Showing posts with label game loop. Show all posts
Showing posts with label game loop. Show all posts

Wednesday, 4 February 2026

Tick-tock-tock game design

Let's talk a bit about prototyping, i.e., creating the foundation of a game as the first step before iterating on the design.

I sometimes use a specific approach for this, which I call "tick-tock-tock game design".

The name (as opposed to tick-tock-tick-tock) is meant to evoke simplicity and granularity, procedurality and semi-predictability, and deliberate avoidance of symmetry. Specifically, tick-tock-tock game design is

  • Minimalist: The game's complexity emerges from a small set of simple, interconnected processes and abstractions acting on each other. Additional complexity may be introduced creatively by the player. For example: The game has two stats and two actions, and the gameplay state is limited to a set of five possibilities plus some numbers.
  • Clockwork: There is a core gameplay loop, precisely described, which you don't deviate from. The loop's particulars almost certainly involve randomness and player choice, but in general Z follows Y follows X. For example: The game is an escalating series of four-stage cycles where you ante up, make a bet, apply the consequences, then raise the stakes.
  • Asymmetric: Although minimalism + clockwork permits a very high level of symmetry and regularity in principle, the game deliberately leans in the other direction. For example: The game has four stats, but they aren't equally important. The game has four actions with the same magnitude of effect, but one is only situationally useful, and another one has a cost.

This combination can be a potent one for engaging play.

I'll give a few examples from my current game project, Overzealous.

This is a solo TTRPG where you (an outsider god) want to be summoned into reality, but you're mismatched with a cartoonishly bloodthirsty cult who keep getting distracted by their own horrible havoc.

Poster titled Overzealous. The letterforms are superimposed on silhouettes of cultists. An abstract humanoid form looms over fire and candles. Text reads: A band of fanatical cultists. A vexed would-be divinity. Too many gleeful stabbings. Will they complete the ritual? Will they break open reality? Your cult has no chill!!!
Poster by me. Art credits: Evlyn Moreau. Gordy Higgins. Adobe Stock. Lorc, CC-BY (https://creativecommons.org/licenses/by/3.0/), modified.

 

Overzealous is Minimalist. There are five stats. The two 'good stats' are Cultists and Imminence. The three 'bad stats' are Fervour, Divergence, and Monstrosity. You want to get your good stats high and keep your bad stats from creeping up too fast.

All the game's additional mechanics (random weekly events, the actions an outsider god can take, ongoing problems like your cultists turning into cannibals, etc) revolve around these essentials. It is very easy to understand the fundamentals and everything hinging off them aids further comprehension.

Overzealous is Clockwork. Stats matter at the values 0 and 13 (as starting points, points where you win or lose, etc). Stats change iteratively, each turn, with a random factor. The actions available to you have precisely specified outcomes.

After setting up, play proceeds in a tight game loop in which a turn begins, developments happen, actions are chosen, random events are rolled, and consequences are suffered. The loop only ends in a victory or a loss, with a little extra gameplay associated with either, much of the complexity of which is driven by player creativity.

Overzealous is Asymmetric. You want 13 Cultists and 13 Imminence so that you can win, but you need more Cultists than that if your cult has too many heretical ideas. Also, having high Cultists increases the rate of increase in all your other stats.

Fervour, Divergence, and Monstrosity are all bad, but Divergence is the worst because it can passively make it harder to win the game. All three stats can make you lose the game if they reach 13, but Fervour and Divergence matter more before that because they result in worse effects from the random rolls you make for cult shenanigans.

Ongoing problems in your cult can cause stat penalties over time, and there are 25 possible combinations for this, but in practise you only face a subset of ten problems the cult can bring upon themselves, with stat penalties appropriate to the nature of those problems. There's a wide variety of actions that you can choose between to trade off your stats, but they don't all have quite the same expected value or magnitude of effect, some are random, and some effects you might want aren't encoded as actions.

