Saturday, November 10, 2012

31 Flavors of Naga Demon


This is my second post regarding NaGa DeMon - National Game Design Month. Participating in this means that my card game project must be created with all of its necessary pieces entirely within the month of November and then played at least once. So far, I've decided my card game will have mechanical elements that emulate the prisoner's dilemma situation. Currently, I still haven't yet decided on a theme, despite the helpful feedback I've received from fellow NaGa DeMon Hunters.

As I said in my last post, while it's very normal and possible to design games without a theme (just look at all the card games that use a standard deck of playing cards), having that flavor established early on can help further game designing which in turn can help influence the theme and so on and so forth.

So, right now, I'm going to focus on cranking out some theme ideas. To help me in this process, I've decided to theme this blog post with a title referencing Baskin-Robbins' "31 Flavors." So thematic. So productive. I'm going to force myself to come up with thirty-one different themes right now as I write this. I've only got a few swimming around in my brain, so I'm excited to see what I come up with! 

This is what I really should be doing at this stage. No second-thoughts and such during the brainstorming process! Just let it all flow out of my mind and put it all down. Only until after the brainstorming is finished must I begin to think critically about the theme possibilities.

But before I begin, I will first define the game mechanics that must be described within the context of each of these themes. Here they are:
  • The scenario - This has to be a situation that the players are involved in such as a high school rally, a fantasy dungeon quest, or a series of therapy sessions.
  • The players - The players have to be somebody or something that's doing all this simultaneous cooperating and competing. Who are they?
  • The "loot" - The players will be trying to be collecting the most of ...something. In Mario, this would be coins. Zelda has rupees. Note that this doesn't have to be gold or jewels nor does it need to be a tangible object. Also, the verb (player's action) associated with this "loot" doesn't have to be "collect." In summary, they need to be [VERB]-ing [SOMETHING].
  • The "health" - I want to add a layer of complexity to this game that makes this more than just an iterated prisoner's dilemma. As such, the "monsters" can hurt the player's "health." This "health" may influence the player's decision-making. Anyway, what is this "health" within the context of the theme?
  • The game-ender - The game, mechanically, will end at an indeterminate time. But what is the flavor that causes this scenario the players are in to end? This quality of the game seems to not be as important to define but would definitely enhance the game that much more if defined.
  • The encounter-able "things" - The players, within the scenario, will encounter ...stuff. Within the context of a typical swords & sorcery fantasy adventure, this would be monsters, treasure, traps, puzzles, etc. There's going to be bad stuff and good stuff and a lot of these things will yield the "loot" mentioned above.
So, here we go! Oh, and for the themes I list, I won't repeat ones that were already suggested to me, like an treasure hunting theme escaping from a crumbling temple due to a stolen idol (Indiana Jones). Anyway, 31 themes:
  1. Blood-sucking Vampires - The players are vampires trying to suck the most blood before the sun rises. Vampires have a physical health (yet can never truly die, of course) and face humans and animals of various types.
  2. Meat-eating Werewolves - ...This may or may not be cheating, and this may remind you of Twilight, and maybe it's because I've got Magic: The Gathering's Innistrad / Halloween on my mind due to building my cube: The players are werewolves trying to eat as much meat before the full moon disappears. Werewolves have physical health (but are superbly resilient) and face humans and animals of various types.
  3. Brain-eating Zombies - Oh, boy, another horror theme: The players are zombies trying to eat the most brains before the military nukes them all. Zombies' "health" is represented through their body parts. Losing body parts doesn't impact your abilities - it's just a flavorful representation. Losing all of them, though, causes you to need to re-attach your body parts, which costs you. You fight against humans, mostly.
  4. Booty-Plundering Sexy Pirates - I apologize in advance for this one: The players are sexy pirates trying to "plunder" the most "booty" before the voyage ends ...or whatever. Since the core mechanic of plundering booty is already a sex euphemism, the rest of the game will also play into this by using thematic pirate things and terms. Like a nice-looking (treasure) chest (it's like this stuff writes itself!) The players' have libido they must not let "get too low." ...Again, I'm sorry!
