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Author Topic:   Rules of the Game: Rule Design
Sirlin
Administrator
posted 05-02-2001 05:56 PM     Click Here to See the Profile for Sirlin   Click Here to Email Sirlin     Edit/Delete Message   Reply w/Quote
I won't bother posting the whole article to the forums anymore. Discuss the article here if you like.

--Sirlin

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Itsatrap
Member
posted 05-07-2001 01:27 PM     Click Here to See the Profile for Itsatrap     Edit/Delete Message   Reply w/Quote
You repeat one of the "Magic" paragraphs twice. FYI. =)

- Alan

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Sirlin
Administrator
posted 05-08-2001 05:48 PM     Click Here to See the Profile for Sirlin   Click Here to Email Sirlin     Edit/Delete Message   Reply w/Quote
Really? That's weird! haha.

Thanks.

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tesanders
Junior Member
posted 05-10-2001 06:08 PM     Click Here to See the Profile for tesanders   Click Here to Email tesanders     Edit/Delete Message   Reply w/Quote
Thanks for the article; it was a good read. A point you touched on by mentioning MvC2 is that in some games, the rules are partially or completely hidden from the player. In such games, part of the fun is trying to figure out how it all works, to bend the gameworld to your will.

I'm thinking of something like The Sims here, where you spend your time poking and prodding at the thing, observing its reactions. Perhaps such games lose their appeal once you figure everything out?

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Sirlin
Administrator
posted 05-10-2001 11:07 PM     Click Here to See the Profile for Sirlin   Click Here to Email Sirlin     Edit/Delete Message   Reply w/Quote
tesanders:

Yes, rules are often hidden from the player, and The Sims is a great example of that. The various needs in The Sims (bladder, social, etc.) are prioritized with the most biological first and the most "self-actualized" last. But this priority gradually shifts and eventually reverses as the character develops. A character's happieness at the beginning of the game is more weighted toward, say, bladder, whereas later in the game it's more affected by social.

None of that is told to the player, though. It's up to the player to discover that.

I would strongly disagree with your hypothesis that a game becomes boring once all the rules are uncovered, though. If the game is poor and shallow, then sure. Once you know all the rules and nuances of Mortal Kombat, you're ready to stop playing it. But once you know all the nuances of (most versions of) Street Fighter, you're ready to begin playing.

The top Street Fighter players in the country are not bored by the game at all. In fact, I believe they have more fun than the lesser skilled players. Knowing every possible rule and nuance about a competitive multiplayer game means that you know the vocabulary and grammar to have the conversation that is gameplay. Go ask as grandmaster chess player how he feels about chess.

This is a pretty good litmus test for good competitve games, actually. If knowing all the rules means you're done with the game, then it probably isn't a very good game!

Single player games are a different story, though. When you know everything about a single player game, you probably are done with it no matter how good it is.

--Sirlin

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eyenot
Junior Member
posted 04-22-2002 06:44 AM     Click Here to See the Profile for eyenot   Click Here to Email eyenot     Edit/Delete Message   Reply w/Quote
i recently successfully explained the following premise of non-chessplaying to an avid newbie fan of the game while in a cafe. i will relate the premise to you so that you save yourself the ridiculous time spent advancing the game.

in chess, as with many piece (and board) games, there are a predetermined number of possible plays or moves. in chess, the number of possible games are so many that some have said the combinations involved are more numerous than the number of atoms in the known universe. despite this quandary, the entire set of six-piece endgames has been captured on a single DVD diskette. that is, each and every single combination of six pieces on the board leading up to a checkmate has been captured on one single removable media during nowhere near the prime of human technology.

the arguable defense of playing the game humanly and strategically is that you can come up with yet another opening or sequence that defeats all sequences that have come before it. basically that you can study the games of the grand masters before you and create sequences that best their assumptions about the game. this argument is instantly defeated by the fact that if the entire known universe cannot contain enough atoms to equal the number of potential chess gameplays, then the solitary human mind composed of a limited number of whole molecules cannot possible contain a sequence capable of living up to the dream of being "perfect".

therefore, i explained to my newbie friend, the game itself is a hopeless pursuit. see...

suppose you have two total absolute powers at the chessboard. god versus god, for instance. these 'gods' are all-knowing beings who can carry the entire set of possible chessgames in their mentality without needing space to store them on...

therefore, they both know the exact game to play in which to defeat the other player. the 'ultimate' game which they play would define chess itself. and, it would be unbeatable. the game played from the chair of 'god' is unbeatable, therefore, who wins? ...

