Friday, March 3, 2017

Game Design Research: Voyage of the BSM Pandora

Meanwhile, I'm researching and playing solitaire tabletop games. Today, I'm talking about this little gem:

Voyage of the BSM Pandora

I stumbled onto Voyage of the BSM Pandora (a solitaire space exploration game published in 1981 by SPI and designed by John Butterfield) while researching solitaire tabletop games, and I decided to play and analyze it purely for my own growth as game developer. I don't own a copy of this game, but I found a PDF of the magazine it was published in, Ares #6 I think, printed the game components, spray mounted the pieces and maps on chip board, and gave it a spin. I guess I should figure out how to pay the copyright holders of this game for the privilege of playing it. If that's you, let me know.

Things I love about Voyage Of The B.S.M. Pandora

Theme
The theme is innovative: an interstellar biological science survey mission (B.S.M.) is tasked with collecting alien specimens while avoiding loss of life to crew members. Gameplay includes exploring alien worlds, driving a rover around, looking for alien life and artifacts, and occasional combat. In short…freekin’ awesome! 

Art Direction
The game board is beautiful and packed with colorful information: a series of hex maps representing Planetary Environments, an Interstellar Display, a Terrain Key, Attribute Tracks and Time & Supply Tracks. Just looking at it makes me want to play the game.

Rules Clarity
The rules are clear and concise. The ink illustration on the first page immediately pulls me into the theme.

Paragraph Event System (as it pertains to promoting narrative):
The Expedition Event Paragraphs allow this game to straddle the line between pure strategy and narrative storytelling. The game is a cross between a hex-tile exploration game and a text-based “choose you own adventure” game. I’ve always wanted to know if this hybrid approach could work, and now I know. It does.

Things I’d change if I were re-making this game for me
First a disclaimer: I love this game. Butterfield designed a brilliant interactive experience that I’m studying and playing with enthusiasm. I’m not critiquing his work, but rather hypothesizing about how I’d modify and expand upon it for my own game designs.

My main goal would be simplification. I appreciate that this game appeared in a magazine that is geared towards hardcore RPG and tabletop gaming, but I think the mechanics could be streamlined without losing any depth of play. I understand the rules with perfect clarity, but I usually get lost in the bookkeeping, special case logic, and game piece management. In short, I love these types of games, but lack the mental RAM to fully get my head into them long enough to finish a session. Below are some specifics:

1. There are too many tables, each accompanied with special rules and modifiers, for my personal taste.

For instance, the Creature Rating Table just subtracts 2 from the die roll. I’d adjust all creature rating modifiers by 2 and ditch this table altogether, and make the die roll the actual rating, instead of referring to a table that just subtracts 2 from the die roll each time. 

I’d also replace the Combat Results Table with a simpler dice-based combat resolution system. The Differential Matrix just seems overly complicated to me.

The Supply Modifier on the Terrain Effects Chart adds unneeded complexity. The Supply Check is already complicated enough. This extra modifier doesn’t really add anything to the game in my opinion, and it seems random that you are penalized only on that specific terrain type, and only if you happen to be on it when a supply check happens to be triggered.

I’d also try to avoid multiple special case instructions that accompany each table. Referencing a table often requires re-reading the special case rules over and over again to make sure I’m not forgetting some modifier. I can handle looking at several tables or wading through special case logic, but dealing with both on a regular basis takes me out of the game too much.

2. I’d simplify Port Ratings and Supply Check. 

This is one of the most important game mechanics. The game is primarily about organizing ground missions by balancing port capacities with supply weights, and tracking supply expenditures over time. I would keep this mechanic but find ways to simplify it. Frankly, I dread the supply check, due to the complex tabulation of supply costs, dice rolling, and dividing one sum from another and rounding, etc. 

Instead, I’d calculate a single Energy Consumption Value for the Shuttle and another for the Rover based on their payloads each time they leave the Pandora, and use those values for the duration of each ground expedition. I realize that some tools may get damaged and some characters may die, but modeling these small changes in supply consumption every single time a supply check comes up is way too much work with no real gameplay value. Game mechanics don’t all need to be fun and easy. But it’d help if each was at least one or the other.

3. I’d reduce the game pieces required to play the game.

There are 100 game pieces. That’s a lot. It takes me several minutes just lay them all out by color and type. The creature pieces seem unnecessary. The game has no tactical combat, so there is no movement to track for the creatures. I’d probably replace all the creature chits with a single lookup table. Or, I’d consider having a deck of cards to represent the creatures. Using a card deck, the creature art could be more provocative and contain all ratings in a more readable form along with special instructions.

