Friday, 16 January 2015

Royal Game of Err....

The following is an essay on my iterations for the Royal Game of Ur, a game that in it's current state is horribly flawed, but this aims to improve.

The Royal Game of Ur (henceforth shortened to Ur) is so called because of the location original archeological discovery of the game in the royal tombs of the Ancient mesopotamian city, where a number of elaborate decorative sets of the game were found intact. Thought to may have potentially had a religious or prophetic purpose by some (see Becker, 1990 and Finkel, 1990), it's presence throughout the ancient Middle East and beyond seems more universal, with it's core race game mechanics being seen in many other later games, suggesting an influence.

 The excavation by Sir Leonard Woolley, uncovered many copies of the game with different aesthetic designs for the boards and pieces, as well as a mixture of simple four sided dice, throw sticks and astragals. Despite these very different design elements on the surface, the core of each game set remains intact, two sets of seven counters, and a 20 squared board (leading some to describe it as The Game of 20 Squares) marked with evenly distributed rosettes (see Figure 1).

 What makes this ancient game such a mystery is the lack of a complete ruleset. The only known copy of the written rules for the game come from a much later source than the original game pieces, and has been obfuscated by the abstraction of the mechanics into an allegory for the symbology of the Zodiac and planetary movements. (Finkel, 1990) As such, it has become difficult for any definitive answer on how the game should be played, leading to many interpretations of the rules. Consistent throughout each interpretation of the rules however is the assumption that the game is a ‘race game’ where the goal of the game is to get all of ones pieces off the board by following a set route through the squares, as dictated by throws of dice/sticks/astragals. The significance of the rosette squares is present in each as well.

 Murray envisioned the game being played in a similar manner to the ancient Egyptian board game sen’t, with players pieces moving through a total of 27 squares (see Figure 2) using a similar throw mechanic using the sticks. (Murray, 1952). Bell on the other hand, saw a much shorter route by comparison (see Figure 3), and details how the throws might be played out, proposing rules for piece capture and ‘safe squares’. He suggests that the game might be played using a betting mechanic, with players adding to a prize pool as pieces are captured. (Bell, 1960).

 Murray and Bell also mention a later version of the board (see Figure 4), where the smaller group of squares at the end have been ‘unfolded’ to make a longer tail. This was possibly done to increase the number of squares in conflict between players, or if the route proposed by Murray is correct, make for a shorter and simpler game. It is this version of the board that is used in the only written rules which Finkel refers to. (Finkel, 1990).

 Irving Finkel, who has the benefit the others did not of having some form of rule set for the game (albeit incomplete, written much later, and obfuscated beneath confusing symbolism) interprets the game very differently from both Bell and Murray. While he agrees with Bell that the game involved a betting mechanic, he places more of an emphasis on the roles of the various pieces, giving each a unique set of attributes which changes gameplay significantly into something far more complicated than anything Bell or Murray suggests. It is also interesting to note that Finkel uses the later board layout in his analysis of the game. (Finkel, 1990).

 From each of these variations of the game, three things remain the same. The number of squares available for play, the importance of the rosettes and use of them as ‘safe’ squares, and the use of some form of random number generator (whether dice, sticks, or astragals) to determine the movement of pieces. For the purposes of further iteration in this document, the proposed changes would be played on the later revised board, with five pieces per player, and the marked rosette placement intact. The pieces will be considered equal in value and movement potential.

 Remove from the game any connection to symbolic or religious/prophetic significance, or the element of gambling, and the game quickly falls apart. The board is not interesting or long enough for an engaging race game, and the heavy reliance on random number generation for determining movement, prevents enough strategy being formed to become an engaging war game. This reliance on luck harms the enjoyment of the game, as both the loser and victor of the game can feel ‘cheated’ by how the dice/sticks/astragals landed, especially if a ‘throw again’ mechanic has been used in some form, giving one player a significant advantage through no skill of his own.

 As Costikyan remarks:  "Chess is such as strong game precisely because every move and every thought is dictated by the need to anticipate and deal with the move and thoughts of the opponent." (Costikyan, 2002) Comparatively therefore, Ur is a much weaker game as there is no such opportunity for the player to anticipate future actions, of himself or his opponent.

