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    11 
       
    12       The Impossible Dream
       
    13 
       
    14 
       
    15     Play Flow First
       
    16 
       
    17 *by Hunter Logan*
       
    18 Jan 01,2003
       
    19 
       
    20 	
       
    21 Play Flow First
       
    22 
       
    23 Before I begin, I want to thank Aeon and the other good folks at RPG.net
       
    24 for giving me the forum for this column. I think rpg.net is an
       
    25 outstanding site and I'm happy to be here. Thank you.
       
    26 
       
    27 I've returned with a new message. The key to successfully designing
       
    28 games is sitting right in front of everyone who wants to do it. Most of
       
    29 us don't see it. We don't even know it's there. I think those who do
       
    30 know are busy designing games that actually work the way they're
       
    31 supposed to work. Play flow is the answer.
       
    32 
       
    33 Play Flow
       
    34 
       
    35 Play flow is the way the game is actually played. See, when we talk
       
    36 about game design, we often talk about what the players want or what the
       
    37 game is about. We craft clever mechanics and interesting mechanical
       
    38 devices. What's more, the best of these really are both clever and
       
    39 interesting. We sweat over character design and other design elements.
       
    40 Anyone who designs a game should do all of this, but all of this should
       
    41 really come later.
       
    42 
       
    43 I have this idea that you can design the core of a game in about 30
       
    44 minutes if the first thing you think about is play flow. Think about
       
    45 this. If you're anything like me, you want to design games that play
       
    46 differently than other games already on the market. That's why I want to
       
    47 do it, and I've observed that play flow is the /unspoken/ reason many
       
    48 other people also want to design games. So many people want to design
       
    49 games, yet only a few people come up with anything worthwhile. I've made
       
    50 many stillborn attempts myself. I've also designed a game or two that
       
    51 sort of worked, but I wouldn't call them especially successful.
       
    52 Recently, I broke through the barrier, but it's only because I kept
       
    53 asking the same questions: Why? What's wrong here?
       
    54 
       
    55 I think conventional thought about game design sets the wrong
       
    56 priorities. I think most people consider mechanics or character design
       
    57 first, not play flow. People come up with a really neat mechanic and
       
    58 then try to make play flow support it. People come up with excellent
       
    59 character design concepts and try to wrap mechanics then play flow
       
    60 around that. For most of us, it doesn't work. If it does work, it's
       
    61 probably a fluke. More likely, you'll find the game is broken in some
       
    62 significant way. It doesn't do what you want it to do because it can't
       
    63 do what you want it to do. The play flow is probably wrong because it
       
    64 was considered last. I have made the mistake and I have seen ample
       
    65 evidence all over the web that others make the same mistake. I think
       
    66 this is also true of some commercial game designs. This is no crime, but
       
    67 it's unfortunate. There must be a better way, and I think this is it:
       
    68 Instead of considering play flow last, consider *Play Flow First*. That
       
    69 is, let everything in the game support the play flow, not the other way
       
    70 around.
       
    71 
       
    72 Let's talk about formal definitions.
       
    73 
       
    74 A */Play Flow/* is a set of actions that produce events that lead to
       
    75 either a /decision point/ or a /resolution point/. (As much as I would
       
    76 like to take credit for this bit of thinking, others got here first. Ron
       
    77 Edwards and John Kim are equally responsible for planting the idea in my
       
    78 head for Play Flow First design. Ron planted his part in conversation
       
    79 and in many web discussions. John Kim planted his part in his
       
    80 descriptions of various roleplaying sessions on his Roleplaying Styles
       
    81 website <http://www.darkshire.org/~jhkim/rpg/styles/index.html>. Brian
       
    82 Gleichman first defined the resolution point in his Alternate View of
       
    83 Gamism article.)
       
    84 
       
    85 A */player/* is anyone who is actively involved in playing the game.
       
    86 Unless otherwise noted, I make no distinction between the designated GM
       
    87 and other participants.
       
    88 
       
    89 An */event/* is any encounter or situation that occurs during the course
       
    90 of play. These usually involve the PCs and often result in a decision
       
    91 point, a resolution point, or both.
       
    92 
       
    93 An */action/* is anything a player does that has an effect on a
       
    94 character or causes a change in the game world.
       
    95 
       
    96 A */decision point/* is any point where a player chooses a course of
       
    97 action (makes a decision). The choice affects what happens in the game
       
    98 world.
       
    99 
       
   100 For example, a group of characters take a prisoner. They may select from
       
   101 several choices. Whatever the players decide will have repercussions for
       
   102 both the characters and the prisoner. Here are some possibilities.
       