4. The Paragraph Event System almost works perfectly for me, but not quite. I’d keep it but re-think how it works.

I found myself driving around in my rover, and repeatedly failing to roll event triggers on the Expedition Matrix. I explored an entire environment (including an alien structure) and didn’t trigger a single event. The Exploration Matrix just feels too random. I realize this was done to make the game re-playable. But I’m not convinced all the work that went into making this game re-playable actually increased the replay value beyond 5 sessions. 

One solution to the random and sometimes repetitive (or even worse, uneventful) nature of the exploration mechanic would be to ditch the idea of re-playability. Maybe hexes have their own unique and persistent descriptions with explored and unexplored states as well as Paragraph Event triggers. Maybe in a game session you end up covering about 20% of the possible hexes, so after 5 or 6 game sessions, you’ve explored the entire game. If you die, you start over but only with minor content overlap. The world is still a sandbox, but it’s persistent instead of procedurally generated. The result would be a single-play experience that lasts 5 or 6 sessions, possibly with a richer narrative, less repetition, and simpler rules (fewer matrix tables, etc). My guess is that all the extra work that went into making this game replayable wouldn’t hold up for me beyond 5 or 6 play sessions anyway, so replacing the procedurally generated environments with hardcoded ones would alleviate a lot of bookkeeping and the need for several table lookups.

I think I’ll continue this thought experiment with a quick prototype. What if I could make the kind of games that I wish I was smart enough to play, but make them more accessible for simpler-minded gamers like me without compromising too much depth of play?

In summary, Voyage of the BSM Pandora is the first solitaire game that I've cared enough about to print, play, and write about. I highly recommend giving it a try. I look forward to researching and playing more of Mr. Butterfield's designs. I had a blast playing this game, and it's hard imagine some of its design ideas not making their way into my future projects. 

Play Tests from the Midwest

I haven't posted in a while. Realms of Solace is simmering while I decide what to do with it. I can release it in its current form as little more than a "fantasy story generating tool", and maybe that's all it needs to be? Or, I can develop it into a full blown solitaire RPG. Or both. My good friend and his daughters have play tested it with some success. Here are the story maps generated by Helena (age 12) and Ruby (age 9) with the help of their father, Jason (age timeless).

    

And a few weeks later, the girls asked him if they could play it again. A good sign I suppose. Here was the result of their 3rd playtest. You can see they were trying to adhere to the provided hex grid in this example:



Next? I'd like to take one more pass at the rules, and then do a broader play test. And then decide how much to expand upon it, and whether or not to Kickstart a small print run, or just give it away as a PDF...


Wednesday, December 21, 2016

Final Draft - Diagrams

I updated in-line diagrams this week for final draft of PDF. Now I just need to do some art. Then I think I have a final v1.0 of Realms of Solace (at least in pdf form). I just need to decide if I should just release as PDF or if I'm going to try to print a physical book, and if so, how? Kickstarter, POD, etc...

Here are some updated diagrams:


Seed terrain.

Terrain type based on roll.

Grow terrain.

Connect like-terrain in close proximity. 

Seed civilizations.

Civ type based on terrain, civ size based on roll.

Human kingdoms: map industry and roads. Calculate Age and Prosperity (P) Value of individual civs and of trade networks.

Dwarven civilizations: Calculate age, depth, and P Value.

Elven Realms: map habitat boundary, calculate age and P Value.

Dark Powers: map reach, note subverted civs.

Connect land masses, fill small gaps.

Map Sea Ports.

Map Rivers, embellish coastline, add detail.

The rules include roll tables and explain each step in detail. There are many more steps to the rules including: features, creatures, labels, relationships and narrative. But this will give you an idea of terrain and civilization generation for the final draft.

Thursday, December 8, 2016

Approaching Rules Complete

I'm doing final-final-final draft edits this week. I'm also play testing a bunch. There are certain aspects of the game that I love, and certain aspects I'm unsure about. The 6d6 mapping of terrain and civilizations is a blast. Some of the industry rules feel a little too bookkeeper-ish. Some of the narrative rules seem tedious. I've created an "Additional Rules" section and have thrown a lot of the more crunchy rules in there, to separate the basic world building and story telling from the more advanced interpretation stuff, but it's hard to know how much of that to do. My instinct is to ditch all the optional stuff, and just keep the game simple and small. Some players like crunch and additional content, but I'm not really sure how much that content adds to the game, and how much it just convolutes the experience. Dunno. Lots of executive decisions to make this week.

