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  Radical Rethink: How 100 Rogues Begat Auro
by Keith Burgun [Design, Smartphone/Tablet]
18 comments Share on Twitter Share on Facebook RSS
 
 
September 20, 2011 Article Start Page 1 of 3 Next
 

[Having come off of the complicated and lengthy process of developing and releasing iOS title 100 Rogues to limited success, developer Keith Burgun radically rethought what he wanted to achieve and what was even possible -- and in this article describes the ideas that led to his next game, Auro.]

In my previous Gamasutra article, "The Cautionary Tale Of 100 Rogues", I described the process behind designing, developing and marketing of my 2010 iOS game, 100 Rogues. My team, Dinofarm Games, and I have started working on a new game. While, on its face, it shares many surface-level things in common with 100 Rogues, I'd like to explain how and why I went back to the drawing board and looked at the fundamental aspects of the genre.



The new game in question is called Auro, named after the spoiled prince protagonist. To describe it in a line, it's a "turn-based, hex-based, dungeon-crawling strategy game". Note that it's not a "role playing game", and it's not a "roguelike". Which is funny, because the game's original working title was actually "THE ROGUELIKE".

However, as you'll see, my design process and philosophy stripped away so many elements of these genres that when I stepped back, I realized that what I had on my hands no longer fit that title. Players will decide for themselves, of course, but by sticking to a philosophy, I think I've stumbled upon something entirely new.

Not that it really needs to be said, if you've played 100 Rogues, but I'm a huge fan of roguelikes; Dungeon Crawl and Shiren the Wanderer are two of my all-time favorite games. However, I also think there are inherent problems with the genre. Some are probably thinking, "Yes -- they're too hard and unforgiving". Actually, though, I think that's one of the main things they do right.

The fact that these games are challenging, and your choices actually matter (because if you make a wrong choice, there are consequences that cannot be undone -- imagine that!) are exactly what make them fun and interesting. The problems as I see them with roguelikes are issues that face most video games: over-complexity, unfocused game design, and temporal inefficiency.

Over-Complexity

Before video games, there were still games, of course; board games, card games, sports, word games, and little "don't step on the black tiles!" type-games created by children. However, before computers, games had to be simple for practical reasons -- they were limited by the physical realities of the medium. For example, if you want your sport to catch on, it's very nice if a few friends and I can play with nothing more than a ball and a field. If we need 12 different types of balls, several goal-types, and lots of other equipment, we're just less likely to go to all of the trouble.

Computer games, however, do not have this limitation at all, and developers really take advantage of it. In fact, such great advantage has been taken of this ability to continually add more complexity to games, that we're now completely taken in by a sort of "more is more" philosophy.

I think that this negatively affects almost all modern video games, and with DLC and in-app purchases, the problem is certainly not going away (to put it lightly!)

But more is not always more. When adding "more" to a game you decrease the likelihood of being able to balance the game. If the game is not balanced, then a dominant strategy emerges -- that one weapon or unit or move that everyone uses over and over. Now where did your complexity go?

All of that effort designing, creating and implementing those features was wasted. Your game now effectively contains only a few usable items.

Great games usually don't have a ton of inherent complexity -- that is, the complexity of the rules and content. Great games have a limited amount of inherent complexity, and a great amount of emergent complexity -- the complexity that emerges through play.

For a great example, think of Go or Tetris -- the ingredients of the game are super-simple, but when you put them into action, it unfolds into an awesome array of meaningful choices. This is where we get the (now lost?) mantra that games should be "easy to learn, difficult to master". Many modern video games these days end up feeling more like an asset tour -- look through all the assets, use them all once, and then buy the next game.

Finally, we also want to be very careful when adding "more" to our game designs because the more we add, the more difficult our games are to learn. That's part of why we have this expectation that the first act of our games will be a tutorial -- because if anyone uninitiated by video games tries to play Ocarina of Time or Fable, they'll likely have a hard time picking up all of the complex rules from scratch.

