draft/elements11dec02.txt
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    10 
       
    11 
       
    12       Elements
       
    13 
       
    14 
       
    15     Layers of Design
       
    16 
       
    17 *by Brian Gleichman*
       
    18 Dec 11,2002
       
    19 
       
    20 	
       
    21 
       
    22 
       
    23   Layers of Design
       
    24 
       
    25 
       
    26     (or RPG design from the ten thousand foot view)
       
    27 
       
    28 What do people think of when they think of game design? Generally things
       
    29 like character generation, resolution mechanics, combat rules, etc.
       
    30 Sadly this common view often causes people to miss most of the game as
       
    31 it is actually played. This in turn results in either poor design that
       
    32 fails to achieve its goals, or in poor evaluation of existing games
       
    33 (which causes endless flamewars).
       
    34 
       
    35 In the simplest terms, an rpg campaign consists of two very different
       
    36 influences- the Game itself and the Meta-Game. These terms are generally
       
    37 understood by most gamers and are a useful short hand. That split
       
    38 however covers too much ground for my taste and I've identified five
       
    39 layers (one in Game, and four in the Meta-Game) that differ
       
    40 significantly enough from each other that a solid treatment of the
       
    41 subject must give each their due.
       
    42 
       
    43 Any game operates within (and is in effect designed for) these five
       
    44 layers. Let's consider each of them in turn:
       
    45 
       
    46 
       
    47       Game
       
    48 
       
    49 This layer is made up completely of the actual rules, i.e. the game's
       
    50 mechanics. These rules must be objective and visible.
       
    51 
       
    52 By objective, we mean that the mechanics would be resolved the same way
       
    53 and produce the same outcomes (assuming equal rolls, card picks, etc) no
       
    54 matter who the players are (assuming they are of course following the
       
    55 rules). For example, in HERO it takes a roll of 11 or less on 3d6 to
       
    56 succeed with an unadjusted 11- skill. Thus a die roll of 10 will be a
       
    57 success for any player in any group no matter the opinions and thoughts
       
    58 thereof.
       
    59 
       
    60 By visible we mean that all data, resolutions and decisions in respect
       
    61 to the mechanics are visible to all players at all times.
       
    62 
       
    63 It is very important to realize that this level's primary purpose is to
       
    64 define LIMITS on the available actions and results. In chess rooks can
       
    65 move vertically and horizontality but never diagonally. A broadsword
       
    66 does a specified amount of damage- no more, no less in D20. Etc. It is
       
    67 by forcing limits that the mechanics assure objectivity, visibility and
       
    68 provide a framework for play.
       
    69 
       
    70 Game play at this level is based upon known certainties. Examples: "The
       
    71 orcs have massed their greatest fighters in the center, we should..." or
       
    72 "I have a 68% chance of taking down the goblin, but only a 33% chance on
       
    73 the bigger hobgoblin. We're outnumbered right now and that's gives heavy
       
    74 modifiers against us so I'll..."
       
    75 
       
    76 In general tactical game design if done (the subject of a previous
       
    77 article of mine) exists at this layer.
       
    78 
       
    79 
       
    80       Near Game
       
    81 
       
    82 This layer consists of any hidden mechanics.
       
    83 
       
    84 This includes but is not limited to such things as pre-plotted movement
       
    85 (seldom used in RPGs, one example slightly modified is /The Burning
       
    86 Wheel/), various rock-scissors-paper resolutions systems (hand-to-hand
       
    87 combat in /Top Secret/, RSP itself in many LARPs, etc), hidden movement
       
    88 (defined by Line of Site rules for the most part, D&D 3rd edition for
       
    89 example defines the range limits of sight under various conditions),
       
    90 hidden damage, and simultaneous assignment (such as the drop of the
       
    91 initiative die in /The Riddle of Steel/)
       
    92 
       
    93 The effect of this layer is to move decisions away from the visible
       
    94 certainties above to one of predicting the decisions of other players or
       
    95 guessing what information that they are hiding. Examples: "Tom tends to
       
    96 mass his power in the center but he likes the cover forests give as
       
    97 well. Let's deploy here so as to be within range of both and send scouts
       
    98 in those two directions" or "I'll buff with this hand, Bill can never
       
    99 tell when I'm buffing".
       
