Yacht See. Yacht C.
Something of a follow up to my prior post.
Let’s talk about game design … and a not so obscure game that starts with a Y. Actually, if you look at the Wikipedia entry for Yahtzee, you get some rather convenient background on the name.
Anyway, on that trip, Yahtzee came up twice. Once when I played a bunch on the plane in lieu of playing other things (though I did play a few other things). The other time when an Australian who didn’t know what CCGs are asked me why I thought Yahtzee was so popular.
I answered with reasons including: visceral appeal of rolling dice; rerolling dice; gambling roots; scoring system is both understandable and varied. Actually, maybe I didn’t mention that last one at the time. But, it’s important to why this blog post exists.
But, let’s talk about rerolling. Actually, because actually is the secret word for today … doh! Actually, let’s get off on a tangent.
RPGs often use dice. As everyone knows, the best dice rolling mechanic is a single d10, with explosions. Yes, even better than 1e/3e/4e L5R R&K because it’s easy for people not into probability calculations while R&K is suited to people who can approximate TN probabilities in their head.
Then, there’s rerolling. Rerolling dice is like, totally, the wasp’s elbows. Every sane, normal, mundane personage wants to be able to reroll dice when they don’t like their initial results.
Gambling is frequently about random results. Lot of games come out of gambling games. I have discussed the contrast between poker and Yahtzee recently, but that’s a tangent. And, if there’s one person who can’t stand tangents, that would be this bloke. This not-blue eyed, not-blond bloke [there’s like three people who might get this reference … FTW!].
People enjoy bingo, keno, lotteries, bunch of other random stuff. So, sure, dice. But, then you have redicing. It’s like draw poker over stud.
Where was I?
So, game design. One thing about thinking like a designer/developer in a professional sense is evaluating the replay value of games. There might be games that are cool/fun/entertaining at first blush and grow sickly right quick.
It gets back to Cards Against Humanity and its ilk. I enjoyed playing Before I Kill You, Mr. Bond the first time, but I pretty quickly lost interest after that. I was already losing interest in CAH just in a second session. Sure, the thrust of these sorts of games is the social interaction rather than the mechanics, and there are plenty of games that are more popular that are hitting the social nerve rather than the quality mechanics nerve, but, in theory, can do both.
Yahtzee has replay value to me. Now, I wouldn’t rate it as the greatest things since pound cake. But, for someone who can play solitaire for hours yet has little tolerance for games like Through the Ages, Yahtzee is at least a starting point on simple mechanics with some level of replayability.
Funny. How long does funny stay funny? There are folks I’d be happy to play CAH with a lot, though I think that has a lot more to do with wanting to hang with those non-gamer folks and would imagine doing something besides CAH with them would be even better. Jokes are better when you don’t see them coming. In Valley speak, you are looking for disruptive verbalizations to sink venture capital into.
It’s not our goal to make perfect games. It is one of our goals to make games that fit the source material. It is one of our goals to make games people would want to buy. Goal isn’t the right word, but it’s a lot better if we make games that we enjoy.
For gamer types, pulling something off the shelf is more likely when the mechanics of the game feel righteous, dude.
Now, I would not be into a Yahtzee variant. The scoring system being fixed makes it easy, it also makes it limiting. Consider American Mahjong, where you get new scoring cards every year. While there could be a scenario based game that plays like Yahtzee, still not really achieving the replay-driving level of variance being looked for in a game that is not trying to compete with solitaire but trying to compete with whatever Eurogames and Ameritrash are happening in the open gaming room.
Nothing wrong with jokes, you there, in the woods. I am in the woods.
But, note, so much of my entertainment in multiplayer CCGs comes not from eviscerating my victims but from the emergent humor when you “get” the mechanics or thematics of the game. Hmmm … this paragraph seems rather tangential. Well, who doesn’t love tangents? Actually …
Maybe I should just reroll this blog post [don’t let them know that these posts are constructed just based off of a bunch of die rolls … okay, sure, the secret will never be revealed].
Appealing games are more appealing if they have replay value. There are mainstream/classic games that can point to how to achieve replayability or to how there are really popular games with kind of terrible replayability. Using the former, can think about how to achieve multiple goals with a new game, a fun game.
Actually, on a tangent, CCGs should have immense replayability. When they don’t have l33t replayability is when they have a crucial flaw. I find Ultimate Combat! very replayable even with its small and internally similar card pool. V:TES, of course, has l33t replayability, but certain storyline events had unl33t replayability.
Dice can be appealing. Rerolling dice can be pre-appealing [OMG, nobody will get this reference, not even her, as she would never read this blog, besides, this use doesn’t even make sense, anyway].
In other news, have had a couple more sessions of Rokugan 1600, where we learn how different gamers perceive …