Thursday, August 21, 2014

Math in Board Game Design — Quick notes on Gen Con 2014



We returned home last night from Gen Con... exhausted but with huge smiles on our faces. Our experience was largely shaped by the fact that I was there primarily intent on doing research that consisted mostly of interviews with board game designers. And indeed I was able to interview 10 designers as well as make quite a number of incredible connections and continued to build some great relationships. Some of the designers we were able to meet with were names that almost any gamer would recognize and all of the interviews and other goings on were awesome.

One interesting event we attended was a seminar called "The Basics of Tabletop Game Design." A question asked by someone in the audience was regarding whether or not they should consider hiring a mathematician to help develop their game. Nearly every one of the five designers on the panel enthusiastically agreed... "screw the math! Do not worry about the math... Math should never be a primary consideration!" My impression from their comments is that, while math might... sometimes... eventually... need to be considered, it is far towards the bottom of the list for the design process.

This has caused me to reflect quite a bit on not just board game design but on other types of design and on research as well. Now, as I reflect on this it occurs to me that, if design is fundamentally the creation of a system, that this non- or  anti-math philosophy works rather well. Get the framework in place first. If we use basic systems thinking as described by Donella Meadows in her book "Thinking in Systems," we can create a system framework. We can work on that framework, refining and adjusting and designing the complete system before we may or may not need to introduce any mathematical considerations.

We can design the structure of the system and represent that structure using visual diagrams — this may require little or even no math. I often think of these diagrams as system maps or concept maps. Then when we begin to examine the behavior of the system we introduce math or perhaps in some cases not even math but rather numerical elements. The behavior of a system over time may be represented using visual graphs. So you can think of it in this way — we design the system using system maps. We can then if we choose to do so or if we need to do so reflect on the behavior of the system mathematically, possibly by using graphs as behavior is over time and graphs provided a useful tool for examining behavior over time.

Throughout my interviews and observations I have encountered many comments similar to those of the aforementioned Gen Con panel about math in the design of tabletop games. For example in one of my previous posts I quoted a designer as saying, "I was thinking about why we are here play-testing. It's not so much to work out the mechanics because you can do that very mathematically or through easily testable means. What we are actually play-testing here is ..." These comments by board game designers that down play the mathmatics has lead me to be very curious and desirous to one day interview Reiner Knizia. Knizia, a full-time board game designer (an extremely rare thing), has a PhD in mathmatics and is widely know for his smooth but extremely mathematical game mechanisms. I wonder where in his design process mathematics begins to play a role?


Thursday, August 7, 2014

Instant Artifact — design, film and board games










Last night we watched a documentary film titled "Time Zero: the last year of Polaroid film." As you might guess it's a film about the end of Polaroid film — specifically integral instant film. Like most things I enjoy, this documentary got me thinking. With my roots being in visual design and having done a lot of design for print and advertising I have a great love for the physical artifacts that we create as designers and as human beings. There is something special about the interaction that we have with the made artifacts in our physical environment. To some large and rapidly accelerating degree we are loosing these experiences as they are replaced with the digital spaces where we spend our time. 

I don't completely sympathize with the points of view expressed in the film. But, the thought of leaving behind such a cherished technology is a little heartbreaking. I have spent a significant part of my life working and interacting with artists who use this technology (not to mention the fact that my daughter is a professional photographer/artist). So... much of this documentary struck some pretty deep emotions within me. Integral, instant, Polaroid film is magical even today, so many years after it's invention. This is repeatedly brought home in this film. A Poloroid is a moment capture, a work of art... literally a one of a kind instant artifact that engages all of the senses... you hear the camera's unique series of sounds as it clicks, whirs and ejects the item of interest. You can smell a faint whiff of chemicals as you hold the blank frame in your hand and the photo slowly reveals itself. 

Part way into the documentary the film makers interview an employee of Polaroid. This man was involved at some high level with sales and marketing of their instant film product line. He describes the withering sales that were recorded over many years as consumers slowly embraced newer technologies. In 2005 they decided it was time to end production and phase out instant film. They put together a 5 year plan with a forcast of sales. They built up their stock of the product and pulled the plug on production to initiate their 5 year plan. What happened surprised them — sales leveled off and began to rebound. But, the company stuck the plan and so Polaroid instant film was ended.