This issue of more being more absolutely affects roguelike design. One could almost say that part of Nethack's appeal is this novelty idea that the game includes almost everything one could imagine (in fact, I believe it even includes a kitchen sink). Dungeon Crawl: Stone Soup has, even by the admission of the lead designer, too much stuff. Early on in the 100 Rogues' development, I noticed that I was trying to add too much stuff as well. We had originally intended for many more weapon and armor types to be in the game, but stumbled into problems.

 
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Comments

Chad Wagner
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I really appreciate the approach to game design that you talked about. Elegance, in that form, is fun to experiment with and come to master and apply in new situations.



However, I also think there's a place for the more baroque designs you allude to. For example: Magic: The Gathering. With hundreds of cards, rules and options, it stumbles in to all the drawbacks you mention. It is also the most successful modern game - virtually reinventing the hobby board gaming industry. They have great challenges with balancing, and complexity, yet it is still fun and engaging to play (and rarely boring).

Your article also brought to mind Desktop Dungeons, which also cleverly questioned some of the closely held tenets of the Rogelike faith. I love it's conversion in to a clever turn based puzzle!



I looking forward to trying Auro - and thanks for the call to unification of game design, and the push to think tactically...I have new ideas forming in my head now!



Good luck

Keith Burgun
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"Financially successful", and "well-designed" don't necessarily correlate, sadly.



Desktop Dungeons was a huge influence on us - I'm a huge fan.



Thanks for reading!

Mark Kreitler
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Games like M:TG occupy a neat zone between simplicity and complexity. The meta rules are very simple: 20 hit points, pland land to earn Mana, use mana to attack, etc (hope I didn't get these wrong -- I only played it a few times years ago). The actual rules, encoded on the cards, are insanely complex, but you don't need to know them until you use them. That part is brilliant. In that sense, M:TG *is* well-designed.



Of course, it's grown out of control, as you point out. However, that base meta-design is solid and a great foundation for a wide variety of games (e.g., "Dominion").

Ben Freund
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Great stuff. I loved 100 Rogues, and I'm looking forward to this!

Abe Pralle
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Really good article. Thanks for the insights!

Leonardo Ferreira
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Great article. Faux-complexity is really one of the plagues of modern game design, nice to see such a passionate advocate for minimalism and objectiveness!

Alex Belzer
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I really love it when game devs layout their aesthetics before embarking on a new game. I think it could definitely help guard against blindly following regurgitated tropes, and it's always interesting to read. A+ on the manifesto.

Keith Nemitz
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"what is the fundamental, essential experience that we want to have?"

"Then we try to figure out what core mechanism would express that experience best."



Great to hear someone else talking about this. Although Keith proposes concrete experiences, "...some interesting new spacial relationship, or resource-managing pattern, etc.",



Experience founded game design also applies exceptionally well to narrative based games. 7 Grand Steps started out to give the experience of guiding family generations through history from the perspective of different social classes. It took a year to find a great core mechanic to express families striving from one generation to the next.

Keith Burgun
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Hey, also, for the record, we're currently looking for a new programmer on the project. Email:

jobs-at-dinofarmgames.com if you're interested!



And we're also considering making AURO a Kickstarter project. What do you guys think?

Mark Kreitler
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Great article, Keith!



This line is gold: "If a mechanic is such a no-brainer that it can be automated, cut it!"



I'm also a huge fan of this aesthetic: "what is the fundamental experience we want to express, and what core mechanic expresses it?"



I agree that many video games consist of bland soups of rote systems. The worst offenders try to simulate other entertainment experiences, but suffer from a "lack of editing." For example, RPGs that offer a "tabletop experience" have no GM to compress the time. So, instead of, "You search the caves for an hour, but find nothing interesting," you literally have to explore for an hour. Bravo to you for calling us, as an industry, on this lazy design.



You allude to board games several times, and I agree that their designs tend to be more focused. I've learned more about good game design from making board games than video games. I wish more people in our industry studied them.



One note about theme: I agree that it's important to pick a mechanic that delivers the experience you want to create, but it's not always possible to separate theme from the experience. For instance, if I want to make a game about surviving a zombie apocalypse (like we need another one of those...), my theme is set. From there, I need a small number of mechanics that reinforce this theme and work together in a tight system if I want a fun game (see, "Left for Dead"). It's still possible to control your design, but it's harder. Conversely, starting with a more abstract experience and choosing an appropriate theme usually creates a tighter mechanical design, but often leaves one feeling like he's operating a calculator instead of playing a game (e.g., most of Reiner Knizia's games -- at least the ones I've played).