 The majority of Ur’s problems can be traced to it’s core mechanic being overly reliant on random number generation in the form of dice rolls/stick throws. One solution to the problem caused by the use of random number generators could instead be resolved by replacing the dice/sticks/astragals with numbered playing cards dealt to each player. Cards resolve a number of problems caused by random number generation.
Cards can help limit potential outcomes allowing the game to be more tightly balanced.
Cards are still dealt/drawn randomly to keep the positive aspects of random number generation. The limited possibility space of the game necessitates some unpredictability to prevent a dominant strategy emerging.
Players holding more than one card at time allows for meaningful choice in what movements are made, as well as the potential to plan ahead or prepare to counter the actions of the opponent.
As Jesse Schell puts it in his chapter on balance:
“dealing out a hand of cards is pure chance - but choosing how to play them is pure skill.” (Schell, 2008).

 Another issue affecting the game’s balance is that of the ‘throw again’ mechanic, in which certain actions are rewarded by giving one of the players an additional turn. In the original game (where landing on a rosette awards the player another throw), these could potentially chain together to provide an enormous advantage to one of the players. When combined with the first iteration, this is less of an issue as skillful players could take advantage of this, however for the purposes of the remaining iterations, it has been removed.

 Landing a piece on a rosette square is never a bad decision in the original game. The player is always rewarded by making that piece ‘safe’ from being sent off the board, and with the ‘throw again’ mechanic, the player also receives an additional turn. This limits the player, as if he has the option of landing on a rosette square, there is no good reason why he shouldn’t. However with a small change to the capture mechanic, the decision over where to move pieces becomes far more interesting.

 In this next iteration, rosette squares still remain ‘safe’ for pieces in danger of being captured, but now also function as ‘checkpoints’ in the change to the capture mechanic. Pieces not on a rosette when landed on by an opponent's piece would no longer be sent off the board to start from the beginning, but instead would be knocked back to the next unoccupied rosette square (or if no free rosette tile exists, off the board as before).

 The main advantage to making this change is that landing on the rosette is no longer a default movement, but a choice. Should the player move his piece onto the rosette, safe for another turn and preventing the opponent from claiming it, or leave it free to hopefully prevent another one of his pieces being sent back even further? Depending on the current state of play, either could be a preferred move, and it gives players more opportunities to make meaningful decisions, increasing the strategy of the game, making for a much more interesting experience.

 These discussed iterations, work together to help transform Ur from an ancient race game of luck, to a more modern strategic experience with greater player engagement. There are a number of other changes that could be made to further improve the game, especially in terms of aesthetics, but these are beyond the scope of this essay.

 Bibliography

 BECKER A. (1990). “Ancient Board Games in Perspective”. in FINKEL. I, L. (1990) Ancient Board Games in Perspective - Papers from the 1990 British Museum colloquium, with additional contributions. The British Museum Press. pp 11-15.

 BELL R,C. (1960) Board and Table Games From Many Civilizations. Volume 1. General Publishing Company, Ltd. Toronto. pp 23-25.

 COSTIKYAN G. (2002). “I Have No Words & I Must Design: Toward a Critical Vocabulary for Games”. in MAYRA F. (2002). Proceedings of Computer Games and Digital Cultures Conference. Tampere University Press. pp 09-33. 

 FINKEL I, L. (1990). “On the Rules for the Royal Game of Ur”. in FINKEL. I, L. (1990) Ancient Board Games in Perspective - Papers from the 1990 British Museum colloquium, with additional contributions. The British Museum Press. pp 16-32.

 MURRAY H, J, R. (1952). A History of Board Games Other Than Chess. Clarendon Press. Oxford. pp 19-23.

SCHELL J. (2008). The Art of Game Design: A Book of Lenses. CRC Press. pp 183-184. 

Tuesday, 13 January 2015

Ancient Board Games

Firstly this is an apology for not keeping up to date with this blog. I've had a very busy and personally stressful and emotional December and early New Year, and haven't had the time to spend writing blog posts. My other reason for not writing my blog posts, has been that I want to be able to say something meaningful or at least interesting about the games I've studied, and simply writing a few raw reactions in the week following each lecture has left me with an unpublishable mess of blogs that don't really say much worth reading.