It may come as no surprise that as I watch this film my thoughts turned towards board games. Some of you may find it intriguing that the sales of board games has increased by 10-20% every year for the last 10 years. What could explain such a trend? Why is it that I find designed physical artifacts so compelling? Is there some school of psychology to explain this? If it were explained in such a way that I understood it in some rational way would the magic die? I suspect not. In fact I believe that I would find all of it even more compelling.



Wednesday, August 6, 2014

Reflections On A Protospiel



Last weekend I spent 3 days at a Protospiel in Chelsea Michigan. A Protospiel is an event where tabletop game designers come to playtest their games and talk with other designers and playtesters about their work. I started attending Protospiels last summer and this was my 4th. Each Protospiel that I have attended has been fun and at each one I have felt more and more like part of the community. One of my reasons initially for attending these events was to explore the possibility of focusing my research on board game design. While it's true that my research now officially includes the study of board game design my attendance of Protospiel feels like it's as much about just being with these people and sharing in their love for the design of tabletop games as it is about any kind of research.

At this most recent event I was able to record 7 interviews with designers. I can think of few better ways to spend a weekend than, with Vicki at my side, to play board games that are under development and interview the designers of those games. That for me is close to heaven. More interviews would have been nice. But, each interview in the handful that I was able to record was unique and held interesting insights. Here is an excerpt that I think is very interesting...

"I was thinking about why we are here play-testing. It's not so much to work out the mechanics because you can do that very mathematically or through easily testable means. What we are actually play-testing here is ... what is the combination of mechanics that you are putting together? How are the players experiencing that and creating their game from that? You are giving them something to use to create an experience — I think that's what we're touching on here. What we don't know is how they are going to take those tools and how they're going to experience an experience. We think they're going to go a certain way. But, they may find that experience doesn't work for them. There are reasons right? You can't always predict the complexity of strategy's that emerge from a system until the players actually start fooling around with and playing it."

I would not say that this quote in itself was a surprise. For me it is simple confirmation that these designers, many of whom are hobbyists, have a deep understanding of design. This is the type of design understanding that can transcend the limits of one specific type of design. And while there may be many board game designers that don't share this depth of understanding, it is my belief from what I have observed that most of them do even if only in an intuitive way. I have interviewed several dozen board game designers over the course of the past 16 months and most of them have been experimenting with game design since they were in their early youth. It is not uncommon to hear the phrase "well, when I was a kid I started re-designing games that I thought could be better."

This tells me that most of these designers have carried with them a fascination with design processes and design thinking for most of their lives. They have developed a large library of experiences related to design and tabletop games. While in some cases their use of this library of knowledge and experience may be an intuitive process in others it is quite explicit. Many professional, trained designers in other disciplines lack this type and scale of focused toolset of processes and experiences.

Tuesday, July 22, 2014

Differences and Similarities: board games & software apps



I'm Making A List 
— it is still a work in progress —

Several weeks ago Erik Stolterman and I were discussing my work and he suggested I make a list of similarities and differences between digital apps and board games. There was some discussion speculating on what I would discover. Would I find more differences than similarities or vice versa?

As I wrote the little that you see here, instead of finding clarity, instead of finding separation between the two, I feel even more strongly the similarities between the two. Yes, there are many differences. And yes they are significant. But, through the lens of designing an experience for a user/player the similarities still seem quite striking to me.

I am clearly posting this prematurely. I'm not asking you to do my work for me (as if that were even possible... me being the genius that I am ;)   But, I thought it might be fun to get some comments. Let me know what you think.

