There is a broad variety of rich and
complex turn based games that are renowned and enjoyed for their
depth and skill. This article details some common techniques the
designer uses to create a engaging experience for the user.
Variety of Choices
There must be a variety of choices.
In general, this means choosing something to be good at. This
usually involves choosing how to allocate offensive, defensive and
other more esoteric skills such as crafting, earning income, etc.
Some games employ a specific “boons
and flaws” system in which the player must choose weaknesses, while
other games are balanced to treat a lack of skill as a weakness
itself. The key is to have many types of things be important, while
making it impossible to get all of those things. This forces the
player to work around key weaknesses.
Weaknesses and Resistances
Weaknesses and resistances are always
relative to a some “average” character. I've heard this
character called “The Mario” before. In most of his appearances,
Mario is fantastically average, the second best at everything.
In Mario 2, he is the second best jumper, and the second fastest at
picking up objects.
In Dungeons and Dragons, humans are,
statistically, “the Mario” with average scores in every stat.
They are not so tough as dwarves or nimble as elves, but they make up
for it in their broad aptitudes.
Other races wear their weaknesses on
their sleeves and boast their resistances proudly. Dwarves are quite
resistant to poisons and see well in dim light. Elves are resistant
to enchantments. The weakness of Humans, and of “The Mario” in
general, is the same as their strength. Their lack of specialization
make them the second best at everything.
The Mario must develop a strong Plan B
to make up for his lack in superiority at Plan A. The Mario is
willing to sacrifice of his strengths if he can force his opponent to
do the same. A complex design forces a character or player out of
their comfort zone. Spellcasters will be forced to deal with magic
resistant monsters, and sneaks will likewise be thrown against dogs
with a keen since of smell that they must avoid.
Likewise, dwarves will be put in
situations that call out their lack of nimbleness, elves will have to
pay for their lack of toughness. The illiterate barbarian will be
forced to talk to highborn kings and shrewd number counters.
Limited Resources
Limited resources keeps “broad
spectrum” characters like bards from winning the day. Mario is
forced to specialize in some skills instead of increasing his skill
in everything at the same pace. Without focusing adequately on “Plan
A” threats take too much time or resources to deal with. A good
damaging attack is still a great answer to a lot of problems.
Focusing too much on “hedging your bets” must hinder your ability
to take out key threats quickly.
The tension between focusing on Plan A
and Plans B,C,D becomes the key concern of great players in strategy
games. This is seen keenly in the board game “Go”. With Go, the
player must focus on expansion and focus on securing his territory.
A great player will find a way to do both. Not only will he attack
key weak points in the opponent's territory, but he will do so in a
way that forces a sequence that benefits him, and leaves him stronger
and with more territory.
This idea carries over to many turn
based games: expand while defending your weaknesses.
Layering
Ideally, you manage to find a design
that is “simple to understand, years to master”. Yes, it's
cliche, but it's true. Typically this means that your interaction
are, on their face, easy to understand, but have deeper uses and have
overlaps over other game systems.
Consider the Wizard101 spell
“Sacrifice”. The printed text reads “Take 250 [death damage]
to give 700 [health]”. On it's surface the card is straight
forward, you take some damage and then heal some life. In fact,
most players will read this as if it simply heals them for 450.
However, if the player has an effect that double death damage they
deal (or receive), or changes their healing effect, this will work
much differently for them. Likewise, if they are near death, this
spell can actually bring their hit points below 0 and then back up
again, which will clear any buffs or debuffs on them.
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