  5. Rising-in-Fame Musicians - The players are musicians/bands gaining fame and trying to become the most famous before they all die or go to jail or become too old to play anymore. Etc., etc. During cooperations, this can be seen as playing at a show together. The players have gigs/private shows/entertain fans/etc. Their "health" can be inspiration, motivation to rock, soberness/cleanliness until they eventually hit a low place and lose some fame as a cost to getting back on their feet again.
  6. Book-Reading Library Nerds - The players are book nerds trying to read the most books before library closes. Library patrons and various library-specific objects would be your encounters and your "health" is drowsiness or eye-weariness or something.
  7. Laughter-Inducing Comedians - The players are stand-up comedians trying to get the most laughs by telling jokes, performing skits, etc. before the end of the show. Their "health" would be how funny they are. Or their originality.
  8. Pizza-Eating Teenage Mutant Ninja Turtles - I'm gonna go ahead and cheat with an IP idea: the players are the Teenage Mutant Ninja Turtles trying to eat the most pizza before Shredder shows up. The turtles can fight together or solo Shredder's minions in the meantime that Shredder hasn't shown up. What I don't get is why there would be so much pizza being carried by the bad ninjas - stealing them? *shrugs*
  9. Competitive Space Bounty Hunters - The players are space bounty hunters trying to collect the most bounty earnings before ....something space-related happens. Some bounties are tough to hunt down and might be best to require cooperation!
  10. Doughnut-Eating Cops - The players are cops trying to eat the most doughnuts before their shift is up. They encounter criminals of all sorts, and getting tired/injured requires them to recover by eating some of their own hard-earned doughnuts.
  11. Stealing-from-Homes Robbers - The players are robbers trying to steal the most wealth from households before everyone wakes up in the morning. The robbers can work together for more difficult places to break and enter and/or wealths to acquire (like laser-guarded diamonds). Sneakiness can be health, and having zero sneakiness means you need to hide until you gain your sneakiness advantage again.
  12. Competitive Fisherman - The players are fisherman trying to fish the most fish before the end of the day. Fish, fish, fish. Some "fish" are ridiculously heavy and may require more than one fisherman to fish up, like, say, a SHARK or KILLER WHALE?! Players encounter all sorts of fish. Players have bait to look out for.
  13. Orgasm-Seeking Orgy Participants - This is just straight-up X-rated, as opposed to the innuendo-ridden pirate one above: the players are humans (!) in an orgy trying to get the most orgasms/sexual satisfaction before the end of the night. The "monsters" are sexual partners, cooperation with other players end up being those threesomes and whatnot, and the "treasure" cards are stuff like sex toys or sex machines. Health is stamina or libido.
  14. Jehovah's Witnesses Sharing the Good News - And now for possibly offensive, but it fits so well with the unknown-when-it-will-happen game-ender: The player's are Jehovah's Witnesses trying to spread the good news to as many people as they can before Armageddon occurs. You can witness to people not already in the truth and even do so cooperatively. Their "health" is how much they're deviating away from Jehovah. Getting down to zero "health" means they must have a shepherding call, so they can be brought back closer to Jehovah.
  15. Fun-Seeking Carnival Attendees - The players are attending a carnival and they try to have the most fun before the end of the day. They'll ride rollercoasters, play carnival games, etc. Their "health" is their excitement or fatigue - sometime they need to sit down and have a bite to eat or something!
  16. Money-Making Food Chain Companies - The players are food chain companies trying to sell the most food  to climb to the top of the food chain (ahahah... hah. ...hah) before the economy goes bad. Meeting demand in various areas may take more than one food chain (player) to fulfill whereas others are perfectly fine with just one food chain. Your health is your food supply. Sometimes food shortages happen.
  17. High School Kids Striving for Popularity - The players are "the popular kids" in high school trying to become the MOST popular before the end of the school year. Encounters would be students, teachers, various school events like clubs and rallies. "Health" is your confidence/arrogance or something.