Similarities and Differences — Boardgames and Digital Apps

— Similarities —

1. Designs often driven by and incorporate user/player objectives... goals... and motivations

2. Design considerations often include...
— degrees of agency — quantity of choices and decisions
— the quality of decisions can shape experience

3. designed artifact (often)

4. there is a stylistic look/feel that is an integral part of the experience

5. bot are designed systems that human interacts with

6.  artifact is a mediator
— signifiers and affordances
— data is manipulated via visual/physical mediators

7. rules create a framework for the experience

8. steps or phases are part of the experience

9. sense of input/output

10. replay-ability and emergent qualities
— users/players often come up with new uses
— outcomes can surprise users/players
— outcomes are different from one experience/use to the next
— outcomes are subject to qualities of the user/player

11. Produced by teams including designers, illustrators, writers and stakeholders

12. not generally considered an activity for spectators

13. rules based activity
— in software apps the rule set is the software program
— in a board games the rules are written in a booklet (or on The Geek ;)

14. both are rules based activity with an objective   


— Differences —

Board Games

1. usually a group activity

2. experience and physical space is usually shared by other users

3. there are end conditions

4. achievements are quantified as well as qualified by the rule set

5. physical artifact
 — three dimensional experience over time
6. rules can readily be modified by users

7. specific objective(s) determined by designer

8. it is not uncommon for luck to be designed into the system  


Applications

1. objectives can be sharply adjusted by the user

2. often a solo activity

3. rules are not easily modified by user


Wednesday, July 16, 2014

Design and the Stealing of Our Thunder



Some of you may be aware that I am working toward my PhD and some of you may even know of my deep obsession with design (more specifically design methods), evolutionary biology and board games. Indeed I have had one paper published discussing the development of design methods and principles that may be borrowed from board game design. And my current work continues to focus on these three things. Today I read an interesting article by Cosimo Cardellicchio titled "Evolution for Games." Upon first glance it might be tempting for me to say, "well there it is... it's been written, so why should I continue with this paper I'm writing."

Oh ye of little faith... Fear not! While Cardellicchio's article may touch upon some of specific topics that I am researching, his piece fails to explore them from the perspective of design and design methods. I'm not certain of Cardellicchio's background and a brief google hunt proved disappointing. I suspect from the little I could find that he is some kind of chemist who evidently has an interest in board games... cool! So, I actually found his article quite encouraging.

I have learned much here in my academic pursuits at Indiana University. One of the things I've learned is that finding other writings that seem to echo your pursuits is a good thing. It provides several very useful things.

Firstly it lets you know that you're writing about a topic that is of interest to other people. Hey, that's awesome -- there's other people out there nearly as strange and dysfunctional as I am.

Secondly it provides a source of reference -- gotta fill up that bibiography ;)

And thirdly and probably most importantly it gives you a frame of reference or a source that you can use to compare and contrast your own work to. This allows you to refine and improve your own writing.

Yesterday in our research groups weekly meeting we discussed this very thing. One of my colleagues expressed concerns over article he had found that seemed to already say what he was wanting to say. It was clear however that these articles of concern did not say it in quite the same way that my colleague would. I hope that our discussion encouraged him to move forward with his ideas as I think that they are very interesting. And I'm absolutely certain that he would bring a fresh perspective to to topics.

This all, while ostensibly about research and writing, actually is a fine illustration of my ideas about evolution in design. It's unlikely that someone will ever design something that doesn't have some sort of genealogy. You absorb tons of information and ideas every day. These are our raw genetic material for generating new design creations. You are a 100% unique filter, mutator and maker. Seeing what others have done should only compel you to show the world your own spin on things.

Yesterday I read an article by board game design Richard Breese titled "My Life in Games." Breese is rapidly becoming one of my favorite designers. And day by day I am coming to believe that he is "the man" when it comes to the game mechanism of worker placement. Anyhow, in this article he shares some extremely interesting information about himself as a game designer. He lists the 5 things/mechanisms that he enjoys most in a board game. This list is followed immediately by reference to a game that he liked but lacked some of the elements from his list. He then says that this was the catalyst for his creation of the core mechanisms for his game Keydom. This is the game that many believe to be the genesis of the worker placement mechanism.

