What this Article is, in Fact, About
The most unique parts of the
Longship game design are the dynamic weather system
mechanics and the CargoMaster mechanics. By freak happenstance, these
also happen to be the most enjoyable parts (according to playtester
reviews, not just my random opining). But this Gamasutra
feature isn't about either of those. Why? Because, that's why.
Instead, this feature is about the
dice-based mechanics in Longship, which make up a small but
important part of the game. See, I recently retooled Longship
to use custom dice instead of straight d6s, so I thought I'd explain
some of the design decisions and math behind the new mechanics
that are associated with the dice. Like I stated up front, I
really want to show some applied probability theory to prove that it
is useful in more situations than just bombastic talks at the Cigars
and Brandy Club for Designers.
In some past versions of Longship,
it used many more dice, but currently the game uses only two
six-sided dice. Crude or sloppy dice mechanics are a hallmark of
AMERITRASH
design, so once the rest of the game was working fairly well, I
decided to take another pass on the dice-related mechanics and
give them more polish and personality.
Although I toyed with the idea of
removing dice altogether, they have an important role to play in the
game. First of all, randomization to some degree can be a very
good thing. Some games are superb without it (Chess, Go) but
games for a family setting and range of skill levels benefit from
some chance. We've seen this in the American classics Monopoly
and Risk, but randomness plays an important role in Eurostyle
games as well (which I love). Settlers
has the all-important (and sometimes detested) 2d6, Carcassonne has
the random tile-flipping, Ticket
to Ride has card draws and route draws,
and so on.
The Not So Grand Game
of Goose
The Game of Goose
The degree of randomness is often what
throws games firmly into one design camp or another (Ameritrash or
Eurostyle). Subject for another article, but long story short
is that too much randomness destroys the meaning of choice in
the game, and that's a bad, bad thing for most designers and players
alike. While the "GRAND
GAME OF GOOSE" was interesting in its day, games
like that are just not up to snuff two centuries later. Chutes and
Ladders does have its places, I suppose.
Two Dice, How Do We
Love Thee? 36 Ways, Says I...
2d6 (or two six-sided dice) based
mechanics are familiar, flexible, tunable, and all sorts of super
things. They are great game tools.
The World Famous 2d6
Familiar:
people are used to rolling two six-side dice and don't find it
strange at all. Thank Monopoly.
Other polyhedrons have an RPG-inspired stigma.
Flexible and
Tunable: with 2d6, you can achieve a lot of different
number distributions and mechanics. You can use each dice
individually, combine them together to get numbers (e.g. Craps), or
use one die as tens and the other as ones. If combining them, which
is of course quite common, then the probability spread of the numbers
2 though 12 gives you a lot of flexibility to work with. There are
36 different combinations of the dice, so you can make events as rare
as 1/36 (2.8%) or as common as you want (by allowing spreads of
numbers... e.g. "You succeed on a 3 or above on two dice
(97.2%)."
For Longship, though, I wanted
something a little more special. Design-wise, there are times
when other dice (d4, d8, d10, whatever) are needed to achieve
whatever probability or mechanic you are aiming for. When
choosing other dice, though, you run the risk of alienating players
and/or attaching a strong stigma to the game. Sometimes anything
other than a d6 screams D&D to people, which can be bad.
Poor polyhedrons, always getting a bad rap.
Before you scream "Stop talking
about dice, I'm a digital designer, curse you!", remember that
you face a similar crisis of familiarity when coding events related
to a random number generator. Sure, you can use percentage-based
systems or get as complex as you want in the code, but where user
interface is involved, you must still consider familiarity issues. I
personally love percentage based systems, but we still see tons of
video games with d6ish, d8ish, or d20ish mechanics, and that's
partially why.
Returning to our heroic yarn, I wanted
a good randomizer with the flexibility of 2d6 but I didn't want to go
with a tile deck or card draw or a spinner or some other mechanism
that basically screams "I'm dice but I look so much more
sophisticated, don't I?" In truth, I needed what 2d6
had to offer but wanted to add a little more theme and interest.
Enter custom d6s. After a bit of work, I settled on the following:
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All of the games I mention use probability and custom cut dice combinations to evoke a specific model of probabilities for weapon and ability differentiation.
Do you find that the decision for using custom cut dice was more a matter of making your game unique, or was it to map the probabilities in a more grokkable fashion for the player?
Awareness of how game mechanics work at their core is what true game design is all about.
And as a player, even though in a lot of games users are not aware of how probability is involved; there's still a lot of gamers like myself that enjoy clear feedback of probability components and the action of throwing digital dice whatever the shape this takes.
First, it adds a little more personality to the game. It's a little more fun to check for axes and sea monsters than just a check things like "4 or above on d6". Goes with the theme better.
Second, the symbols are a bit more grokkable, as you've pointed out. I'm hoping the rules are more memorable, and less checking of reference tables will be required. Rolling two dice and checking for sea monsters when passing through a Sea Monster-inhabited sea zone maps well to memory (in theory).
Some of the combos I found I needed to do just made more sense with the symbols, whereas they seemed really clumsy with straight d6s. For example, the raiding rules: checking for axes and taking casualties on sea monsters is sorta simple, whereas "5-6 equals 1 success, 6 = two successes, and a roll of 2-3 is a casualty" is just a little more of a mouthful.
Of course, I'm just using normal d6s to prototype.
I'm not saying that custom dice are categorically better; but I like the theme-ey-ness.