Here's a random playtest I did:

FROZEN SORCERER & SCORCHED EARTH

Four Human kingdoms dot the central valley of a sprawling realm, connected by a network of ancient trading roads stretching the length of continent from chilly North Port at the top to Southerton at the bottom.

Riverdale, the large kingdom in the southeast, suffers. A expansive wasteland of scorched earth to the north prohibits sufficient industry for the kingdom’s size, resulting in a deficit state. No one knows the cause of the scorched earth, and all who have ventured there to investigate have suffered and died, but there is rumor of a sorcerer frozen in ice somewhere on glaciated slopes of the mountains to the south, possibly linked to the devastation. 

Riverdale is militarizing and mobilizing. Southerton, its sister kingdom to the east, has constructed a defensive wall around its main citadel in preparation for the war that seems imminent. But that’s not Southerton’s only problem. A Sentient Fog has settled in Silent Bay and is rolling inland, consuming farmland north of the castle. 

North Port has constructed a mighty wall and boasts a sea port, but the waters are infested with pirates, making seafaring very risky business. Fortunately the port’s relationship with the smaller keep to their southern border is harmonious. A mysterious shaman that lives in the farmlands between these two castles is said to be the keeper of tranquility in these northern parts for many centuries.

To the far east, in the Copper Mountains, two Dwarven civilizations have merged into a giant underground empire traversing the entire mountain range. A vast uninhabited forest separates the mining civilization from the human realm, so the Dwarves and humans are unaware of each other’s existence. All would be perfect for these industrious tunnelers, if not for a Dark menace sitting on the bottom of the sea directly offshore…festering, waiting…

Simple iconic version

shaded version of same map

Update: as I continued to play test today, I had a breakthrough. I'd been wrestling with a game mechanic I called "Deficits". The idea is that depending on the size of the civilization you role, you need to create a specific number of industry hexes adjacent to it: farmland (adjacent empty hex), logging (adjacent forest), grazing (adjacent hills), mining (adjacent mountains), and the total number of industry needs to equal its size, and if this is not possible, then that civilization is in a "deficit" state. This created a lot of bookkeeping, because other rules down the line could change the total industry value, leading to lots of erasing and re-calculating industry surplus and deficits. On top of that, deficits were calculated differently for each civilization type. In other words, this mechanic was tedious and boring. 

Tonight, in a mad frenzy of thinking and editing, fueled by Jamaican rum, I completely eliminated the deficit mechanic and replaced it with a simple "Prosperity" mechanic. Instead of keeping track of penalties, I am now just keeping track of surplus in a way that is consistent across civ types. Prosperity comparison also facilitates a simple war mechanic between civilizations. And it replaces most of the "optional / advanced" rules. Ultimately I was able to completely eliminate the optional/advanced rules section, make the basic rules more engaging and easier to use. 

It's easy to get locked into and enslaved by ideas that I've written down. I have to constantly remind myself that everything is negotiable when it comes to making art, and writing, and logic. I have to be willing to toss ideas. 

The only purpose of this game is to facilitate the creative process. It's not a simulation. So any rule that's not fostering the map creation or the narrative writing is just getting in the way of "fun"...

Wednesday, November 16, 2016

Scribus Rocks!

So, I installed an open source book layout app called Scribus based on a comment/recommendation left on my previous post where I complain about Adobe and Apple removing useful functionality from their creativity software that was making it impossible for me to design a book. First impressions: Scribus rocks!

Originally I wanted to layout my RPG rulebook in Apple Pages, but basic "facing pages" functionality was removed from that app for the latest version (5) that I own. It was impossible for me to set inside-outside bleeds separately or for the app to recognize left vrs right page. Also, it was impossible for me to set a page size or bleed size to three decimal places. In others words, Pages doesn't handle 1/8th inch increments.

