Every game
offers players different choices. Some, particularly kids games like
Candyland and Snakes and Ladders, offer no choices amid their
extremely structured play experiences (and one might argue whether
they’re tecnically “games”). Others like roleplaying games
revel in the concept that “anything can be attempted” by
providing an environment with seemingly infinite choices. Analyzing
the degree of player choice in individual games can help us evaluate
their suitability for different audiences or even our own gaming
interest.
While
contemplating the issue of player choice I’m reminded of two
graphics in Damon Knight’s Creating Short Fiction, my handy
go-to reference when I need inspiration in that field. In the section
on “Using Constraints” Knight provides two illustrations to
demonstrate how restricting story elements can limit characters. One
looks like a well in which the character crouches beneath a stone
cave-in, the other look like the symbol of chaos with a character and
question mark in the middle. This also represents the restraints of
player choice in games. In the former the character/player has few or
no choices, hence limiting the story/game experience; in the latter
the character/player has infinite choices with little guidance where
to proceed. In most instances games should avoid offering no or too
few choices. In some cases, particularly roleplaying games, players
enjoy having too many choices; they’re often narrowed by in-game
situations or character race or class limitations. New players might
prefer games with a handful of choices each turn. Experienced gamers
might prefer having numerous options open. This may explain the
renewed popularity of Euro-style board games and the esoteric
reputation roleplaying games retain among the general, non-gaming
public. The more choices available to players the more daunting games
seem to newcomers; yet that wealth of choice also attracts game
enthusiasts to more complex game experiences like wargames and
roleplaying games.
When evaluating
player choice in games I avoid equating steps in a turn sequence with
number of player choices. Some steps involve no player choice:
drawing a card, flicking the spinner, rolling the dice, removing
status markers, or otherwise undertaking basic maintenance duties.
Some steps involve players carrying out choices made earlier. Looking
over the quick-reference list for the X-wing miniatures game one
might feel overwhelmed by the numerous steps: four phases in the game
round, with two of those phases having six or seven steps, plus
outlines of other factors in the game like combat bonuses and
possible actions. Yet players have essentially three choices each
turn: where to move, what action to take, and which opponent to
attack. Within those steps, of course, are other choices depending on
a player’s individual situation: what maneuvers can they choose and
what obstacles stand in their path; what action should they take to
maximize success this turn; what weapons do they use against which
enemy fighters and how do they use game mechanics and special
upgrades to manipulate the dice to their advantage? Although it seems
players face three key choices each turn, each of those involves a
greater degree of choice based on specific circumstances.
At the zero end
of the choice spectrum we find children’s games like Candyland
and Snakes and Ladders. These games offer no player choice.
Participants roll the dice or draw a card and move the indicated
amount, suffering the consequences or advantages wherever their piece
falls. They have no choice and hence no control over their fate
within the game. They’re more activities to occupy children’s
time rather than true game experiences. (That’s not saying one
can’t create house-rules to improve the game experience, but that’s
a matter for some other discussion.) This doesn’t mean participants
can’t enjoy such games. We’ve opened the old Kenner Star Wars:
Destroy Death Star game before to play for nostalgia’s sake;
while it has zero player choice options, everyone had a great time
moving X-wing squadron’s around the revolving Death Star board,
shooting TIE fighters, and randomly landing on the exhaust port space
to win the game.
Just above that
level we have games offering players one or very few meaningful
choices. Monopoly remains an infamous example. Players roll
the dice, move their token, and land on a property. In the early
stages of the game their choice remains limited to whether they
purchase properties on which they land. Later in the game they can
choose whether to improve properties they own. Occupying someone
else’s property requires them to pay rent (no choice there),
sometimes forcing a choice as to which of their own properties to
mortgage or trade to gain more cash. Aside from one central, binary
choice to purchase property, the game offers few other choices and
hence fewer opportunities for true strategy. (For more Monopoly
criticism I recommend Greg Costikyan’s Uncertainty in Games,
pp. 35-37.)
Euro-Style
Games
Euro-style
games don’t always offer many choices, but when combined with other
elements like hidden objectives, board layout, and player interaction
they provide an easily explained entry to the hobby for newcomers.
Look at three classic Eurogame examples to see how a few decision
points combine with strategic factors to enhance the game experience:
Carcassonne:
In this game players take turns drawing and placing tiles to
create the city of Carcassonne and its environs. While the tile drawn
remains completely random, players must choose 1) where to place it
among existing tiles, and 2) whether to place a meeple to claim one
of the features on it (city, road, monastery, or farmland). Yet these
two choice rely on the existing arrangement of previously placed
tiles: where it most benefits the player, where it might hinder other
players’ objectives, whether another player has already claimed a
connected feature. It might seem simple with two choices based on a
random tile draw, but the situational factors help give Carcassonne
some competitively strategic gameplay.