However that is about to change, expect several big blog post updates coming very soon on three of the ancient games I've studied. First I've decided to publish the essay I wrote on ways to improve the Royal Game of Ur (technically cheating yes, but everything interesting I had to say on the game has been put into that), secondly a look at my personal favourite - Hnefatafl (a game I've been playing a lot of the past few months and have been analysing the mechanics of in detail), and finally Escape Sen't (a modern twist on an ancient game which has inspired my own creations.)

I'll also post something soon regarding my own board game design. Again, I'm really sorry for the wait, but I hope this makes up for it.

Wednesday, 12 November 2014

Dicing With Destiny

As part of a BBC documentary series Games Britannia Dicing with Destiny is a fascinating look at the historical importance of games in British culture, from the days of the Romans to more modern inventions. Narrated by Benjamin Woolley, it covers a wide range of board games with an interesting focus on an aspect of gaming that I had rarely considered previously - the spiritual side of games.

As a Christian this was naturally fascinating, for as far as I was aware, many Christians are fairly hostile to a lot of gaming culture, and as was mentioned in the documentary, the connection to gambling has never been seen in a positive light by the church. I hardly need to mention the great controversy over table top RPGs such as Dungeons and Dragons, and my parents rarely see more than just violence in many of the computer games I play.

This documentary highlighted a couple of instances however where games were not only accepted by Christians, but actively encouraged in everyday life. The game based on the Gospels, however tenuously linked the connection actually is, was particularly interesting to me, using mechanics as a metaphor is something I have been studying for a while now, and the possibilities to expand on this concept in more modern games have still to really be touched upon by most of the games industry.

The crudely scratched game boards on the pews of the ancient churches made me wonder whether the very recent rise of mobile gaming was actually anything all that new. The games and format may have changed, but the very human reasons we play them has not. I'm not sure my Pastor would appreciate the congregation breaking out their phones for a quick game of angry birds during the sermon.

The origin of Snakes and Ladders was a revelation to me, having only played the commercial modern versions, it becomes apparent to me that a lot of the enjoyment of the original was embedded in it's meaning, and that by removing the spiritual aspect it loses it's appeal becoming a game based solely on the luck of the die moving pieces toward a goal.

The concept of the 'luck' of the dice roll from the religious aspect of leaving the outcome to God (the casting of lots happens frequently in both the old and new testaments for example) was also mentioned in this documentary and the connection to why gambling with dice was so greatly abhorred by the Church also made an interesting point I had never really considered.

I guess that my main takeaway from this documentary episode was the change of my perspective on gaming, and the potential to incorporate greater depth and meaning to simple mechanics through a shift in context. I'll certainly be looking at ways I can improve my own game designs in this way.

In my next blog post I'll be looking at two ancient games that I've played recently, and my attempts at analysing them from a modern perspective.

Friday, 17 October 2014

Invasion of the Blobby Snatchers



As well as blogging critical analysis of game design, I've decided to share with you a game I am currently developing. It's still very much a WIP, but I am trying to regularly update it alongside my other course and work commitments. Please leave feedback in the comments.

Friday, 10 October 2014

Bibliography

DESPAIN, W. (2013) 100 Principles of Game Design. New Riders. BIRDWELL, K. (1999) "The Cabal: Valve's design process for creating Half-Life". in SALEN, K. and ZIMMERMAN, E. (2006) The game design reader: a rules of play anthology. London. MIT Press. pp. 212-225. ELVERDAM, C. AARSETH, E. (2007) "Game Classification and Game Design: construction through critical analysis". Games and Culture. Volume 2 (1). pp. 3-22

Wednesday, 8 October 2014

Interview With Myself

What is the title of the book (fiction) you are currently reading, or what is the title of the last fiction book you read?

Currently I've started reading Prophet from my favourite author Frank Peretti. I recently acquired a new smartphone with a larger screen than my old one, and as such have been tempted for the first time to read a digital book, rather than my preference for physical paperbacks. So far I'm not sure I can really focus on reading a novel in this format, and as such have only really gotten a couple of chapters in.
However the last non-fiction book I completed was a re-reading of a personal favourite - That Hideous Strength by CS Lewis.


