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- Path: sparky!uunet!cs.utexas.edu!gateway
- From: bc@fccn01.fccn.pt (Luis Miguel Sequeira)
- Newsgroups: rec.games.pbm
- Subject: Galaxy Results Format
- Date: 28 Dec 1992 06:41:22 -0600
- Organization: CS Dept, University of Texas at Austin
- Lines: 349
- Sender: daemon@cs.utexas.edu
- Message-ID: <9212281248.AA14627@fccn01.fccn.pt>
- NNTP-Posting-Host: cs.utexas.edu
-
- I've been following the discussion between Curt Welch and David
- desJardins on the Galaxy game with a lot of interest. Seems to me that
- they are addressing a vital issue in game design: playability and
- player interaction.
-
- So, here follows a _long_ note with a few personal opinions on the
- subject:
-
- In reply to curt@oasys.dt.navy.mil (Curt Welch):
-
- [...]
- >The tedium of planning the logistics of the
- >transportation of colonist and capitol are exactly the type of thing
- >that you could automate. The route feature of Galaxy is already a first
- >step in the direction of "o automatic on".
- >
- >I think if the game has aspects that can be easilly automated like this,
- >then that just points out a weekness in the basic design of the game. What
- >makes any game interesting is the part that doesn't become obvious after
- >a few games.
-
- On one hand, I agree that some aspects of the game, like the above
- mentioned planning of transportation of colonists & capital, are
- tedious, and take a lot of the time of game planning (& order
- writing!) just to get some few results - but which are vital to
- success! That is, if you _don't_ do it, or worse, if you do it
- _wrong_, you're limiting your chances of survival. So, it must be
- _important_; on the other hand, it is _boring_!
-
- So, "obviously", it should be automated...
-
- But I agree with Curt. If too much stuff, specially the vital areas of
- a game, are automated, then why bother with including them as features
- of the game? Clearly, there must be somewhere a flaw in the game
- design...
-
-
- >Galaxy is an interesting game because most of it is non-obvious. It's not
- >obvious how much time should be spent building ships vs building industry.
- >And it's not obvious what type of fleet to build, and where to put them.
- >Most of this is non-obvious because the correct answer depends on guessing
- >what your opponets will do - or are doing.
-
- Well... uh, that doesn't apply just to Galaxy, you know... :-)
-
- Even a TOTALLY OBVIOUS game (ie., one where all players have all the
- rules & formulae of the game) has a "non-obvious" part: that the
- players are human, and thus, unpredictable...
-
- This is merely my own opinion, but _players_ make the game, and not
- the contrary. I'm presently enjoying myself a _very easy_ game (just 8
- or so types of different orders... and three types of ships!),
- completely obvious game (there are no "hidden" or "secret" rules - the
- game is too simple for that), but I've got a _lot_ of fun from it -
- just because the other players are human, and make mistakes, or are
- totally unpredictable in their actions.
-
- Well, just an opinion, of course. I like complex games - when I master
- them, of course (which inevitabily takes a _lot_ of time for me... heh
- heh heh).
-
-
- > I find I can usually make the initial decisions
- >in about 5 minutes, then I quite often spend another 60 minutes checking
- >and double checking all the logistics issues. And even after all
- >that, I still make mistakes and end up with a group of transports sitting
- >on the wrong planet because I turned a route off and forgot to add a
- >send command to move them.
-
- Yeah, you're right.
-
-
- >Eliminating the concept of colonist (basically just assume all planets
- >are fully populated at the beginning of the game and stay that way)
- >would greatly reduce the complexity and logistic problems of building
- >industry.
- >
- >For that matter, I think the concept of building and transporting material
- >is also un-needed. But unlike colonist, it doesn't really get in your
- >way having it there. It's only needed for that occasional low resource
- >large size planet that you feel you must develop and use.
-
- Hmmm. I agree with your diagnosis on the "disease", but I don't agree
- with your "cure". I'm not sure if just eliminating colonists will
- solve _all_ the problems. It surely will reduce the amount of orders
- given, but... you'll still have to plan routes for other stuff...
-
-
- On the other hand...
-
- David desJardins <desj@ccr-p.ida.org> writes:
- >I think this quote just goes to show how differently different players
- >see the game. I strongly suspect that the parts of the game I find
- >interesting are exactly the parts you find uninteresting, and vice
- >versa.
-
- Well... this is inevitable... a "good" game should be one that offers
- enough diversity to appeal to many different types of players. The
- greater the number of different types players, the most interesting
- the game, I think.
-
- That's what I dislike about chess... Ever saw how they all look alike?
- :-) :-)
-
-
- >Of course I have also played and enjoyed PBM games which are much more
- >complicated than Galaxy. Games which are 10 on the 1-to-10 scale, where
- >Galaxy is about a 3. (Eventually I did decide that the 10 was too much,
- >and that I prefer no more than 8 or so.)
-
- Heh heh heh. Hope the Galaxy authors aren't reading this note about
- your scoring system...