  18. Cross-Country Car Racers - The players are each racing in cars across the country trying to get the furthest before... hmm. Before Armageddon happens? I dunno. "Health" is running out of gas. And cooperation is... yeesh, this theme needs a lot of work. I'll take it, though!
  19. Competitive Christmas Decorators - The players are trying to decorate their Christmas trees with the most decorations before Christmas comes! "Health" is their Christmas spirit. They'll encounter carolers, santa, and other Christmas-y things. Cooperation is kind of a stretch, though, since they each have their own trees to decorate. Perhaps they're just putting up decorations in general?
  20. Competitively-Studious Students - The players are trying to study to gain the most knowledge before finals yet need to possibly share books! They must fight their own sleepiness or face the consequences of a short nap (health mechanic). 
  21. Head-Collecting Fantasy Heroes - The players are trying to slay monsters and collect the most monster heads before heading back to their kingdom to be awarded the title of "Hero of all of everything ever" or something. Players may end up cooperating against more-difficult monsters
  22. Affectionate Romantics in a Love ...Pentagon? - The players are all trying to show the most affection for their shared romantic interest before the romantic interest ultimately decides to enter into a relationship with one of them. Various encounters would involve different romantic gestures. Some are gifts (treasure) that earn you some easy affection as opposed to candlelight dinners, etc. Your passion is your "health."
  23. People-Scaring Ghosts - The players are ghosts trying to scare the most people in a haunted mansion or something before dawn comes. Your “health” is your “presence” or how frightening/haunting you are.
  24. Follower-Gaining Twitter Users - Twitter users trying to get the most followers before "something happens." Various tweets containing humor, links to articles, or links to blog posts would occur. You'll have some kind of Twitter "tenacity."
  25. Competitive NaGa DeMon Game Designers - Game designers trying to design the most fun game before NaGa DeMon is over. You can work on game mechanics by yourself or cooperate in conversations for truly innovative ideas. Inspiration/creativity is your "health."
  26. Taxi Drivers Making Money - The players are taxi cab drivers trying to make the most money by the end of the day. Some passengers will require a greater distance and might require a couple cabs yet will yield a lot of  money (cooperation). Your "health" is your gas? Hmm. That means you're always losing health. Sleepiness? Willpower?
  27. Competitively-Fabulous Mall Shoppers - The players are going out shopping, and they're trying to have the most fabulous clothing before it's time to go home. When shoppers cooperate, they'll have to receive less fabulous-ness since they both bought the same thing. "Health" is fatigue.
  28. Competitive Ice Cream Eaters - The players are in an ice cream factory after it's closed for the night, and they must try to eat the most ice cream before it opens again. Going after the same ice creams will mean less ice cream for each player. "Health" is how close you are to a brain freeze.
  29. Pot Smokers Getting High - The players are all trying to smoke pot to get the most high before the party later on tonight. You can choose to go to various sources for weed, whether it's the next-door neighbor or that pot dealer you know. "Health" is how much you're coughing. Sometimes, you'll need to cough a bit too much, which costs you your "high-ness."
  30. People-Saving Firefighters - Firefighters trying to get the most gratitude (or be the most heroic) from saving people from a building on fire before the building is completely evacuated. Sometimes, you'll need to cooperate to help carry out heavy people, but they'll REALLY gracious and will award more gratitude whereas easy ones like children give little gratitude. Pets and such are easy but don't give ANY gratitude. "Health" is your bravery/courage.
  31. Vandals Competitively Causing Damage - The players are vandalizing anarchists trying to cause the most damage to the city during the night. There's all sorts of acts of vandalism you can attempt, but some are really hard to do without cooperation. Your "health" is how discreet you are.
Whew! That took longer than I thought. Well, some of these are just not doable like the Teenage Mutant Ninja Turtles one. Well, I could still do it, anyway; but that specific one doesn't even have a strong flavor, and I won't be able to go very far with this project without getting into trouble or something. I'd rather have an original theme.