What is the title/topic of the book (non-fiction) you are currently reading, or what is the title/topic of the last non-fiction book you read?


Other than work and university related texts (which would be Practical Vim and Casual Game Design), I've been reading two non-fiction books. The first is The Mythical Man-Month, a fantastic series of essays on project management in software development, and the other is Alien Invasion, a detailed break down of the UFO/abduction phenomenon from a Christian perspective.

What is the last live performance (music, drama, or dance) you attended?


I must admit, I'm unable to answer this question. I have not attended a live event since my teenage years in sixth form where I saw Delirious live for the third time. I've since moved on from my obsession with their music, and onto other bands and musical genres, but have outgrown my need to hear any of it live.
I'm not hugely into drama or dance, but I did recently watch a dvd recording of the 25th Anniversary performance of Phantom of the Opera, so that's probably the closest I've got. I would love to try and attend more live events, however finding the time to arrange something I'd enjoy seeing is difficult.

What is the title of the last film you saw at the cinema/online/watched on dvd?


Truthfully the last thing I saw at the cinema was a year ago, and was The Hunger Games: Catching Fire, a series I haven't read (nor do I desire to read) but I had seen out of curiosity the first film, and enjoying it decided to see the second. I rarely attend the cinema, with only a small handful of films that I want to see coming out each year. Due to the time and money involved, I usually don't bother, but when I do I really try to make the most out of the experience and enjoy it.
Online, I watched Sound of my Voice, a surprisingly intriguing indie film, about - well I'm not really sure what exactly but I think that was the point of it. However, having also seen The East, I can safely say that Brit Marling is now quite possibly my favourite actress/director (besides Joss Whedon, but who doesn't love him?)

How often do you read a newspaper?


Rarely. I have a complicated system of rss feeds, filtered by topic that deliver my news from a wide variety of sources online, including regularly reading political blogs from both the UK and America. Along with reddit, I manage to stay up to date with the most important current affairs, both nationally and abroad while avoiding as much as possible, the bias that comes from simply reading/watching the news from a single source.

Which art gallery/museum/exhibition did you last visit?


I haven't been to a museum in a few years, and I haven't really had the interest to go to an art gallery since sixth form, however archaeology and history have always interested me, and since studying design theory last year I have a greater appreciation for art than I once did.
Exhibition wise, I have been to two in the last year with work. The first was Mobile World Congress in Barcelona, where although I was there as an exhibitor, I still had the opportunity to discuss the latest tech advances with others in the industry. The second was Gadget Show Live, and in between providing demos of my company's product, I got the opportunity to meet the developers of a few indie games I'd been following on reddit for a while.

How many hours a week do you spend playing video games?


Probably a few too many, considering all the other things here that I could be doing, but I would say about 6-8 hours (including weekends) in a given week. I just finished replaying Broken Sword over the weekend, and have started sinking more hours into Prison Architect after a recent update to the alpha. The games that I play a lot of would be Skyrim, Smite, and Counter Strike: Source, as well as the frequent replays of all the Zelda games I own (which apart from the latest couple is all of them), and my favourite genre - the collect'em all 3D platformer on my old consoles.

How many hours a week do you spend playing games other than video games?


More than I did a few years ago. Though it isn't every week that I get the chance to spend time with my family and friends and play board games, when I do we tend to make a whole evening out of it and get 4-5 hours of various games. I recently acquired Pandemic, and really enjoy the challenge of working together against the board in a game designed to make you lose far more than you win. I also enjoy Carcassonne and Ticket to Ride: Europe.

Monday, 6 October 2014

Hello World!

This blog has been created for the Introduction to Critical Game Studies module of the Computer Game Design degree at University Campus Suffolk. Every week I will be posting updates on the subject of game design.

I decided to name this blog 'the wood between worlds', after a location in one of my favourite of a series of books, The Magician's Nephew from the Chronicles of Narnia. In the story, the protagonists arrive at this wood, a place filled with pools of water which are portals to other worlds. I thought it to be thematically appropriate as I dive deep into the world of games and offer this as a similar hub.