   103 
       
   104     * Kill the prisoner.
       
   105     * Torture the prisoner.
       
   106     * Talk to the prisoner.
       
   107     * Take the prisoner with them.
       
   108     * Release the prisoner.
       
   109     * Treat the prisoner as a long-lost friend.
       
   110     * Do something completely different.
       
   111 
       
   112 
       
   113 A */resolution point/*, according to Brian Gleichman, is "that part of
       
   114 the game where conflicts are decided. A very common Resolution Point is
       
   115 a single battle. However any test of skill or the solving of a puzzle
       
   116 can also viewed in this way." I agree with Brian's definition, but I
       
   117 personalized his meaning. To me, a /resolution point/ is any point that
       
   118 requires the use of one or more mechanics to determine the outcome of an
       
   119 event. A battle is a notable /resolution point/.
       
   120 
       
   121 */Mechanics/* are the processes written into the rules to determine what
       
   122 happens at a resolution point.
       
   123 
       
   124 A */mechanic/* is a self-contained play flow composed of at least two
       
   125 steps. The first step is usually a /mechanical device/. That's a
       
   126 function written into the rules to help resolve an /event/. Rolling
       
   127 dice, betting coins, and drawing stones are all examples of mechanical
       
   128 devices. Once the device is used, the second step is usually an
       
   129 /evaluation/ to determine what happens as a result of using the device.
       
   130 A /mechanic/ may also include functions such as a /countdown/.
       
   131 
       
   132 Play Flow Overview
       
   133 
       
   134 This is an overview of one possible play flow. It's historically common
       
   135 and very manageable.
       
   136 
       
   137     * Description. The GM describes the locale and situation for the
       
   138       players.
       
   139     * Clarification. The players ask questions about specific details of
       
   140       the description. The GM answers as appropriate.
       
   141     * Decision Point. The players discuss what they want to do and
       
   142       decide on a course of action for their characters. This decision
       
   143       may spawn an event. If the players have difficulty making a
       
   144       decision, the GM may add an event to the game.
       
   145     * Event. Finally, something happens. The GM describes the event and
       
   146       the players ask questions to clarify the situation.
       
   147     * Decision Point. The players decide what their characters will do
       
   148       about the event. In this case, indecision is a decision as the GM
       
   149       may push things along as he sees fit.
       
   150     * Resolution Point. The players' decision leads to a resolution
       
   151       point. Using the appropriate mechanics, the GM and players resolve
       
   152       the event.
       
   153     * Repeat. This flow of play is repeated. When the players resolve an
       
   154       event, their characters make progress in the game world.
       
   155 
       
   156 
       
   157 Mechanic Overview
       
   158 
       
   159 This is an overview of a simple mechanic.
       
   160 
       
   161     * Call Mechanic. A player, often the GM, calls for the use of a
       
   162       mechanic as stated in the rules.
       
   163     * Use Mechanic. Players roll dice, bet coins, make declarations, or
       
   164       do whatever else is needed to make the mechanic work.
       
   165     * Evaluate Results. The players use this to determine what actually
       
   166       happened in the game.
       
   167     * Continue Play. Once the outcome is determined, the play flow
       
   168       continues.
       
   169 
       
   170 
       
   171 A Play Flow with Mechanics
       
   172 
       
   173 Event resolution is part of a play flow. In many ways, it's a play flow
       
   174 nested within another play flow. This can also be done with a flowchart.
       
   175 This example demonstrates the idea of play flow and outlines what might
       
   176 happen when some PCs gets in a fight. I left the exact resolution
       
   177 methods undefined because they're not important to this part of the
       
   178 discussion.
       
   179 
       
   180     * Description. Two characters are walking through a run-down
       
   181       neighborhood. It has empty storefronts all over. Broken-down and
       
   182       burned out cars litter the street. The alleys show signs of people
       
   183       living in cardboard boxes.
       
   184     * Clarification: The players want to know who else is around. The GM
       
   185       notes that a group of motley-looking young men is milling around
       
   186       at the next intersection. They're harassing people passing by.
       
   187       They're probably a gang of thugs.
       
   188     * Decision Point: The characters could go around this obvious
       
   189       trouble spot, but the players want to see what will happen. They
       
   190       decide to have their characters walk right up to the thugs.
       
   191     * Event: The characters encounter the thugs. As the characters
       
   192       approach, the GM informs the players that the thugs are making
       
   193       insulting comments and saying something about paying an
       
   194       "intersection tax."
       
   195     * Decision point: The players could decide to have the characters
       
   196       pay the tax or parley to prevent combat, but the players prefer to
       
   197       fight the thugs.
       