well, obviously 'god' wins. which is a juxtaposition. luckily, the symmetry of this juxtaposition is broken by a rule in the game of chess which states that 'white moves first'. therefore, white wins. period. all moves made by the player to move afterward are mere reactions to the first player's advances. the first god controls the board while the second god can only be manipulated into moving and has no free will whatsoever. what results is that, indeed, white wins. each, and every, single, time.

which is a stupid, stupid, stupid game. i mean, you don't have to get that far in thinking to basically understand: here's a game where you must take turns, and the person who takes a turn first has a completely utterly undefeatable advantage -- they move first!

i mean think about it. once white has moved first, you simply _cannot_ take that back! you might try to sit there and cerebrally explain how you intend to 'get around' the fact that white moved before you did, but it's a stupid and pointless endeavour. you cannot go back in the history of the game and erase the fact that white did, indeed, move and that your move at this point in time is, indeed, simply a reaction to that beginning of the game.

this simple premise is the reason why ALL games based on taking turns with one player moving first are absolutely NULL in usefulness or pursuit. especially the much-loved game of chess which is really one of the most useless of all considering how much space it wastes with all its pieces, rules, and precedents.

------------------
aim: gabrielapetrie

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eyenot
Junior Member
posted 04-22-2002 06:46 AM     Click Here to See the Profile for eyenot   Click Here to Email eyenot     Edit/Delete Message   Reply w/Quote
i recently successfully explained the following premise of non-chessplaying to an avid newbie fan of the game while in a cafe. i will relate the premise to you so that you save yourself the ridiculous time spent advancing the game.

in chess, as with many piece (and board) games, there are a predetermined number of possible plays or moves. in chess, the number of possible games are so many that some have said the combinations involved are more numerous than the number of atoms in the known universe. despite this quandary, the entire set of six-piece endgames has been captured on a single DVD diskette. that is, each and every single combination of six pieces on the board leading up to a checkmate has been captured on one single removable media during nowhere near the prime of human technology.

the arguable defense of playing the game humanly and strategically is that you can come up with yet another opening or sequence that defeats all sequences that have come before it. basically that you can study the games of the grand masters before you and create sequences that best their assumptions about the game. this argument is instantly defeated by the fact that if the entire known universe cannot contain enough atoms to equal the number of potential chess gameplays, then the solitary human mind composed of a limited number of whole molecules cannot possible contain a sequence capable of living up to the dream of being "perfect".

therefore, i explained to my newbie friend, the game itself is a hopeless pursuit. see...

suppose you have two total absolute powers at the chessboard. god versus god, for instance. these 'gods' are all-knowing beings who can carry the entire set of possible chessgames in their mentality without needing space to store them on...

therefore, they both know the exact game to play in which to defeat the other player. the 'ultimate' game which they play would define chess itself. and, it would be unbeatable. the game played from the chair of 'god' is unbeatable, therefore, who wins? ...

well, obviously 'god' wins. which is a juxtaposition. luckily, the symmetry of this juxtaposition is broken by a rule in the game of chess which states that 'white moves first'. therefore, white wins. period. all moves made by the player to move afterward are mere reactions to the first player's advances. the first god controls the board while the second god can only be manipulated into moving and has no free will whatsoever. what results is that, indeed, white wins. each, and every, single, time.

which is a stupid, stupid, stupid game. i mean, you don't have to get that far in thinking to basically understand: here's a game where you must take turns, and the person who takes a turn first has a completely utterly undefeatable advantage -- they move first!

i mean think about it. once white has moved first, you simply _cannot_ take that back! you might try to sit there and cerebrally explain how you intend to 'get around' the fact that white moved before you did, but it's a stupid and pointless endeavour. you cannot go back in the history of the game and erase the fact that white did, indeed, move and that your move at this point in time is, indeed, simply a reaction to that beginning of the game.

this simple premise is the reason why ALL games based on taking turns with one player moving first are absolutely NULL in usefulness or pursuit. especially the much-loved game of chess which is really one of the most useless of all considering how much space it wastes with all its pieces, rules, and precedents.