-
- As I said, I insist on _players_ being the most valuable asset on any
- game. However, _very_ simple games have the great disadvantage of have
- a limited range of options - this, in turn, means that most players
- will play the game the same way, as they haven't another choice...
-
- I have nothing against _very complex_ games, except for the fact of
- taking the time to learn _all_ rules. I admit that I'm a lousy player,
- and an even worse strategist; but I've joined a quite complex PBM some
- four years ago, and _still_ know about 40% or 50% of the rules. But
- the game really gives the players "ellbow room", as each one can
- develop completely different and antagonistic ways of improving their
- situation... [however, the "best" way has already been found, so most
- players stick with it...]
-
- (I'd rate that particular game with an 8 - having discovered another
- PBM which has, at least, four times the amount of rules & complexity -
- which would certainly qualify as a 10 or so)
-
-
- >>I find I can usually make the initial
- >> decisions in about 5 minutes, then I quite often spend another 60
- >> minutes checking and double checking all the logistics issues.
- >
- >To be perfectly frank, if you are making these basic decisions in 5
- >minutes, you are doing a pretty lousy job. How do you decide exactly
- >how much of each resource you need in each place? And exactly what ship
- >designs will be most valuable in the long run? And when to buy research
- >vs. when to build ships?
-
- Hmmm... this is an old issue. Intuition vs. spreadsheet &
- supercomputer. On a game where you have but 8 orders to choose from, I
- take 5 minutes to think about the situation, and half an our to write
- the orders. I considered this "normal behavior", as the game was
- _very_ simple. I later found out that another player spent at least a
- few hours to run his calculations on spreadsheets before making a
- move... Currently, both him and I have a similar situation, being
- almost equally strong. So I gather that my intuition isn't that bad as
- it looks, eh?
-
- Ok, this is, of course, another matter of opinion. Galaxy, for
- example, takes a lot longer than 5 minutes - but this is mostly due to
- diplomatic contacts. I won't spend more than half an hour thinking
- what ship I should build now to get the maximum effect on turn 258.
- Even if I had the time to do it - which I certainly haven't - I
- wouldn't do it.
-
-
- >There's a reason that I have the largest industry in each of two games I
- >am in (Clarke and Alpha). It's because I take care with these
- >decisions. You just can't make these long-term decisions in even
- >approximately the best way without making some detailed calculations of
- >their consequences.
-
- Yeah, you're probably right. But then again, I play the game just for
- fun, not for beating records, earning gold medals or simply to win the
- game. That's why I never won any game, anyway. :-)
-
-
- Curt Welch <curt@oasys.dt.navy.mil>, in reply to David desJardins, writes:
-
- >I can see where games of much higher complexity would be fun. But for me,
- >I just don't have that much time in my life to play games.
-
- Heh heh. Same thing here - or almost. I just don't have that much time
- in my life to play _so many different_ games!
-
-
- >Actually, I'd like to see a Galaxy type game that wouldn't last quite
- >so long. At one move a week-day, Galaxy lasts something like 4 to 5
- >months. I'd like to see a game that would only last 1 to 2 months so
- >I could play twice as many games in the same time. I'll have to think
- >about how I could change galaxy to make this happen - yet still try to
- >keep it interesting.
-
- Hmm... ever played any role-playing game? For me, the fun I get from
- it as a player (I almost invariably end up as GM, but...) is to have a
- character I can identify myself with, and develop him/her so that it
- becomes more and more "real". After a while, I get really fond of
- him/her - so I'm really sad about he/she being killed in battle - or
- worse, when the GM quits the game or ends the campaign. What I mean
- is: if the game is too short, I won't ever get fond of my character...
-
- On PBeMs there is something similar. I'm playing an open-ended
- medieval-style strategical/economical PBM for two years now - that is,
- the "county" I control has been in my hands for this long time. There
- are simple some decisions that I _won't_ take, because I _like_ that
- "county". I grew fond of my neighbors and the way they tackle
- politics & economy. I love the way the powers of the game struggle for
- victory, and how I can participate in events of world-shattering
- nature. So, I won't engage in suicidical battles; I won't declare wars
- on neighbours which were my friends, unless I had really good reasons
- for doing that; I won't ruin my economy just for the fun of it; I
- won't sell my castles away, which had cost me months of real time to
- build, just because I need some extra cash; etc.
-
- But this is possible only if the game goes on for a large period of
- time. If it's too short, you'll never get fond of the position you
- control; so, you end up saying "who cares if I lose my home planet; I
- can always join the next game anyway" and do foolish things, without
- thinking twice, just because "it's just a game, there are more games
- around, anyway".
-
- I _really_ think that a 2-month, one-week-turn game is _too_ short.
-
-
- >>And exactly what ship
- >>designs will be most valuable in the long run?
- >
- >You can't calculate this because the correct answer is based on
- >knowning, or guessing what the other players will do. There are some
- >stupid things you have to learn not to do, like building a drive-only
- >ship with more than one drive. But once you learn the basic correct
- >stratiges, then the choice is a matter of taking a random guess at
- >what the other players will do. Making that guess only takes me 5 or
- >maybe 10 minutes.