Ticket to
Ride: Each turn in this railway building game players must
choose only one of three options: draw two color-coded railway car
cards; choose an extra destination card; or use sets of existing
cards to claim railway lines connecting cities on a map of
America (or other nations in other versions). Players seek to build
these lines to score points, both for the length of lines claimed,
the longest line at the game’s end, and for completing routes on
their destination cards. Although players essentially have one choice
among three options each turn, the element of hidden goals (in the
secret destination cards), the arrangement and length of routes on
the map, and player competition for railway lines provides engaging
strategic drama and a satisfying play experience.
Settlers
of Catan: In what many might consider the first Eurogame,
players seek to build the most settlements and roads on a hex map of
the island of Catan. Each turn begins with a random step of rolling
dice to determine which hexes yield resources to adjacent
settlements. Players have two basic choices each turn: whether to
trade resources and, if they have enough, whether to build
settlements, cities, or roads connecting their existing pieces.
Opportunities for trade depend on what resources the active player
wants and what resources various players are willing to trade; a
player with settlements on the coast can also trade with the bank at
set ratios. Players may also “buy” development cards they can
later play for bonuses or use in scoring. Building options depend on
what resources a player holds and where on the board he can build
without interfering with other players’ construction. Rolling for
resources may result in the active player moving the “robber”
piece, which negates production on one particular hex; hence an
additional if infrequent opportunity for an extra choice. Although
many options within gameplay might seem daunting to newcomers, the
essential player choices remain limited to two, sometimes four, each
turn.
Wargames
Most wargames –
including abstracted ones – seem to offer players two principle
choices with many options: movement and attack. Individual games do
offer some variety, providing choices for set-up, command structure,
morale mechanics, limited troop actions, and other nuanced aspects of
combat, depending on the game’s scope. Abstract strategy games like
chess and checkers, which some might see as distilled wargame
experiences, provide a good baseline for more specific wargames, both
of the chit-and-board variety and those using miniatures. They can
offer many movement and attack choices limited by the situation on
the board. Despite having essentially two choices – where to move
and how to attack – the strategic options within each player choice
might seem boundless. Wargames typically give players a “movement
phase” where they can move some or all their units; yet game
objectives, unit composition, enemy disposition, and terrain (among
other factors) complicate the question where to move particular
units. Attacks depend on proximity of enemy units, strength and
composition of the attacker, intervening terrain, and other
considerations. The complexity of these games – despite the few key
choices players make each turn – can discourage casual gamers and
helps ensure wargaming remains a niche pursuit within the niche of
the adventure gaming hobby.
Roleplaying
Games
Roleplaying
games, with their premise that “anything can be attempted,” bring
almost infinite player choice to the table. Granted, choices remain
limited by the parameters of a given situation and the abilities of
characters, but they remain quite numerous. Player choice begins even
before the game starts. The character creation process presents
players with a host of choices to determine the abilities their hero
possesses: which attributes gain higher or lower values (depending on
the system used), class and race, equipment, arms, and armor, feats
and special abilities, and spells or other class-specific elements.
Looking at a roleplaying game character sheet is a good way to judge
a game’s complexity of choice at the earliest stage of “play.”
Each stat or category provides yet another choice among the system
mechanics. It illustrates not only the wealth of player choices but
the complexity of information management during the game.
In creating
scenarios gamemasters have seemingly unlimited choices among plots,
locations, adversaries, and other story elements, not all of which
are defined by rulebooks. All these components rely on identifying
and adjusting age-old storytelling tropes to the specific game
experience and translating those into the game’s mechanical
parlance (such as scenario structure and stat blocks). The choices in
scenario design remain as unlimited as those any literary author
faces. (I’m not going to debate the merits of “sandbox”
scenarios and what some might call “railroading” adventures –
I’d call them “narrative structured adventures” – though they
rely on similar concepts of unlimited and very limited player
choice.)
Within game
adventures players face numerous choices. What order do they proceed
into the dungeon? Which passages and rooms do they explore. What
precautions do they take against monsters and traps? How do they
divide treasure? While the gamemaster presents various situations,
each player chooses how to react within the scope of their
characters: do they fight (and if so, using what weapons and
tactics), parley, use thief skills, cast spells, or run away? A game
in which “anything can be attempted” provides seemingly infinite
player choices.
What
Does Player Choice Mean?
Given this
general analysis, is there a way to quantitatively “map” the
number of player choices as well as the number of options within
those decision points? What can such analysis tell us about the
complexity of a game and the quality of its play experience? Although
it’s nice to step back and examine player choice, it’s an empty
exercise unless we can use it to some advantage. Determining the
number and complexity of player choice might help us compare games.
Analyzing player choices and the factors limiting or multiplying
options within them can provide some insight into the complexity of a
game. Does having fewer player choices limit a game’s enjoyment?
Can having too many player choices overwhelm new players? The
wealth/dearth and quality/complexity of choice in a game is just one
factor that can enhance (or detract from) the game experience. Other
elements, such as the personalities of other players and the degree
of strategy involved, can heavily affect one’s play experience even
in games with few choices.
Comments....
Want to share
your
opinion?
Start a civilized discussion? Share a link to this blog entry on
Google+ and tag me (+Peter Schweighofer) to comment.