feel to others.

[1]E.M. Avedon, “The Structural Elements of Games,” The Study of Games (New York: Robert E. Krieger Publishing, Inc., 1979), pp. 424-425.


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