Why tick-tock-tock game design?

Minimalist and clockwork approaches are easy to learn and play and well suited to casual and solo gaming. The flip side is that they can be boring, and the kind of complexity they create can be limited in various ways, such as predictability or lack of verisimilitude.

But small deviations from a pattern feel meaningful (whereas pure unpredictable randomness circles all the way around to pablum).

To put it another way, wielding asymmetry means setting up expectations – the player can envisage a huge gleaming clockwork machine built on these simple bones, a game where a player is barely needed because everything proceeds in so orderly a fashion – and then subverting them. Having things go in different directions. Hiding better solutions amidst worse ones. Presenting a damaged machine to play with. Making things messier and more interesting in the process.

The earlier the better

I think it's best to bake this sort of thing in at the prototyping stage, where it will necessarily affect the end result, rather than try to get it right in later stages of design.

Accidental symmetries are possible, and in my experience if you're not careful when you are designing to thread the needle between symmetrical and chaotic, you can end up e.g. creating trap choices or areas of game-space which never get reached because the better path is so obvious.

This is all part of the game design vision where you avoid having equilibrium states or necessary actions or unavoidable penalties or slow death spirals. Early in the design of Overzealous I switched from ongoing problems causing a stat change of 1 to a 50% chance of a stat change of 2. It should be obvious why. It's less fun to just go around in circles, tick tock tick tock tick tock.

 

Update: Overzealous is now available!

Available at itch!
Available at DriveThruRPG!

Sunday, 25 May 2025

Pushing the envelope: Deconstructing RPGs

When you push the boundaries of a medium, you tend to reveal interesting things.

A whale flies over a landscape, lifted by a book. Art by Jorm Sangsorn / Adobe Stock.


A wrong, but illuminating, TTRPG theorypost

In the case of role-playing games, I think there are two very important axioms:

  1. players get to make character choices that are meaningful
  2. players are deeply constrained as to how they otherwise affect the world

Axiom 1. Players get to make meaningful character choices

By this, I mean their choices must be

real (the outcomes are not faked or predetermined), and

impactful (the outcomes and/or act of deciding matter to the player/character/setting), and

associated (the choices are made as if by the character within the world, not just by the player within the rules), and

plausibly adjudicated (the choices have predictable or at least credible impacts on the imagined world).

Axiom 2. Players are deeply constrained regarding the world

Players impact the world by their character choices, but otherwise have few or no ways to impact the imagined world.

(Most TTRPGs, of course, let a player decide details about the world specifically during character creation, which their character could not possibly have chosen 'in-world'. This is a pretty accepted carve-out, and one of the reasons I say 'deeply constrained'.)

Pushing the TTRPG envelope

Now let's contort these established TTRPG boundaries and principles, to see if anything interesting falls out.

-

We already know what happens when you step back further from Axiom 2 (as part of game design or during play), giving players more options to intervene directly in the world.

You get experiences that are more like collaborative story-telling games, and postmodernish games where the point is to play around with the truth, and eventually you end up with free-form roleplay and expressive world-building.

-

What happens when you deliberately change Axiom 1, making character choices less meaningful?

There are some obvious examples, which tend to be unpleasant, especially in the context of contorting an existing traditionally-designed game.

  • If character choices aren't real, you get railroads, which almost nobody likes.
  • If character choices aren't impactful, the game (and fiction) has no stakes, which few people like.
  • If character choices aren't associated, you're playing something more like a boardgame that has heavy fiction/fluff elements, which some people like, but can be dissonant.
  • If character choices aren't plausibly adjudicated, there's little sense in which you're making a 'choice', so you might as well be rolling dice instead, since that's fun.

...But those are mostly the results of taking a role-playing game and 'playing it wrong'.

Designing an experimental game

Challenge: Can we go against the zeitgeist and design games which play with the formula of Axiom 1? Can we push the envelope to deliberately make character choices less meaningful, and still create something compelling?