This illustrates beautifully the ideas that I am working on. Let me break it down:

1. Breese has a pre-existing personal philosophy of design — i.e. his list of 5.
2. He experiences a new game that he likes but it falls short in some of those 5 things that make up the core of his design philosophy.
3. He then takes some of the ideas from that game and by mutating them using his own philosophy he creates a new and highly unique set of mechanics for the core of his new game.

I hope to find many more examples that will allow me to dig deeper into this. I know that many other people have written similar ideas. All I can hope for is to put my own fingerprints all over those ideas until at some point they become something I can call my own.






Friday, July 11, 2014

The Circle



This past week I read Dave Eggers' "The Circle." This book is about a large young technology corporation named "The Circle" that rapidly buys up the likes of Facebook, Google, Twitter, etc. and unites and unifies all of them. The story follows a young woman as she is hired for a low-level position and quickly becomes the company's ambassador. The core ideas of the book are echoed in the Circles three slogans —

"Secrets are Lies" 
"Sharing is Caring"
and
"Privacy is Theft"

Many of he ideas outlined in the book sound like good ideas on their surface. It's not good to keep secrets — it's almost like your lying to people. It's good to share things — it shows you care. Keeping things from people can be a little like theft. In the begin of the book these ideas are looked through soft lenses in this way. However, by the end of the book it is clear that extrapolating these ideas out to their logical end could easily create a world where privacy is a crime, intense participation in social media is mandatory and sharing literally everything is compulsory.

As with most books of this nature, one of the things that makes it a good, scary read is that it would only take a slight nudge to start our own reality rapidly down a similar path. As I read it I was reminded of Orwell's 1984 and other, similar books about dystopian near futures. This book seems to illustrate how we could rapidly find our selves in such a future. The book begins in a setting very close to where we are at right now and over the course of mere months spirals into dystopian madness. It is written in such a way that as a reader I was unsure of the authors opinion about social media, privacy and other core concepts through much of the book. Good stuff.

In the world of the "Circle," it's offensive to not post your status, share what you are doing, rate, review, offer "smiles" or "frowns" on everything and every one via social media.  So, I found it... well... interesting that as I finished reading "The Circle" on my iPad, a screen popped up asking if I wouldn't review/rate the book and share my completion and rating of it on Facebook and Twitter. That was on Tuesday — so it has taken me a few days to realize that I was not being very caring by not sharing. In fact I was pretty much stealing from ya'll by not posting these comments earlier. Sorry!

——

I would be remiss if I didn't add a note here suggesting that if this book of fiction sounds good to you that you take a look at Jaron Lanier's manifesto "You Are Not a Gadget." Yes, it reads a bit like the rambling mutterings of a neo-luddite, techno-guru madman. That is partly why it is so beautiful. As a techno-insider, Lanier offers provocative observations, opinions and suggestions addressing sharing, privacy and the state and trajectory of our digital culture.


Thursday, July 3, 2014

The Mutador Lives! The Genetics of Design.





I have been working with Erik Stolterman on a research paper  that discusses the similarities between a design process and the process of biological evolution. While it may be easy to see that evolution occurs on a very surface level, my interest really lies deeper.

You see in genetic evolution all of the surface stuff — hair color, skin complexion, behavioral predispositions, etc. — is driven by a microscopic, genetic code that lies deeper within the organism. So, while it is possible to examine and analyze the qualities of evolution based on these outward manifestations, if you want to more deeply understand evolution you need to look at the code.

My quest then is to discuss the genetic or "design-code" that lies deeper within the design artifact and design process. If this design-code is analogous to a genetic code then it does not lie on the outward surface of a design. Instead it is almost invisible to unaided physical observation. And yet it is ultimately the very engine deep within the artifact or process. It is the exclusive, elusive thing that determines what we see — be it physical attributes or behavioral characteristics.

So, what is the "design-code?" This is the big question for me. My working theory is that this code is the designer's personal philosophy.

Is the design-code analogous to a genetic code — determining the outward characteristics of a design? Does it move like a genetic code from host to host, generation to generation, artifact to mind and mind to artifact? How do the evolutionary principles of mutation, fidelity, fecundity and fitness apply or work in this analogy?