While writing this, I was trying not to censor myself and just let the ideas flow, so a few of these I won't actually consider, like the Jehovah's Witness one since that might be offensive (trivializes the religion, etc.) and it's not the best theme for players to get excited about. A lot more people would rather pretend to be blood-sucking vampires than Jehovah's Witnesses, I surmise.

So, now that I've written this list out, I'm going to need to decide. I could swap around some of the different parts of themes and mash them up for a better theme, too. For example, ice-cream eating firefighters. O.K., maybe the ice cream can melt, so you put the fires out? ...Bad example, but you get what I mean. 

Perhaps you can help! Which of the above themes do you like most? Or perhaps you have a different idea? Thanks in advance! Let me know by leaving a comment on this post or tweeting at me: @bradleyrose

Thursday, November 8, 2012

The Naga Demon Dilemma


For about a week now, I have had tabs in my internet browser open for Wikipedia articles including "Prisoner's dilemma," "Unscrupulous diner's dilemma," "Peace war game," and "Nash equilibrium." Why? Because of NaGa DeMon - National Game Design Month. NaGa DeMon is where you create a game along with all the necessary pieces and play it at least once all within the month of November. This month is going to be the month where I design my very first original game.

Yes, for those participating in NaGa DeMon like I am, I know that research could (preferably) have been done before November started. During the latter half of October, however, I was focusing my efforts on building a Magic: The Gathering cube and designing Magic cards for the set pitches contest for the Goblin Artisans 2012 set project. But excuses, excuses; right? Anyway...

So, a week has gone by, and the percentage of my game I have completed by now amounts to about diddly-squat. This is what I've decided on so far: it's a card game, and the mechanics will have elements of the prisoner's dilemma. Why a card game? Because, like The Joker, I adore card games. And they're easier to make than a lot of other games. Why the prisoner's dilemma? Because I've been fascinated with it, especially since when The Legend of Zelda: Four Swords implemented it.

The prisoner's dilemma is a situation where two players are given the same set of choices that they will each make secretly from each other: cooperate or betray. There are four outcomes with two players with varying degrees of rewards. The best thing that can happen is one player betrays while the other cooperates. The worst thing is when you get betrayed while you cooperated. So why would you ever cooperate? Because the second-to-best thing is when you both cooperate. The second-to-worst thing is when you both betray each other. If you both keep betraying each other, you're both getting some bad rewards. So, then you both cooperate to get better rewards. But then somebody can get selfish and reap the best rewards and betray. Dilemma!

The Legend of Zelda: Four Swords implemented this by making collecting rupees a competition. The players must both cooperate to traverse the dungeon, defeat the monsters, and solve the puzzles. At the same time, there are treasure chests and rupees lying around alongside these important and dangerous obstacles that require teamwork. Players have the ability to mess with the other players, even being able to go so far as to throw other players into a bottomless pit.

So, let's say you just enter a room with this boss monster and some treasure chests lying around. The boss monster starts attacking the players, threatening the welfare of everyone. Three of the four players immediately start working together to fight the monster. The fourth player, however, decided that the other players will probably fight the monster, and three would be more than enough to keep the monster distracted. So, the fourth player sneaks over to the treasure chests and starts collecting rupees, helping them gain the lead in the rupee competition. The rest of the players are doing all the work while you're making out like a bandit!


In another scenario, EVERYONE gets this mindset of desiring to get to the treasure chests first before dealing with the monster. So all four players starts heading over there - but nobody is taking care of the monster. Then the monster attacks and hurts everybody. Sad times for all. But, hey, you might have been able to sneak one treasure chest or something. ...But if you ALL WORKED TOGETHER and beat the monster first, you could have still gotten one treasure chest or something but without all that damage you endured just now.

However, Four Swords doesn't just work like the prisoner's dilemma - it works like an iterated prisoner's dilemma. This is different in that there are multiple times where you must make the decision to cooperate or betray. And you have memory of all the outcomes and decisions made by the players from previous prisoner's dilemma situations. Knowing what has happened before can alter your decision in the next prisoner's dilemma. This is great. But then there's a problem.