   100 
       
   101 It should be noted that this layer remains objective and as such
       
   102 contains many of the characteristics of the Game layer. But it has moved
       
   103 into the Meta-Game to a large extent as the focus switches from visible
       
   104 characters and their abilities (stats, locations, resources) to players
       
   105 and their abilities (to guess and deceive).
       
   106 
       
   107 In general, strategic game design if done (a subject of a future
       
   108 article) exists at this level.
       
   109 
       
   110 
       
   111       Near Meta-Game
       
   112 
       
   113 This layer consists of any subjective or invisible mechanics.
       
   114 
       
   115 Subjective Mechanics are those that rely upon the interpretation of the
       
   116 GM (or a player) to determine the final effect. D&D alignment is the
       
   117 classic example of such a subjective mechanic, the GM is required to
       
   118 determine when and if a character violates his Alignment and the player
       
   119 is required to role-playing with its goals and limits in mind. Another
       
   120 example is fumble mechanics where the actual effect is left up to the GM.
       
   121 
       
   122 Another way of looking at these mechanics is to view them as "guiding
       
   123 mechanics" or "advisory mechanics'. They may point in a direction, but
       
   124 how far you go and sometimes even if you make the trip at all is
       
   125 squarely a heavily subjective decision of the GM/Player.
       
   126 
       
   127 A number of systems even toss combat modifiers that they normally
       
   128 reserve for the Game Layer here. In HERO System for example the GM is
       
   129 advised to give a bonus (+1 to +3) for creative and/or unexpected types
       
   130 of attacks. In /Age of Heroes/, I leave specific terrain modifiers up to
       
   131 the GM after providing a few examples.
       
   132 
       
   133 
       
   134       Meta-Game
       
   135 
       
   136 This layer consists of pure subjective resolution/methods, "group
       
   137 contracts', and role-playing itself.
       
   138 
       
   139 Subjective resolution is free form or mechanic-less play. The classic
       
   140 example is a GM or player just calling the outcome of an action: "I
       
   141 think your character is more than able to track down the guy by using
       
   142 legwork, you find him that evening at 8 PM".
       
   143 
       
   144 However subjective methods covers more ground first comes to mind
       
   145 including the "world" and adventure design essential to RPGs. If the GM
       
   146 has decided (without resort to mechanics) that the mob boss has three
       
   147 bodyguards, each highly skilled- he has engaged in the pure subjective
       
   148 resolution of a question.
       
   149 
       
   150 Huge sections of most games are turned over to Subjective
       
   151 Resolution/Methods. One of the interesting aspects of that is that by
       
   152 nature you can't design rules for it, each person does that himself
       
   153 according to his own needs and desires. At best one can provide advice.
       
   154 Thus in game design terms, this method is defined not by rules enforcing
       
   155 limits, but by the absence of rules preventing subjective
       
   156 decision-making. It is worth remembering that not including rules is as
       
   157 a result game design as well.
       
   158 
       
   159 Group Contracts are those agreements made by members of a group to
       
   160 either engage ("we want to do a lot of hack and slash," "Let's try to
       
   161 keep the game focused on court intrigue," "players should create
       
   162 characters that work with others") or refuse ("we don't want evil
       
   163 characters," "no rape will occur in this campaign) events, ideas or
       
   164 storylines. Such group contracts are often informal although there are
       
   165 exceptions, and they tend to be added on top of the game outside the
       
   166 control or influence of the designer.
       
   167 
       
   168 Role-playing itself is typically done at this layer with the players
       
   169 determining the personality, actions and reactions completely on their
       
   170 own without input from mechanical rules.
       
   171 
       
   172 The main characteristic of this layer is that it's subjective. It is
       
   173 also limited only the constraints accepted by the players themselves.
       
   174 Since it's contained mostly within the minds of the players, it is also
       
   175 in large part hidden with uncertain influences or outcomes.
       
   176 
       
   177 
       
   178       Far Meta-Game
       
   179 
       
   180 These are influences unrelated to the game itself, but even so they
       
   181 still carry great impact. There is almost no way to define all the
       
   182 possible examples for the extent of their reach. Common ones are "GM's
       
   183 girlfriend syndrome" or "Sherri worked late and is off her game, let's
       
   184 be easy on her."
       
   185 
       
   186 There is however one point in this layer where game design does matter:
       
   187 the decision to play the game at all. Here we get game design that
       
   188 attempts to make entry easy and attractive either by way of light and
       
   189 simple rules, by seductive settings, or "new" concepts. These days we
       
   190 see lots of effort to design at this layer in an attempt to expand or
       
   191 open up new markets, often at the cost of other Layers.
       
