- We value the Intent of the Designer over Enhancement of the Solitaire system. At the end of the day, the design of the Solitaire system is, itself, part of the design of the game. Therefore, we will not retrofit a game unless the designer is eager to see a new system in their game and willing to support the design and development of the system. For Fire in the Lake, we had Volko’s help in understanding what the core elements of the model were and how he envisioned them interacting.
- We value Usability over Perfect Play. We do not seek to design an opponent that will take advantage of every mistake a player makes, but rather seek to provide a competitive and appropriately difficult opponent that, generally, follows the rules of the game. We also strive to keep the system ergonomically simple to reduce tedium. For example, all cards can be held comfortably in one hand and the most important charts fit on the inside of a foldout PAC, limiting the need to flip back and forth between various components.
- We value Clarity over Thoroughness. No system can account for every situation, so we seek to provide clear processes to handle the unaccounted for (e.g. “Choose Randomly” by a given method, “Discard this card and draw another”, etc.). We use the fewest possible steps for each procedure, separate different types of procedures into discrete steps (e.g., “which action?” is separate from “where execute that action?”), and rely on random selection to the least extent possible.
- We value Simplicity over Cleverness. We would rather have a system that follows the existing rules of the game rather than create many new rules, but we will prefer Usability over Simplicity when the two are in conflict. For example, Arjuna does not require a separate sheet of instructions for implementing Events; this was eliminated to speed play. In Tru’ng, we needed this list of instructions because it would have been less usable for players to not have these instructions.
I thought they wanted a little friction box, and you could see how well you could push against it…I realized that what they wanted was for the game to tell a compelling story and still have a kind of narrative logic, even if they were down a player.Our goal is to provide that narrative logic and compelling story, and we think that these principles are the best way to that kind of experience. Let’s look at one way these priorities play out – the space selection tables for the NVA bot. Our first priority was to make sure that Volko and Mark were aligned with our principles. We learned a lot from Volko and Mark – from showing them the bots at the GMT Warehouse, to many phone calls, they were invaluable in helping us understand what the NVA should do. But more than that, they were in agreement with the general approach that was being taken for the project, which was a very important part of the design. So next we prioritized usability. There are several ways that usability comes through in these tables:
- This table is used for one thing – selecting spaces – but it is used for selecting spaces in almost every case where the bots select a space.
- One table is used for each faction, but no more than one table.
- The information is presented visually where possible, and uses color to emphasize conditionals.
- There is information encoded in the ordering of the columns which can be used to prioritize an action when an event would allow a choice between two columns.
- The final two rows provide convenient reminders to players of universal rules of the system.
- The columns present categories of action rather than specific Operations or Special Activities, making them reusable and reducing the number of columns.
- All space selection is presented on a single player aid card, visible at the same time.
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