draft/dream01jan03.txt
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400 Mise à jour préventive.

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      The Impossible Dream


    Play Flow First

*by Hunter Logan*
Jan 01,2003

	
Play Flow First

Before I begin, I want to thank Aeon and the other good folks at RPG.net
for giving me the forum for this column. I think rpg.net is an
outstanding site and I'm happy to be here. Thank you.

I've returned with a new message. The key to successfully designing
games is sitting right in front of everyone who wants to do it. Most of
us don't see it. We don't even know it's there. I think those who do
know are busy designing games that actually work the way they're
supposed to work. Play flow is the answer.

Play Flow

Play flow is the way the game is actually played. See, when we talk
about game design, we often talk about what the players want or what the
game is about. We craft clever mechanics and interesting mechanical
devices. What's more, the best of these really are both clever and
interesting. We sweat over character design and other design elements.
Anyone who designs a game should do all of this, but all of this should
really come later.

I have this idea that you can design the core of a game in about 30
minutes if the first thing you think about is play flow. Think about
this. If you're anything like me, you want to design games that play
differently than other games already on the market. That's why I want to
do it, and I've observed that play flow is the /unspoken/ reason many
other people also want to design games. So many people want to design
games, yet only a few people come up with anything worthwhile. I've made
many stillborn attempts myself. I've also designed a game or two that
sort of worked, but I wouldn't call them especially successful.
Recently, I broke through the barrier, but it's only because I kept
asking the same questions: Why? What's wrong here?

I think conventional thought about game design sets the wrong
priorities. I think most people consider mechanics or character design
first, not play flow. People come up with a really neat mechanic and
then try to make play flow support it. People come up with excellent
character design concepts and try to wrap mechanics then play flow
around that. For most of us, it doesn't work. If it does work, it's
probably a fluke. More likely, you'll find the game is broken in some
significant way. It doesn't do what you want it to do because it can't
do what you want it to do. The play flow is probably wrong because it
was considered last. I have made the mistake and I have seen ample
evidence all over the web that others make the same mistake. I think
this is also true of some commercial game designs. This is no crime, but
it's unfortunate. There must be a better way, and I think this is it:
Instead of considering play flow last, consider *Play Flow First*. That
is, let everything in the game support the play flow, not the other way
around.

Let's talk about formal definitions.

A */Play Flow/* is a set of actions that produce events that lead to
either a /decision point/ or a /resolution point/. (As much as I would
like to take credit for this bit of thinking, others got here first. Ron
Edwards and John Kim are equally responsible for planting the idea in my
head for Play Flow First design. Ron planted his part in conversation
and in many web discussions. John Kim planted his part in his
descriptions of various roleplaying sessions on his Roleplaying Styles
website <http://www.darkshire.org/~jhkim/rpg/styles/index.html>. Brian
Gleichman first defined the resolution point in his Alternate View of
Gamism article.)

A */player/* is anyone who is actively involved in playing the game.
Unless otherwise noted, I make no distinction between the designated GM
and other participants.

An */event/* is any encounter or situation that occurs during the course
of play. These usually involve the PCs and often result in a decision
point, a resolution point, or both.

An */action/* is anything a player does that has an effect on a
character or causes a change in the game world.

A */decision point/* is any point where a player chooses a course of
action (makes a decision). The choice affects what happens in the game
world.

For example, a group of characters take a prisoner. They may select from
several choices. Whatever the players decide will have repercussions for
both the characters and the prisoner. Here are some possibilities.

    * Kill the prisoner.
    * Torture the prisoner.
    * Talk to the prisoner.
    * Take the prisoner with them.
    * Release the prisoner.
    * Treat the prisoner as a long-lost friend.
    * Do something completely different.


A */resolution point/*, according to Brian Gleichman, is "that part of
the game where conflicts are decided. A very common Resolution Point is
a single battle. However any test of skill or the solving of a puzzle
can also viewed in this way." I agree with Brian's definition, but I
personalized his meaning. To me, a /resolution point/ is any point that
requires the use of one or more mechanics to determine the outcome of an
event. A battle is a notable /resolution point/.

*/Mechanics/* are the processes written into the rules to determine what
happens at a resolution point.

A */mechanic/* is a self-contained play flow composed of at least two
steps. The first step is usually a /mechanical device/. That's a
function written into the rules to help resolve an /event/. Rolling
dice, betting coins, and drawing stones are all examples of mechanical
devices. Once the device is used, the second step is usually an
/evaluation/ to determine what happens as a result of using the device.
A /mechanic/ may also include functions such as a /countdown/.

Play Flow Overview

This is an overview of one possible play flow. It's historically common
and very manageable.

    * Description. The GM describes the locale and situation for the
      players.
    * Clarification. The players ask questions about specific details of
      the description. The GM answers as appropriate.
    * Decision Point. The players discuss what they want to do and
      decide on a course of action for their characters. This decision
      may spawn an event. If the players have difficulty making a
      decision, the GM may add an event to the game.
    * Event. Finally, something happens. The GM describes the event and
      the players ask questions to clarify the situation.
    * Decision Point. The players decide what their characters will do
      about the event. In this case, indecision is a decision as the GM
      may push things along as he sees fit.
    * Resolution Point. The players' decision leads to a resolution
      point. Using the appropriate mechanics, the GM and players resolve
      the event.
    * Repeat. This flow of play is repeated. When the players resolve an
      event, their characters make progress in the game world.


