Hey everyone! Today I have a good-old-fashioned formalist-ish game design article. It's been a little while since I've really done one of those, unless it was attached to Push the Lane. This article is also a little bit different than a lot of my other work because I usually talk about rulesets: what the actual rules are. I tend to talk less about, within a set of rules, what players can do. Today, I'm talking about designing strategy space, and a specific way to think about the strategies that players can pursue in your game.
Today I interviewed James Lantz, game designer at Klei. Among numerous other games, he was for me most notably a designer on Invisible Inc., a really interesting X-Com-ish tactical strategy game, and Mercury, a small indie Rogue-like game that really boiled down how Rogue-likes really work in the smartest way I've ever seen. (By the way: yes-relation! James is the son of Frank Lantz, who you can hear in my episodes 23 and 24.) Some topics covered:
- How James came to work for Klei
- Our opinions on how to market strategy games
- A little discussion about League of Legends and last-hitting
- Game design writing
- A bit about what growing up as the son of a game designer was like
Strategy game designers should start thinking about alternatives to "score systems" for their games. In this article I will talk about how and why we use score systems right now, what their weaknesses are, and how we can (as well as why we should) move beyond them. Much of this article is written with respect to designing single player strategy games, but the theory absolutely applies to multiplayer strategy games equally.
Score Systems in VideogamesScore systems have been relied on by all kinds of interactive systems designers since the beginning. Early videogames such as Pac-Man and Galaga had high score boards that players would compete for places on, whereas Super Mario Bros. had a score feature as a sort of extra added feature that really serious players could try to maximize if they got tired of beating the game. It goes back further than that, of course. Pinball, which laid many of the foundations for videogame design tropes, also used a score system, not to mention some ancient games such as Go. Today, there are strategy games that use score systems, such as games like Civilization, Rogue-likes, or my own Auro: A Monster-Bumping Adventure. They're appealing to designers because they're so simple to implement and design; you can pretty easily take just about any simple toy/sandbox activity and slap a score on it, and then it almost instantly feels a little bit more competitive, a little bit more replayable, a little bit more "strategy-game-like". (more…) Read More
The game I've been working on since about 2015, Push the Lane, is now on Greenlight! Please vote for it and share the news. Link: http://steamcommunity.com/sharedfiles/filedetails/?id=905399570 Very soon, I will be also launching a Kickstarter for the game. Stay tuned!Read More
It is common to hear players talk about "tactics" and "strategy" in games. In this case, the colloquial understanding of these terms happens to be pretty useful, in that it maps well to something that actually goes on in playing strategy games. With that said, it's worth taking a moment to clarify these terms: "Tactics" usually refers to "short-term decision-making". Questions like "should I move this character two steps forward, or three steps forward" are questions of tactics. Tactics are micro-level decisions in strategy game play. "Strategy" usually refers to "longer-term decision-making". Questions like "should I be aggressive early, or be defensive now and attack later on" are longer-scale choices about a game that players make. Strategies are macro-level decisions in strategy game play. In both cases, we are talking about a grouping of gamestate information over time and how it changes. I refer to this grouping as an "arc". (more…)Read More
I've been working on this game since late 2015. It started as an abstract dragging-stuff mobile game like Threes, then become more of a single player turn-based League of Legends, and now has become a strategy/tactics game that doesn't resemble anything in particular.Here's a rundown.