I can see two things to try.

Less meaningful choice... in pursuit of themes

You could do this deliberately, in an artsy way, to explore certain themes.

Inevitability and the linear nature of time. Doom and futility. Fate and prophecy. Closed-loop time travel. Nihilism.

Less meaningful choice... but more meaning elsewhere

You could shift the focus of the game from meaningful choice to something else, so that there's still something challenging for the player to do.

One possibility is having the player grapple with emotion and feeling, something reactive and exploratory rather than goal-oriented and decision-guided. The obvious pathway for doing this is through journaling games, which often emphasise those aspects more than traditional RPGs (as well as often relaxing Axiom 2).

Combining these ideas into new experimental game designs

I'd like to see a game develop some of those specific themes in parallel with locking down player choice in favour of developing character emotions and feelings (while still being on this side of 'being a roleplaying game').

I'd like to see a choose-your-own-path game set in a world deliberately designed to teach the player that their character's choices fundamentally don't matter in this particular fictional context, and develop an exploration of what that entails (...while still on this side of 'being a game at all').

I'd like to see some hybrid of boardgame and roleplaying game that's not just 'boardgame mechanics under deep layers of fictive fluff', but some other unusual interpolation of the two mediums.

And if I can't find them, maybe I'll make them.

 

Friday, 6 December 2024

Quality and Quantity of Player Choices

Just some brief design musings.

Player choices are perhaps the most important component of TTRPG play. They're certainly one of the very most fundamental parts of any game.

We know that having more, and more compelling, choices means more fun when it comes to (for example):

  • Spells or powers that are one-use, very limited, or come with a dramatic cost
  • Systems where combat is dangerous and clever play gets you a huge edge
  • Traps, in the style of play where traps are fundamentally puzzles and roll-to-disarm isn't an option
  • Exploration, in an environment where there are (a) resource costs + (b) threats + (c) a goal which can (only) be accomplished here + (d) no clear-the-whole-map expectation

So a natural question to ask is: Can we improve certain game loops by adding more, or more compelling, choices?

Some areas come immediately to mind – places where many RPGs, big and small, have struggled in the past.

  • Researching and investigation. In some games these are a simple matter of GM fiat, or just an in-world-time commitment plus a few dice rolls resulting in binary success or failure.
  • Social relationships. In the (unfortunately common) absence of mechanical support and game structures, the need for these puts a burden on the GM. Social relationships ought to have mechanical impact on gameplay and emotional impact on the player... but all too often you hear them relegated to meaningless flavour. Some games don't really even ask: how do you live your character's life?
  • Wilderness journeys. These can sometimes become somewhat performative/menial resource juggling or a matter of having the prescribed One Combat Encounter.
  • Trade. When it comes to selling loot / buying equipment, some games skip past it, make it abstract or automatic, or reduce it to a haggle mechanic. Playing out the 'social encounter' with every trader isn't any better, if it doesn't involve compelling choices!
  • Dying. Why not give a dying character things to do with their last breath? Or offer a decision between a slim chance to survive and using one's last strength to attempt something?
  • Hacking archetypes/minigames. My impression is these often have a poor reputation even in otherwise-good games.
Some of these certainly could be improved with a greater centering of player choice.

More choices; more compelling choices

It's far from trivial to solve, of course.

Adding player choices may actually make things worse unless you meet the criteria for quality, which I would say at a minimum are:

  1. The choice is interesting, urgent, or otherwise compelling to players
  2. The choice has enough risk or potential mechanical impact to be worth the game time
  3. The choice can't just be resolved with a straightforward calculation in terms of concrete or absolute costs, preference ordering of relative outcomes, etc
  4. The choice is presented alongside enough grounded detail for the players to actually make informed decisions
Worth thinking about.

Crescent moon character surrounded by moons. Image by CDD20, via Pixabay.


 

Graphic design redux: Three book reviews

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