   198     * Resolution Point: The players play their characters and the GM
       
   199       plays the thugs.
       
   200           o Roll Initiative. The players roll dice for their characters.
       
   201             The GM does the same for the thugs. The combatant with the
       
   202             highest roll wins initiative and may resolve his actions
       
   203             first. In the result of a tie, the rules may specify some
       
   204             sort of tiebreaker. Some combatants may have more than one
       
   205             attack. These are resolved at appropriate intervals during
       
   206             the countdown.
       
   207                 + Initiative Countdown. The GM counts down initiative
       
   208                   starting at the highest result. At each count, all
       
   209                   attacks are resolved as appropriate.
       
   210                       # Resolve an attack. The player controlling the
       
   211                         current combatant declares a target. He then
       
   212                         rolls dice for the attack. The GM uses the die
       
   213                         roll to determine the result of the attack.
       
   214                       # Resolve next attack. If other combatants are
       
   215                         allowed to attack, their attacks are resolved as
       
   216                         described. When no more attacks remain, the
       
   217                         countdown continues.
       
   218                 + Continue Countdown. While Initiative is still above 0,
       
   219                   return to step a) Initiative Countdown. When
       
   220                   initiative reaches 0, go to step 2) Continue Play.
       
   221           o Continue Play. If combatants remain willing and able to
       
   222             fight, return to step 1) Roll Initiative and repeat the
       
   223             process for the remaining combatants.
       
   224     * Play Continues: When the battle is over, play continues. The GM
       
   225       updates the situation for the players and the players decide what
       
   226       they want to do next.
       
   227 
       
   228 Prioritizing Play Flow
       
   229 
       
   230 It's time to step back and put this in perspective. Some people are more
       
   231 methodical than others in their approach to game design. Your effort
       
   232 will not fail because your first thought about your new game design was
       
   233 something like, "I want a game about being the living dead on an
       
   234 alternate earth. And I want to use a mechanic where people draw stones
       
   235 from a bag." As far as I'm concerned, that's as good a start as any, but
       
   236 I'd bet money you want to write it in such a way that it will work right
       
   237 off. I think you can do that if the next question you ask yourself is,
       
   238 "What's it like to play this game?" The answer is to figure out the play
       
   239 flow. This doesn't guarantee design free of struggle, but I think it
       
   240 increases the chance that you'll be able to bash together a game design
       
   241 that really works in very little time. Inspiration is unpredictable. The
       
   242 creative spark has a mind of its own, but formal thinking is very reliable.
       
   243 
       
   244 Next installment, I will look at something I call Balance of Power and
       
   245 discuss how that relates to play flow.
       