Mechanic Overview

This is an overview of a simple mechanic.

    * Call Mechanic. A player, often the GM, calls for the use of a
      mechanic as stated in the rules.
    * Use Mechanic. Players roll dice, bet coins, make declarations, or
      do whatever else is needed to make the mechanic work.
    * Evaluate Results. The players use this to determine what actually
      happened in the game.
    * Continue Play. Once the outcome is determined, the play flow
      continues.


A Play Flow with Mechanics

Event resolution is part of a play flow. In many ways, it's a play flow
nested within another play flow. This can also be done with a flowchart.
This example demonstrates the idea of play flow and outlines what might
happen when some PCs gets in a fight. I left the exact resolution
methods undefined because they're not important to this part of the
discussion.

    * Description. Two characters are walking through a run-down
      neighborhood. It has empty storefronts all over. Broken-down and
      burned out cars litter the street. The alleys show signs of people
      living in cardboard boxes.
    * Clarification: The players want to know who else is around. The GM
      notes that a group of motley-looking young men is milling around
      at the next intersection. They're harassing people passing by.
      They're probably a gang of thugs.
    * Decision Point: The characters could go around this obvious
      trouble spot, but the players want to see what will happen. They
      decide to have their characters walk right up to the thugs.
    * Event: The characters encounter the thugs. As the characters
      approach, the GM informs the players that the thugs are making
      insulting comments and saying something about paying an
      "intersection tax."
    * Decision point: The players could decide to have the characters
      pay the tax or parley to prevent combat, but the players prefer to
      fight the thugs.
    * Resolution Point: The players play their characters and the GM
      plays the thugs.
          o Roll Initiative. The players roll dice for their characters.
            The GM does the same for the thugs. The combatant with the
            highest roll wins initiative and may resolve his actions
            first. In the result of a tie, the rules may specify some
            sort of tiebreaker. Some combatants may have more than one
            attack. These are resolved at appropriate intervals during
            the countdown.
                + Initiative Countdown. The GM counts down initiative
                  starting at the highest result. At each count, all
                  attacks are resolved as appropriate.
                      # Resolve an attack. The player controlling the
                        current combatant declares a target. He then
                        rolls dice for the attack. The GM uses the die
                        roll to determine the result of the attack.
                      # Resolve next attack. If other combatants are
                        allowed to attack, their attacks are resolved as
                        described. When no more attacks remain, the
                        countdown continues.
                + Continue Countdown. While Initiative is still above 0,
                  return to step a) Initiative Countdown. When
                  initiative reaches 0, go to step 2) Continue Play.
          o Continue Play. If combatants remain willing and able to
            fight, return to step 1) Roll Initiative and repeat the
            process for the remaining combatants.
    * Play Continues: When the battle is over, play continues. The GM
      updates the situation for the players and the players decide what
      they want to do next.

Prioritizing Play Flow

It's time to step back and put this in perspective. Some people are more
methodical than others in their approach to game design. Your effort
will not fail because your first thought about your new game design was
something like, "I want a game about being the living dead on an
alternate earth. And I want to use a mechanic where people draw stones
from a bag." As far as I'm concerned, that's as good a start as any, but
I'd bet money you want to write it in such a way that it will work right
off. I think you can do that if the next question you ask yourself is,
"What's it like to play this game?" The answer is to figure out the play
flow. This doesn't guarantee design free of struggle, but I think it
increases the chance that you'll be able to bash together a game design
that really works in very little time. Inspiration is unpredictable. The
creative spark has a mind of its own, but formal thinking is very reliable.

Next installment, I will look at something I call Balance of Power and
discuss how that relates to play flow.


      What do you think? <http://trio.rpg.net/pf/list.php?f=110>

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------------------------------------------------------------------------


      Previous columns

    * #8: True Death </news+reviews/columns/dream17jul03.html> by Hunter
      Logan, 17jul03
    * #7: Assessing Damage </news+reviews/columns/dream19jun03.html> by
      Hunter Logan, 19jun03
    * #6: Putting Theory to the Test
      </news+reviews/columns/dream12may03.html> by Hunter Logan, 12may03
    * #5: Resolution Mechanics II
      </news+reviews/columns/dream14apr03.html> by Hunter Logan, 14apr03
    * Resolution Mechanics I </news+reviews/columns/dream11mar03.html>
      by Hunter Logan, 11mar03
    * Player Goals </news+reviews/columns/dream10feb03.html> by Hunter
      Logan, 10feb03
    * Balance of Power </news+reviews/columns/dream20jan03.html> by
      Hunter Logan, 20jan03
    * Play Flow First </news+reviews/columns/dream01jan03.html> by
      Hunter Logan, 01jan03


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