The problem with the iterated prisoner's dilemma is that when there is a known finite number of times the prisoner's dilemma will be played out, this will usually influence the behavior of the players to betray during the last known round of the prisoner's dilemma - because there will be no consequence to their actions afterward. But since you know that betrayal will happen during the last round, you might as well gain the upper hand and betray during the second-to-last round. And then it goes on and so forth like this until you've determined that the best decision is to relentlessly betray right from the beginning.

So, what is needed is an unknown number of rounds of the prisoner's dilemma. How do you do that? Well, a deck of cards is great for randomizing things in an order that you do not know. However, simply using a deck of cards with events in it with a "game-ending" event inside of it won't be enough. Because you'll know how likely it is when the game will end the closer and closer you get to the end of the deck of cards containing the game-ender.

One solution is to have a deck of cards with randomized encounters along with that one card you'd want to POSSIBLY end the game. This one card would actually be random itself in whether you continue the game or end the game there. When you get a "continue card," you reshuffle this deck of encounters along with all previous encounters and include a new special event card that may, again, end the game or continue the game. Or you could use a new deck. Doesn't matter. Just as long as the randomizer of encounters does not reveal a good approximation of when the game will end.

Within the context of a "medieval high fantasy" theme (I don't want to use such a played-out theme, but I may end up ultimately using it), you may use a Dungeon Deck full of monsters and treasures and a single special card that determines whether you continue to the next area (shuffle up the deck again with a new special card) or you've found the dungeon exit. Of course, you can always associate boss monster events, etc. to these special event cards.


You can control the randomness of the special outcomes in the game by parsing the deck into multiple sections like what is done in Pandemic. In Pandemic, there are special Epidemic cards. In a regular game, there are four of them in the deck. However, during the set-up of the game, the deck is divided into four separate piles with a randomized Epidemic in each pile. Then the deck's four piles are stacked on top of one another. What this does is create four separate "stages," where, within each stage, you'll experience an Epidemic sometime. This way, you KNOW that the game will not suddenly throw three Epidemics at you three turns in a row and the game quickly ends from there. If you find an Epidemic card during your first turn, then you know you've got quite a few cards to go before you experience another one.

I think I need to determine just how long I want the game to last and then design the game in a way that the game will end within the general timeframe that I want it to end. This can be fine since knowing how much time you've got in the beginning before the game will end isn't as detrimental as knowing how much time you've got in the game left.

In terms of theme, this is what I've been banging my head against a wall over for the past few days. I just can't come up with one satisfying enough and whose flavor can accommodate the mechanics of the game. Having the theme determined from the beginning along with the mechanics of your game is a huge boon, if not vital, when you're designing the game. This is because design can influence the game's theme while the game's theme can influence the design. Design and theme play off of each other and reinforces one another. Perhaps that "finding love while riding a train" theme influences the design to contain some "crying baby" content or random large groups popping up to take all the seats.

I've got the general idea of how the game's pieces will be played out: you'll be revealing cards from the top of the Dungeon Deck (I'll be calling it this for the purposes of this article and perhaps even myself until I settle on a different them or a better name) that may contain monsters, treasure, or that special event card. These will be laid out face up for everyone to see to represent what's currently available to engage with. Then the players will, with their hand of "action cards," decide what they will engage with. This decision will be simultaneous (simultaneous turns) yet secret. What you can engage with will be one of the revealed cards (in a four-player game, I'm guessing having three cards revealed at a time would be best), another player, or yourself. When you engage with another player, you'll be putting them at a disadvantage. When you engage with yourself, you'll give yourself some kind of benefit. It still wouldn't be as good as engaging with the laid-out cards but it's at least a safe bet. Perhaps you'll hide or heal yourself (healing yourself would then force players to not always engage with themselves since the benefits of engaging with yourself every turn would have diminishing retunrs).

...so this is where I'm at. I've got some project planning to do, so I can make sure I keep on track, but I'll figure that out soon enough. Right now, as I write this, it's past midnight, I'm tired, and it's my nana's birthday later on today. Gotta snooze!