   192 
       
   193 
       
   194       Designing by Layers
       
   195 
       
   196 One of the first things a designer should do is decide which parts of
       
   197 the game are to be handled by which Layer and for what reasons.
       
   198 
       
   199 This will in large measure determine the character of the game and the
       
   200 campaigns that result from it. Those things contained at the Game layer
       
   201 will be highly defined and limited. Those at the Near Game will defined
       
   202 and limited, but unknown to some in the short term. Those at the Near
       
   203 Meta-Game will be guided, but not specifically controlled. The Meta-Game
       
   204 level itself is its own lord and master. The Far Meta-Game may cause the
       
   205 design to forgone certain mechanics as "too complex for his market" or
       
   206 otherwise unacceptable.
       
   207 
       
   208 For example, I designed /Age of Heroes/ to handle character creation,
       
   209 advancement, combat, etc at the Game Layer. A few elements (like the
       
   210 Personal Appearance Stat) are covered in the Near Game. I assigned a
       
   211 large number of areas (all the world design, storyline, and
       
   212 role-playing) to the Near Meta-Game. I gave no attention to the Far
       
   213 Meta-Game not really caring why people chose to play.
       
   214 
       
   215 An important concept to keep in mind is the fact that it's quite
       
   216 possible to move elements I lumped into specific layers above to another.
       
   217 
       
   218 A number of games for example move some parts of role-playing from its
       
   219 normal Meta-Game subjective method to a subjective mechanic in the Near
       
   220 Meta-Game. (D&D's alignment) or even to the Game Layer (CoC's Sanity at
       
   221 certain points). Another example of crossing Layers is those systems
       
   222 that determine at the Game Layer which player has control (and sometimes
       
   223 for what ends) in the Meta-Game.
       
   224 
       
   225 Since such "crossing" of layers is typically defined in one and resolved
       
   226 in another, I've coined the time "Calling to the X Layer" (such as
       
   227 Calling to the Meta-Game) for this type of design. It's an increasing
       
   228 common method that many are finding exciting.
       
   229 
       
   230 
       
   231       Judging by Layers
       
   232 
       
   233 Anyone attempting to judge the usefulness of a game system can benefit
       
   234 by considering five layers if they are interesting in not greatly
       
   235 misrepresenting other people's campaigns and tastes.
       
   236 
       
   237 For example, it's easy to say that D20 or /Age of Heroes/ are purely
       
   238 hack and slash designs given that most of the rules cover combat and
       
   239 near combat events. They have forgotten the importance of the Meta-Game
       
   240 level and the fact that both games are specifically designed to use it
       
   241 for certain parts of the campaign. It's entirely possible for a group to
       
   242 spend five gaming nights in pure role-playing without a single die being
       
   243 toss, and then engage in a single evening's combat. To characterized
       
   244 such a campaign as hack and slash would be a grave error- and a defining
       
   245 statement of the limits of looking at a single Layer.
       
   246 
       
   247 Knowing the Layers and your own tastes in them can be helpful anytime
       
   248 you're thinking of trying out a new game system. It will quickly point
       
   249 you towards things not to your taste and allow you to house rule it away
       
   250 from the start or to turn your attention elsewhere.
       
   251 
       
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   306 
       
   307 ------------------------------------------------------------------------
       
   308 
       
   309 
       
   310       Previous columns
       
   311 
       
   312     * Elements of Strategy </news+reviews/columns/elements11feb03.html>
       
   313       by Brian Gleichman, 11feb03
       
   314     * Rationales for Mechanics (or the Case for Designer's Notes)
       
   315       </news+reviews/columns/elements14jan03.html> by Brian Gleichman,
       
   316       14jan03
       
   317     * Layers of Design </news+reviews/columns/elements11dec02.html> by
       
   318       Brian Gleichman, 11dec02
       
   319     * Elements of Tactics </news+reviews/columns/elements01nov02.html>
       
   320       by Brian Gleichman, 01nov02
       
   321     * Elements of Complexity
       
   322       </news+reviews/columns/elements20sep02.html> by Brian Gleichman,
       
   323       20sep02
       
   324 
       
   325 
       
   326       Other columns </news+reviews/columns.html> at RPGnet
       
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