Showing posts with label balance. Show all posts
Showing posts with label balance. Show all posts

Saturday, April 4, 2015

Last minute anxieties

Clockwork Wars is currently printing in a factory in China and everything is 100% on schedule.  I should be thrilled, but I'm anxious (of course).  I'm concerned about how the game will be received. I've lined up 6 well-known reviewers who should be releasing reviews right around the time the game hits shelves, and I'm convinced they're all going to pan it.  Since this blog serves both as a design-brainstorming space as well as an emotional release, I figured I would openly discuss what I'm most concerned about and maybe that will help me process it - and make me a better designer.

First, I'm concerned about the rulebook.  There's just no way to make a perfect rulebook, I'm convinced. Everybody reads rulebooks differently, and what seems like a perfectly sound organizational structure to one person, seems obtuse and counter-intuitive to another.  In addition, over the past couple months (since sending the printer the final files), I've identified a few areas in the rulebook where I could have clarified things.  For example, the Spymaster action Counter-Intel allows a player to gain 1 Influence Point in whatever discipline they want.  In addition, they can force all other players at the table to lose 1 IP in any discipline.  This is what the rules say.  But I should have clarified that the targeted discipline can be different for each player.  And what happens if that player doesn't have any IP in that discipline?  In retrospect, Counter-Intel should read...
Gain 1 IP in any research discipline.  In addition, you may force any (and all) of your opponents to lose 1 IP in that same discipline (if they have any IP available).
Even that's not perfect, but it's a simpler rule and better than what's in the rulebook right now.  Uggg.

Second, I'm concerned about the Espionage cards.  During development, one issue that came up was that players felt the Espionage system wasn't particularly exciting and they didn't see the point in investing Spies to the Court.  A common request was that Espionage cards should have more impact on the game.  I was initially wary of this suggestion, since my intention was to make an Espionage card worth just a bit more than a single Worker.  So, for instance, you could pay 1 Spy to gain +2 to Army Strength.  But I was convinced by my developer to buff the Espionage cards, and after a major round of revisions, the cards became worth significantly more than a single Worker.  Ambush gave you a +3 bonus in combat.  Propaganda gave you +2 VPs per won battle instead of just 1.  Etc.

Another card that received a significant buff during development.

The result of this round of changes was very positive, I think. Players are much more excited by Espionage cards and can't wait to use them. The Spymaster action R&D is a sought-after action. You can even win a game through careful and deliberate use of Espionage cards, which is now a legitimate alternative strategy (to extensive board control). However, my current concern is that players will view Espionage cards as too powerful - perhaps over-shadowing astute deployment and research decisions.

Generally speaking, I'd prefer that players view Espionage cards as over-powered vs. under-powered. Under, and they'll be ignored.  Over, and players will be forced to develop strategies to deal with them. And good play in Clockwork Wars still trumps all.  In my last game (played just last week, 4 players, with me as Trogs), I won the game without using a single Espionage card.  So there's that.

Perfect balance is a unicorn that you'll never capture. Both are also make-believe. But that doesn't stop me from worrying.

Friday, August 8, 2014

Balance and Symmetry

I've been thinking a lot about game balance lately.  And here are my sacrilegious thoughts.  I don't think balance is necessarily the paramount objective towards which we should always strive.  Imbalance creates more interesting strategic and narrative possibilities. Balance in asymmetrical systems is impossible.

For example, I'm hoping that the 5 races in Clockwork Wars are "balanced."  The only difference between the races is their unique unit, which possesses a special ability.  The Troglodyte unique unit, the Engineer, gives you a +1 bonus to IP generation on any territory it's stationed on.  The Rhinoch unique unit, the Crasher, automatically kills 3 enemy soldiers during the reinforcement stage in combat.  These are very different abilities.  But are they balanced?  I understand the basic issue:  players want the special abilities to be relatively equal in power, such that no race possesses a significant advantage in the quest for victory.  And balance is primarily assessed through repeated play-testing and collection of empirical data.  But, I'd argue, in the board game world, such balancing is very difficult because it's nearly impossible to have a high enough "n" (in the statistical sense) to make meaningful conclusions.  The developers of Starcraft II or League of Legends can rely on millions of data points (win/loss stats) to determine whether Banshees are properly balanced or Jax is overpowered. They also have the advantage of being able to tweak balance easily post-release, whereas in the table top world, that's more difficult and perceived more negatively.

Furthermore, balance is overrated.  I've mentioned before how I much I love Space Hulk, Claustrophobia, and Memoir '44.  All three of these games, I would argue, feature scenarios that are heavily imbalanced.  If you win as the humans in Claustrophobia, you've got something to be proud of!  I also love how both Space Hulk and Claustrophobia feature highly asymmetrical sides.  The difference in play mechanics between the Genestealers and Space Marines makes balance somewhat irrelevant - but not, I would argue, to the detriment of fun.

Claustrophobia:  demonic advantage

Another area where balance is of central concern in Clockwork Wars is map layout.  Prior to each game, players generate a unique map using anywhere between 20-40 hexagonal tiles (or more, if they want!) that come in 11 different varieties.  So, a 3-player map might feature:  3 Capitals, 5 Villages, 4 Citadels, 5 Shrines, 4 Manufactories, 3 Towers, 4 Forests, 3 Lakes, 2 Barrens, and 1 Nexus.  If the players want to, they can set up these tiles in whatever configuration they wish - perhaps ensuring that each Capital is relatively close to at least one Village, one Tower, one Manufactory, etc.  For the purposes of balance.  But you know what?  My favorite maps in Clockwork Wars tend to be those that are 90% random, 10% balanced.  In other words, I like to come up with a general layout or pattern first and then just randomly choose the tiles to fill it out.  This way, you might end up with 3 Forests in a cluster (interesting!) or the Mongrel capital adjacent to 2 Towers (sorcerous dogs!) or, heaven forbid, the Rhinoch capital surrounded by worthless Barrens.  Let me play the Rhinochs, then, and spit in the face of balance!  I'll always choose the underdog, for thence comes the greater glory.

Asymmetrical maps are more interesting because they allow for better narratives to unfold.  Was the terrain of Gettysburg symmetrical?  Or the forest of Ardennes?  You take what is given to you, turn it to your advantage, and worry not for unfairness in the world.

click to enlarge
Now, I understand that not everyone's going to agree with me on this one.  Don't worry!  I've designed some (nearly) symmetrical maps for Clockwork Wars that are well-balanced and properly fascinating to play.  For example, the Lake of Fire map shown to the right is a well-balanced map for 2 players.  However, if you look closely, you'll see I didn't make it perfectly symmetrical.  It just wouldn't be right if it was.

This map is fun because the Lake in the center of the map is worth 4 VPs instead of the normal 3 for Lakes, and that extra VP tends to draw players' attention (perhaps more than it's actually worth!).  I imagine that it's got a huge oil reserve underneath, and that the oil on the surface periodically sets afire.  I like maps with slight rules tweaks like this, and I hope that players of Clockwork Wars delight in creating unique maps and scenarios with the many tools we're going to give them.