------------------
aim: gabrielapetrie

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eyenot
Junior Member
posted 04-22-2002 06:52 AM     Click Here to See the Profile for eyenot   Click Here to Email eyenot     Edit/Delete Message   Reply w/Quote
i recently successfully explained the following premise of non-chessplaying to an avid newbie fan of the game while in a cafe. i will relate the premise to you so that you save yourself the ridiculous time spent advancing the game.

in chess, as with many piece (and board) games, there are a predetermined number of possible plays or moves. in chess, the number of possible games are so many that some have said the combinations involved are more numerous than the number of atoms in the known universe. despite this quandary, the entire set of six-piece endgames has been captured on a single DVD diskette. that is, each and every single combination of six pieces on the board leading up to a checkmate has been captured on one single removable media during nowhere near the prime of human technology.

the arguable defense of playing the game humanly and strategically is that you can come up with yet another opening or sequence that defeats all sequences that have come before it. basically that you can study the games of the grand masters before you and create sequences that best their assumptions about the game. this argument is instantly defeated by the fact that if the entire known universe cannot contain enough atoms to equal the number of potential chess gameplays, then the solitary human mind composed of a limited number of whole molecules cannot possible contain a sequence capable of living up to the dream of being "perfect".

therefore, i explained to my newbie friend, the game itself is a hopeless pursuit. see...

suppose you have two total absolute powers at the chessboard. god versus god, for instance. these 'gods' are all-knowing beings who can carry the entire set of possible chessgames in their mentality without needing space to store them on...

therefore, they both know the exact game to play in which to defeat the other player. the 'ultimate' game which they play would define chess itself. and, it would be unbeatable. the game played from the chair of 'god' is unbeatable, therefore, who wins? ...

well, obviously 'god' wins. which is a juxtaposition. luckily, the symmetry of this juxtaposition is broken by a rule in the game of chess which states that 'white moves first'. therefore, white wins. period. all moves made by the player to move afterward are mere reactions to the first player's advances. the first god controls the board while the second god can only be manipulated into moving and has no free will whatsoever. what results is that, indeed, white wins. each, and every, single, time.

which is a stupid, stupid, stupid game. i mean, you don't have to get that far in thinking to basically understand: here's a game where you must take turns, and the person who takes a turn first has a completely utterly undefeatable advantage -- they move first!

i mean think about it. once white has moved first, you simply _cannot_ take that back! you might try to sit there and cerebrally explain how you intend to 'get around' the fact that white moved before you did, but it's a stupid and pointless endeavour. you cannot go back in the history of the game and erase the fact that white did, indeed, move and that your move at this point in time is, indeed, simply a reaction to that beginning of the game.

this simple premise is the reason why ALL games based on taking turns with one player moving first are absolutely NULL in usefulness or pursuit. especially the much-loved game of chess which is really one of the most useless of all considering how much space it wastes with all its pieces, rules, and precedents.

------------------
aim: gabrielapetrie

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Itsatrap
Member
posted 04-22-2002 11:51 AM     Click Here to See the Profile for Itsatrap     Edit/Delete Message   Reply w/Quote
Is there an echo in here?

Yes, chess is completely deterministic. Then again, so are fighting games if you want to be technical about it. The challenge comes in trying to limit the subset of moves that you have to think about at any given time. In that respect, chess has a subconscious metagame built into it.

Uh, I thought I had a point, but maybe I'm just rambling.

- Alan

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margalis
Member
posted 04-24-2002 05:20 PM     Click Here to See the Profile for margalis   Click Here to Email margalis     Edit/Delete Message   Reply w/Quote
Um...wrong.

Here is a simple game, "MineField walker"

Rules:

#1 First person to hit a mine, loses.
#2 Each turn you must move
#3 Each move you have 50% chance to hit mine

----

Going first a big advantage here? It is quite possible that when you get down to it in many games it is best to sit still. Therefore moving first could be a disadvantage.

Finally, let me point out that while Chess is deterministic and turn based you have no hope of figuring it out completely. People who play chess are not god and god2, they are people.

To say "if I was god, this game would be a lot less fun" is pointless.

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60Hz
Junior Member
posted 06-10-2002 10:59 AM     Click Here to See the Profile for 60Hz   Click Here to Email 60Hz     Edit/Delete Message   Reply w/Quote
I'm fairly new here, but i love the arena for discussion i see.. i'm on a constant quest to perfect my game design skills, to solidify some process... so in others words i'm happy to see these forums... now for the meat of my reply:

Great article sirlin... Rules define the game, it should be in my opinion one of the first things considered in game design, perhaps after the initial high concept is thought of - sometimes before. One thing that is interesting is that people are trying to make games 'better' by reducing the amount of rules, the go anywhere, do anything moniker (sp?) is thrown around, but this, to me goes against game design in that it implies less rules... that is less restrictions... if we take this to the extreme we can simulate real life, but is this really fun? no, if it was we wouldn't need entertainment... just because we can run anywhere it doesn't mean it's fun, now give me a game of panzer dragoon, and i'm gauranteed to have fun since it has such a strict rule set... or even chess - or hey checkers which is even more confining than chess - is an excellent game...


