Thanks for checking out the next article in my series for
beginning game designers. If you missed them, the previous articles were Rules are Bad and Time is Precious. Today I’ll be talking about math in games--specifically,
why you should have less of it. I’ve noticed quite a few games recently where
the amount of math required greatly detracts from the overall experience. If I
have to spend my turn adding and subtracting stats modifications (+1 strength,
-2 defense, resistance to spell damage of 4, plus the upgrade for being an elf
. . .), I can become overwhelmed. Instead of playing a fun game, I’m doing
math. This can be a problem in published games, but it seems especially rampant
in prototypes from new designers.
Observation #3: Math is Hard
As a game designer, you need to know some math. I spent
the first several years of my design career flying by the seat of my pants and mostly
getting through the math-intensive parts by instinct. I will concede that
instinct can take you surprisingly far—if something feels right, it’s probably
close enough. However, I decided it would be beneficial to spend some time
studying basic probability. This has helped me tremendously, cutting down the
amount of time it takes to get the right mix of components in my games. I
recommend that you do the same if you are a little fuzzy on the concept of
probability. Deep down, math is the bedrock of most games. That doesn’t mean
that your players should be forced to confront heaps of math to play your game.
The first big problem is that people hate math. Whether
due to bad classroom experiences or wider cultural biases, some people break
into a cold sweat just thinking about math. It’s a significant challenge for
math teachers, and as it happens, for game designers. If you are a game
designer, you probably aren’t as aware of this as the average person. I’m
guessing your tolerance of math is much higher, particularly if your background
is in computer science, engineering, or math education.
A few years ago, I was playtesting a new train-themed
dice game with a publisher. The game required players to roll
dice simultaneously, in real time, to collect enough money to win. The other
twist was that players had to keep track of how much money they had (in the
form of chips) so they would know when they had enough to claim victory. I had
played a number of times and thought the game was quick, simple, and reasonably
fun. The publisher burst my bubble by pointing out how difficult this game would be for
many casual gamers. Not only did the game force you to do math, but you had to
perform that math under intense time pressure! Needless to say, I had a
significant problem to fix.
Another challenge facing designers is dealing with short
term memory. Psychologists have found that most humans can store between 5 and
9 items in their short term memory (or working memory) at one time. We can keep
this information in our heads for about 15-30 seconds. This is why phone
numbers are seven digits long. The more information required, the more
difficult and prone to error the task becomes. A related concept is called
cognitive load. People can only pay attention to so many things at once. If you
require your players to consider too many options at one time, things will
grind to a halt and the dreaded analysis paralysis will set in.
One other problem is that people just don’t understand
probability. The human mind is simply not great at intuitively grasping the probabilities
of events. Instead, our brains pay too much attention to frightening events and
too little attention to harmful events hidden in the background. One person
recently had this advice: if you read about something in the news, you don’t
have to worry about it (plane crashes). If it’s not in the news, you do need to
worry about it (cancer). Games that require too much knowledge of probability
can become too difficult for most players. Instead of being fun, they will seem
arbitrary and opaque.
So must we remove all forms of math from our games? How
can this situation be addressed? Here are a few ideas for your next design:
First, try to remove as much math as possible. Instead of
using standard dice, consider using custom dice with symbols. Counting symbols
is easier than adding pips and then modifying based on other factors. In my
game Black Orchestra, I originally had players roll standard six-sided dice,
trying to hit a target number based on adding together two tracks of
information (Hitler’s military support plus his level of safety). This was
clunky and needlessly difficult. One of the developers encouraged me to change
the system to something using icons instead. In the final game, players simply
roll some custom dice and count the cross-hair icons. This works so much better.
Icons can also help with short term memory problems.
While it’s true that humans can only remember about seven things at once, there
isn’t as fixed of a limit on how big each “thing” can be. This is called
chunking. Sometimes one icon can represent several different factors or pieces
of information. Once players learn the icon-based language of your game (which
hopefully won’t be too taxing), they will be able to deal with more complex
information more easily.
If your game does still need a good bit of math, try to
push it all to the end of the game and provide players with a score sheet to
help tally everything up. Many popular games have used this technique to great
effect.
Finally, cognitive load can be decreased with solid
graphic design. You might notice that playing published games is easier and
more pleasant than playing prototypes. While much of this is due to the quality
of the game itself, a significant factor is the ease with which players can
identify and interact with all the components of the game. Generally, new
designers are advised to make the first version of their game as quickly as
possible. However, once the game begins to take shape, you would do well to
spend a bit more time thinking about the layout and accessibility of all the
various icons and text. You don’t want bad handwriting to affect people’s
perception and ability to perform well in the game.
So unless you are making the next Advanced Squad Leader,
try hard to get rid of the math in your game. Players just want to play your
game—they don’t like doing math. In the next article I’ll address the size of
your game. Thanks for following along!
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