So then I decided to just use Photoshop since I already own that app and have been using it since 1995. Photoshop is awesome but not ideal for book layout. And Adobe removed the ability for photoshop to batch export PSDs into a multipage PDF. So then I tried to batch process them in Preview, but it kept breaking embedded fonts, and didn't really work correctly. I then installed Adobe Creative Cloud so that I could do an Acrobat free trial. Acrobat was able to build my PDF from multiple PSDs. I finally had a workflow, but it was complicated, and required multiple apps. And editing and iterating on PSDs was insanely tedious. And eventually I was going to have to give Adobe money on a monthly basis just to build my PDFs. Thanks Obama...

Finally, I listened to reason and installed Scribus. Since it's open source, it required launching Terminal and doing a command line install, which always makes me cringe a little. But it was painless. First, I was instructed to enter a single command to instal Brew, and then another single command to install Scribus via Brew. Then on launch I got an error that I needed to install Ghostscript, but after a little research was able to instal that via Brew too with a single command. In summary, a total of three copy-pasted commands in my Terminal and Scribus was installed and running, fewer than the number of mouse clicks many apps require on instal.

Within 5 minutes of launching Scribus, I had a blank book test layout ready to go with left and right independent inside-outside bleeds at 1/8th inch increments. I also exported a multi-page pdf of my test with full control over every possible aspect of the PDF I was creating. Scribus does everything I want it to, and more. It was almost painless to instal, and IT IS FREE. God bless open source. I'll will definitely be throwing some money their way and/or recommending Scribus to anyone needing book layout tools.


Sunday, November 13, 2016

New Approach to Procedural World Creation

I’ve tried to design smart (yet simple) procedural rules for world creation many times but have always been disappointed with the results. With the Realms of Solace ruleset, I think I’ve finally made a breakthrough.

All of my previous failed attempts used a similar order of operations: define realm borders, then map terrain/biomes, then add civilizations. it’s logical—make earth, make land masses, add people. But this either requires a messier ruleset than I want, or it burdens the player with making many tough decisions about realm borders without really having any context for those decisions since the realm they’re defining borders for is empty at that point. The burden is magnified at each subsequent step. Random biomes are jammed into the arbitrary borders. Civilizations are plopped down on top of that.

This time I tried something different. First I seed some terrain, planting six random seeds in a void. Then I grow these seeds logically. Then I connect the biomes that are in close proximity into large biomes. The realm blooms like a mold from the blank hex map. Civilizations are just seeds sprinkled into the void as well. Some land on biomes and take root. Some land on the void and bloom into valleys and farmlands between existing biomes, filling in gaps. 

Defining the realm borders is the final step. It’s almost backwards from all my previous designs. But this order of operations is producing more balanced realm maps than my old approach. The transitions between biomes are more organic, the civilizations feel nestled into the world instead of plopped down on top of it, and the realm borders feel natural, being just the by-product of all the growth.

Most importantly, the rule set is very simple. All of this is achieved by rolling 6d6 twice on a hex map. I'm currently applying this same idea to relationships and feature/creature mapping.

Thursday, November 10, 2016

Rulebook Diagrams

I've been iterating on the rulebook diagrams. Below are diagrams illustrating the first few steps of the game. I don't include the actual rules in this post, but do provide basic descriptions of what you're looking at.

The hex map in these diagrams is much smaller than the one for the actual game, both in terms of hex size and number of hexes, due to the size constraints of the book. Feature/Creature Mapping and Labeling/Describing are not represented here. I am working on them this week, and will then have a complete working draft of the basic rules.

Roll 6d6, seed terrain, grow terrain.

Connect like terrain. Roll 6d6 to map civilizations.

Map civ locations, types and sizes.

Human Civs: define industries and build roads & walls based on size, establish relationships.

Dwarven Civs: establish mining kingdom, tunnel reach based on size.

Elven Civs: define boundary of elven forest, radius based on size. 

Dark Powers: establish reach based on size. A large Human Civ is consumed by this Dark Power.

Connect land masses separated by a gap of 1 or 2 hexes.

Define realm coastline and map sea ports.

As you can see, after rolling 6d6 a couple times and following a few simple rules based on the dice locations and values, a realm is already taking shape. There are three human kingdoms, all of which are sea ports. Two are connected by road through a great forest and are thus trading partners and allies. BUT, a Dark Power in the wastelands to the far northwest with broad reach has consumed the larger of the two kingdoms, putting its ally in great peril. The third human kingdom is isolated in the far east by a vast mountain range, below which a Dwarven Civilization is thriving. In the south coast forest, far from the scampering of men, A modest elven civilization goes undetected by all.

And the real meat of the game has yet to begin: Features and Creatures.