I'm not sure what the point of saying fighters are deterministic, if it's to say that the same inputs will result in the same outputs i miss the point- that would be more of a coding issue... The difference between chess and fighters/or action games is that one is turn based and the other is real time... the similarities of chess and fighters in specific, is that each game has a look ahead designed into it, that is some sort of prediction takes place... this is explored throrouhly in the virtua fighter series, where players have to think 2 to 3 moves ahead, each form of attack can be looked at like a chess piece... sequences are a perfect example, should you go for a 2 hit seq, or a 3 hit, if i go for a 3 hit the other player might do this... look ahead...

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Itsatrap
Member
posted 06-11-2002 02:59 PM     Click Here to See the Profile for Itsatrap     Edit/Delete Message   Reply w/Quote
It's been a while since I read through the earlier parts of the thread, so I'm going to be lazy at the risk of repeating myself or going off on a tangent.

Fighting games are real-time, but really a round consists of several melees separated by short breaks in the action (e.g. after one player has been knocked back). I would compare it more to blitz-chess where the time between decisions is reduced. The outcome is still deterministic, since the same button sequence will always produce the same results. Timing is a factor, but typically it is loose enough to allow for a measured response. Otherwise, blocking and counters would be pointless.

My comment about fighting games being deterministic merely demonstrates that knowledge of the complete ruleset does not automatically confer mastery, nor does it mean the match result can be precomputed.

- Alan

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Kaisharga
Junior Member
posted 07-31-2002 03:38 AM     Click Here to See the Profile for Kaisharga   Click Here to Email Kaisharga     Edit/Delete Message   Reply w/Quote
I'm probably going to be a bit terse here, but I'm tired, and probably won't be up to thinking enough to remember to do this in the morning, so deal with it.

Seeing the Magic: The Gathering reference in the article stirred up memories of another brilliant collectible card game: NetRunner. Rules are broken by cards (which is no big surprise to CCG's), exceptions are made, Yomi 3 concepts come into play even for novices. The game is just as much about bluffing as it is about cardplay--do you really want to look at this card I'm hiding?--it might be a trap.

A magnificent game, sadly mismanaged by its originating company, Wizards of the Coast. I mourn for you, Netrunner.

(want more information? I'd love to talk more about this. Email me at kaisharga@siscom.net and mention Netrunner in the subject line if interested.)

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Pxtl
Junior Member
posted 07-31-2002 02:48 PM     Click Here to See the Profile for Pxtl     Edit/Delete Message   Reply w/Quote
Ahh, but the difference between chess and other games is threefold - first, chess is not skill based. It is entirely based on knowledge and strategy. Theoretically, a player with infinite time, infinite patience, and zero intillect could win at chess by figuring all possible combinations. There is no actual skill involved, unlike games that involve aiming, real-time command, etc. You don't need even to be able to think at speed (something street fighter games, or even chess with a clock requires).

Second is that chess non-random. In an FPS you have a random spawn point. In poker you have random cards. A chess game played with the same moves twice will be identical. A game of yhatzee is not, as the dice rolled are different.

Third, chess has no secrets. Play Stratego, or any RTS with fog-of-war. Or double-blind chess, while you're at it.

Factor 1 requires that you be god, not just perfectly patient, to win. Still, god vs god means that any slight advantage wins.

Factor 2 and 3 mean that even god can be defeated, because there are things he doesn't know about the game. I bet that, if he didn't cheat, I could beat God at War, or Yhatzee, or maybe even Blackjack if he didn't read my mind.

Whether or not these are good things is up to you. Worth considering though.

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tartley
Junior Member
posted 08-01-2002 09:05 AM     Click Here to See the Profile for tartley     Edit/Delete Message   Reply w/Quote
If anyone fancies seeing what chess would be like if it *wasn't* turn-based, then try out Kung-Fu chess http://www.kungfuchess.com/
This innovative web version lets both players play any piece at any time. The only restriction is that you cannot move the same piece twice within a couple of seconds.
(Incidentally, they also have a four player version - each player starts on one edge of a slightly larger board.)

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