- >
- >>And when to buy research vs. when to build ships?
- >
- >Same thing. You can't calculate this. You just have to guess what
- >the other players will do. You do have to spend time studying what
- >the other players are doing, so you can make your decisions, but still,
- >this only takes about 5 minutes per move.
-
- You _can_ do "almost precise" calculations, applying economic theory,
- statistics and sociology to predict patterns of behavior, etc., as
- "the real world" economists & politicians do. If they didn't do it,
- they'd lose their jobs... Of course, nothing guarantees success, but
- there are ways to make good estimates.
-
- But you'll need the mind of an economist, a strategist or a
- mathematician to do it... :-) No offense intended, but I know a game
- where the "winning team" is composed of a player with a PhD in
- Mathematics and one with a master's degree in Mathematical Physics.
- They are on rival factions, and use several methods to maximize their
- output (etc.), and really are "unbeatable". Most other players think
- they are "magicians". If everyone knows that ships _can't_ cross the
- land, so how can _their_ ships do it? (they found a "hole" in the
- rules permitting them to do this, ie. building fortresses at
- appropriate places, which ships _can_ cross) If everyone has read the
- rules, and they state that a fleet can't move faster than its slowest
- ship, and that this means an upper limit of 40 hexes per turn, so how
- can _their_ ships move 60 hexes? (on certain situations, the fleet
- admiral can improve the fleet's movement rate - you just have to
- figure out when and how. They did.) And so on. We, common players,
- delight at such tales of wonder and mythology from the Far Lands. In
- fact, all is done knowing _very_ well the rules, an average
- spreadsheet, and lots of incomprehensible formulae for us mortals...
-
- And takes a LOT of time, of course, and absolute dedication to the
- game.
-
-
- >I think it's a waste of time over-calculating these long-term decisions
- >because most of the long-term outcome is based on in factors you can't
- >control or predict - like who will attack you and when. Not to mention
- >the luck factor which also plays a big role. I won a big battle with
- >the VOGONS that basiclly decided the fate of the game for him. Why?
- >Not because he or I spent hours calculating moves, but because his
- >e-mail didn't get through so half his force didn't show up. Pure
- >luck.
-
- Just like in the real life... :-)
-
- Weren't for pure luck, and bad decisions, all of Europe would be
- speaking German today... :-)
-
-
- >And at this point of that game (move forty something), the outcome is
- >going to be determined by what teams get formed, and what they decide
- >to do, not by who made the best decision on what type of ship to build
- >back in the first 40 turns.
-
- Well... again I insist on my "thesis": players make the game. And
- _they_ are unpredictable...
-
-
- >Which is why I'd like to reduce the amount of calculations that the
- >game encourages you to do in the first 40 moves. I don't mind spending
- >2 hours thinking about strategy, or 2 hours figuring out the best tactics,
- >but I don't like being forced to do 2 hours of math problems and logistics
- >to implement it. At first, the math problems and logistics planing were
- >interesting, but now I find them a pain.
- >
- >If a change to the game will reduce the amount of time spent on math
- >problems, I think it would be an improvement. Whether removing the concept
- >of colonist does this or not is another question.
-
- By the tone of my _long_ note, you've certainly found out that I'm no
- mathematician (or anything related). Yes, I agree completely with
- Curt. _My_ view of a game which is _fun_ is one where you are
- concerned with strategy, tactics, trade, or diplomacy - that is, pure
- player-to-player interaction. The purpose of a multi-player game is
- exactly to be able to have _lots_ of players to interact with. PBMs
- are the ultimate multi-player games, where you can have hundreds of
- players at the same time. So, and this is again my own opinion, but I
- think that Curt will agree with me, the emphasis on every PBM (or
- other form of multi-player gaming) should be on the player
- interactions. Rules & math stuff are secondary; they are necessary to
- give players a base of negotiation, and of conducting war in case
- negotiation fails.
-
- If a player _insists_ on doing math problems, that's _his_ problem.
- After all, the beauty of most PBMs is that they can make a lot of
- different people happy with it. But I still think he's on the wrong
- place... :-)
-
- So, I'd welcome _any_ game where maths are reduced to a minimum, and
- player interaction to a maximum... using math talk.
-
-
- >I'm going to try and find some time next week to implement "my" version
- >of the game.
-
- Yeah, count me on!!!
-
- Sorry for the long letter, everyone...
-
- Have a Happy New Year!
-
- - Luis Sequeira
- (definitevely a non-mathematician...:-)
- _________________________________________________________________________
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-
- bc@fccn01.fccn.pt Luis Miguel Sequeira
- Laboratorio Nacional de Engenharia Civil
- Phone 351-1-8482131 Ext. 2752 Centro Informatica/Grupo Sistemas Centrais
- "Don't call me, I'll call you" Av. Brasil, 101 - 1700 Lisboa, Portugal
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