   246 
       
   247 
       
   248       What do you think? <http://trio.rpg.net/pf/list.php?f=110>
       
   249 
       
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   255 
       
   256  Topics 	Author  	Date 	Latest Reply
       
   257  cooldog cotangent
       
   258 <http://www.rpg.net/pf/read.php?f=110&i=98&t=98> (1) new
       
   259 cranial_index  	01-31-2006 20:46  	01-31-2006 20:46 new
       
   260   CORONA <http://www.rpg.net/pf/read.php?f=110&i=97&t=97> (1) new
       
   261 corn_chamomile  	01-31-2006 20:25  	01-31-2006 20:25 new
       
   262  Fendi Spy Bags WHOLESALE@WizardReplica.com
       
   263 <http://www.rpg.net/pf/read.php?f=110&i=95&t=95> (1) new 	514 
       
   264 12-02-2005 10:55  	12-02-2005 10:55 new
       
   265  Designer Handbags Wholesale@WWW.WIZARDREPLICA.COM
       
   266 <http://www.rpg.net/pf/read.php?f=110&i=94&t=94> (1) new 	868 
       
   267 11-14-2005 19:41  	11-14-2005 19:41 new
       
   268  REPLICA HANDBAGS LOUIS VUITTON REPLICA WHOLESALE@
       
   269 <http://www.rpg.net/pf/read.php?f=110&i=93&t=93> (1) new 	794 
       
   270 10-20-2005 21:37  	10-20-2005 21:37 new
       
   271  Death/playing style
       
   272 <http://www.rpg.net/pf/read.php?f=110&i=92&t=92> (1) new 	Searcher 
       
   273 09-22-2003 11:35  	09-22-2003 11:35 new
       
   274  Death and actual immortality
       
   275 <http://www.rpg.net/pf/read.php?f=110&i=89&t=89> (3) new 	Cpl Ferro 
       
   276 07-19-2003 08:53  	01-13-2006 15:22 new
       
   277  Non-death death
       
   278 <http://www.rpg.net/pf/read.php?f=110&i=85&t=85> (5) new 	Sérgio
       
   279 Mascarenhas  	07-18-2003 03:07  	07-23-2003 02:38 new
       
   280  Thanks, Hunter
       
   281 <http://www.rpg.net/pf/read.php?f=110&i=80&t=80> (4) new 	Allan
       
   282 Sugarbaker  	07-16-2003 00:18  	07-17-2003 19:34 new
       
   283  Realism <http://www.rpg.net/pf/read.php?f=110&i=74&t=74> (3) new
       
   284 Robin  	06-20-2003 01:23  	06-25-2003 02:34 new
       
   285  Something you might have mentioned.
       
   286 <http://www.rpg.net/pf/read.php?f=110&i=65&t=65> (3) new 	Yamo 
       
   287 06-19-2003 16:13  	06-19-2003 18:11 new
       
   288  BTW, excellent column, Hunter!
       
   289 <http://www.rpg.net/pf/read.php?f=110&i=63&t=63> (2) new 	flyingmice 
       
   290 06-19-2003 13:11  	06-19-2003 18:13 new
       
   291  Armor and Damage Thereto
       
   292 <http://www.rpg.net/pf/read.php?f=110&i=56&t=56> (2) new 	The Student 
       
   293 06-19-2003 08:45  	06-19-2003 11:44 new
       
   294  Armor <http://www.rpg.net/pf/read.php?f=110&i=54&t=54> (9) new
       
   295 flyingmice  	06-19-2003 08:29  	06-20-2003 06:12 new
       
   296  Death spiral and unconsciousness
       
   297 <http://www.rpg.net/pf/read.php?f=110&i=53&t=53> (7) new 	Torben
       
   298 Mogensen  	06-19-2003 07:31  	06-20-2003 06:52 new
       
   299  lucky or skilled
       
   300 <http://www.rpg.net/pf/read.php?f=110&i=51&t=51> (2) new 	rhyme 
       
   301 05-12-2003 18:49  	05-13-2003 09:25 new
       
   302  Absolute, unopposed and opposed
       
   303 <http://www.rpg.net/pf/read.php?f=110&i=48&t=48> (2) new 	Torben
       
   304 Mogensen  	04-16-2003 02:19  	04-16-2003 09:26 new
       
   305  0-9 open ended = brilliant!
       
   306 <http://www.rpg.net/pf/read.php?f=110&i=31&t=31> (8) new 	Vibropod 
       
   307 03-12-2003 10:41  	07-18-2003 01:28 new
       
   308  Smooth rerolls
       
   309 <http://www.rpg.net/pf/read.php?f=110&i=27&t=27> (10) new 	Torben
       
   310 Mogensen  	03-12-2003 00:47  	03-16-2003 23:57 new
       
   311  Resolution Mechanics
       
   312 <http://www.rpg.net/pf/read.php?f=110&i=25&t=25> (8) new 	Kyle
       
   313 Schuant  	03-11-2003 22:14  	03-29-2003 21:28 new
       
   314 
       
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   319 	
       
   320  Newer Messages
       
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   322 <http://www.rpg.net/pf/list.php?f=110&t=25&a=2&> 
       
   323 
       
   324 ------------------------------------------------------------------------
       
   325 
       
   326 
       
   327       Previous columns
       
   328 
       
   329     * #8: True Death </news+reviews/columns/dream17jul03.html> by Hunter
       
   330       Logan, 17jul03
       
   331     * #7: Assessing Damage </news+reviews/columns/dream19jun03.html> by
       
   332       Hunter Logan, 19jun03
       
   333     * #6: Putting Theory to the Test
       
   334       </news+reviews/columns/dream12may03.html> by Hunter Logan, 12may03
       
   335     * #5: Resolution Mechanics II
       
   336       </news+reviews/columns/dream14apr03.html> by Hunter Logan, 14apr03
       
   337     * Resolution Mechanics I </news+reviews/columns/dream11mar03.html>
       
   338       by Hunter Logan, 11mar03
       
   339     * Player Goals </news+reviews/columns/dream10feb03.html> by Hunter
       
   340       Logan, 10feb03
       
   341     * Balance of Power </news+reviews/columns/dream20jan03.html> by
       
   342       Hunter Logan, 20jan03
       
   343     * Play Flow First </news+reviews/columns/dream01jan03.html> by
       
   344       Hunter Logan, 01jan03
       
   345 
       
   346 
       
   347       Other columns </news+reviews/columns.html> at RPGnet
       
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