At any rate, thanks for the great read, and good luck with Auro! I'm sitting on a similar design -- I hope we're not too close to each other. :)

Keith Burgun
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I'm really glad you enjoyed the article. Thanks for reading!



As for theme - yes, it's true that you can start with theme first, but I think this is a bad idea, because then that dictates your mechanisms rather than what the gameplay mechanically needs dictating it. I also do not think that starting with a more abstract experience and then choosing an appropriate theme always has to feel like Knizia's games - look at Dominion, 7 Wonders, Race for the Galaxy... I don't think there's anything wrong with these games and I think they all started with mechanisms first (I know RftG did).

Ryan Rigney
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Excellent article, Keith. I feel as though you've articulated many of the things that I've been thinking about recently while working on my first game (which is going to be a sort of competitive multiplayer game in the same vein as Bomberman, albeit with a different core mechanic).



One thing that surprised me was your assertion about limiting game length to 30 minutes. I think that games with the sort of focused, emergent design mechanics that you describe in this piece could be used to create a fantastic multiplayer game with a lot of potential longevity.



But if you're just talking about single player games, I suppose you have a point. I'm certainly interested to play Auro now.

Gregory Booth
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There is already an Auro (tm)



Aurogame.com

Mark Venturelli
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Nice to see more designers worried about focusing on meaningful decisions. Your attitude seems a tiny bit too radical, but I`m sure you`ll probably be able to strike a good balance between things after you`re done with Auro, since you seem to be a very talented designer. Good luck with your game!

Keith Burgun
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In what way is it too radical?

Brandon Perdue
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I find Puerto Rico an odd game to invoke as an example of what you talk about. I almost would call it an exception to the rule, in fact, because there's several separate mechanics to that game and no one that I feel drives it (unless you group "resource production" into a broad mechanic that encompasses everything). Colonization, plantations, building, trading...all these things work differently. It's actually pretty remarkable that the game is balanced as well as it is, but that's a testament to the design; I adore that game.



Perhaps a better example from the board game realm would be, say, Carcassone (the focus being on tile placement, even with expansions), Kill Doctor Lucky (focus on movement/positioning), or my personal favorite, Cosmic Encounter (since the core attack/defend mechanic is exceedingly simple, but the alien powers make the game very dynamic).

Keith Burgun
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I would call Puerto Rico a "machine-building game". You're trying to build a machine which will "work" - aka produce victory points - as efficiently as possible.



But ya, I could have picked a tighter example, sure. Through the Desert!

Shay Pierce
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Really nice, interesting article; I totally agree with your design philosophies!



However I do think you do an injustice to the number of "interesting decisions" made in even AAA games. Though I'm not a big AAA game player these days, I hear a lot of these games accused of being too "linear"... and certainly this criticism is valid on some level.



I think that even something like Halo (which seems like it would be a poster child for that kind of criticism) is actually chock full of interesting decisions: most of the decisions are just "too small to notice", by which I mean they're decisions we're making instantaneously, and perhaps unconsciously. For instance, Halo is mostly about the decision of how and when to fight at short, long, and medium range; when and where to throw a grenade; and the improvisational choices that must be made in the middle of a firefight when the situation suddenly changes.



To me these are still interesting decisions, they're just ones that rarely get noticed or acknowledged as such. I wrote about this at length last week in a blog post, so I'll just link that here in lieu of rambling about it any further: http://www.gamasutra.com/blogs/ShayPierce/20110925/8509/All_Games_Are_About_Choi
ces.php



Anyway I'm now really looking forward to Auro - I think I can already visualize its gameplay in my head! I'll be sure to follow your blog and watch for a beta sign-up, this sounds like the type of game I'd really enjoy. (I'm not actually a big roguelike fan, partly for reasons you discuss; but your gameplay sounds interesting regardless of whether or not it can be pigeonholed into some existing game genre.)


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