Tuesday, December 28, 2021

Titanomachina on Tabletop Simulator: Updated Buildings

Something that I have been weighing for a long while is how to upgrade buildings so players, even the colour-blind, can read the board at a glance. I've managed to get my 3D artist (@bigmillerbro1 on Twitter) to whip up some files that can both be printed and uploaded to Tabletop Simulator. Hopefully these will satisfy a number of requirements, including being easily magnetized, easily printed, and easily recognized. 

Current ones on the left and new ones on the right.

I just need to update the ownership picture in the rulebook, making no other changes to the rules, and they'll be ready to play in the new year. Hopefully they'll be an improvement to people's Titanomachina on Tabletop Simulator experience, and hopefully I can get some printed in appropriate colours in PLA plastic. 


Monday, December 20, 2021

Titanomachina: Engagement & Complexity, delivering value for cost


A fascinating tweet by game designer Eric Lang, to whit that most games are too complicated, clicked my thinking cogs and I wanted to address a pet theory of mine in game design that I've applied to Titanomachina. Here's the theory: 

Game players will tolerate any amount of complexity if it delivers sufficient engagement. Talking about the cost of complexity is worthless without examining the value of engagement.

What does this mean? Well, it means you can make the most ludicrous Rube Goldberg-machine in the history of games, full of edge cases, complications, and a vast amount of rules, and people will happily engage with it as a game and especially as a product if they feel that they're getting more value out of doing so than the effort (time, money, attention) costs them. 

Over a decade ago I made a crack at a career in finance. Likewise the value of my income from finance did not offset the feelings I had about it, and hence I changed careers. I certainly miss the money, but I don't miss the 'work.' I also took away a lesson on why people might give me money in exchange for financial services instead of anyone else providing them. Part of that lesson was that they perceived the value of doing so outweighed the plainly usurious cost. This notion of 'cost vs value' is very insightful for why people do things, even with commodities, whereby they buy things that cost more (more money, more time, more effort, etc). Because, and drum-roll please, they think it's worth the extra cost; the extra cost in complexity in a game is worth the value that game delivers. 

Warhammer is, I think, a fantastic example of this as while I no longer feel it's worth the effort, plenty of other people are busy throwing thousands of dollars and hundreds of hours at it. In part this is because Warhammer delivers far more than just a game, it delivers a set of hobbies all neatly tied up by their relation to one of the fictional worlds on offer. You don't have to like playing Warhammer to enjoy it if you like reading game books, reading comics, reading novels, buying models, assembling models, painting models, collecting bric-a-brac, playing video games, or chatting online about it. But people do indeed enjoy playing Warhammer, in vast numbers. 

Warhammer is not like a conventional board game where you buy a box, play with the contents according to the rules included, and then chuck it in your Kallax shelves so you have space on your table for another box. Certainly there's overlap, and there's plenty of people looking to make their games have a better table presence, but Warhammer delivers more. It delivers more models, more rules, more paints, more products, and so on in a game of toy soldiers that I find tedious in its most basic form. There's a huge number of people, customers even, that find the value it delivers worth so much. 

It's fascinating to me, that Warhammer isn't too complicated for commercial success, even if it is too complicated for me now, and it's too complicated for me because that complication does not deliver enough value, and not too complicated for so many other people because it does deliver that value for them. It shows, I think, just how far you can take these things. Is it accessible to everyone? No, but it isn't inaccessible to everyone either. 

Is complexity in games a good thing then? If it helps to deliver the engagement that makes players think it's worth playing, then yes, of course it is. Simplicity in games is still very handy though; if you're making a not-particularly-engaging game then you need to make sure that the cost of playing the game fits under the value of doing so. Designing and testing simpler games isn't necessarily easier, but fewer variables and hence lower cost means that less interested people will still be willing to give it a swing. If you can squeeze the cost until it's under that minimal value, then you're going to profit. 

And I think people desperately under-estimate the importance of low cost as a way to get a foot in the door, both to get busy, uninterested producers' eyes on the game, and to get busy, uninterested (sorry, 'casually interested') consumers buying it. Warhammer gets away with complexity because it is less a game than a product ecosystem, but it also gets away with it as a game because that complexity is engaging to sufficient numbers of people, and the value to them outweighs the cost. I don't know if most games are too complicated, because 'most' is extremely vague, but I can certainly agree with Mr. Lang that some games are too complex for the value they deliver. 

I'm giving Titanomachina away for free out of necessity because I can't afford the easy ways to 'sell' people on its value; I occasionally suspect that people might be more convinced if I charged money, but it's really more of a marketing issue (to whit, the budget for marketing ran out). I suspect what would be required would be more conventional art and robot designs, but thankfully I get to make the Titanomachina that appeals to me and not what gets bought, played once, and put away in favour of the next new shiny game. I hope that some people find Titanomachina to be an engaging hobby game in a board game sized serving.  

Wednesday, December 15, 2021

Titanomachina on Tabletop Simulator: The Rule Book

As part of the recent update, including roads, cards, and rules, I should put up a link to the rule book available in the Steam Workshop as part of the Titanomachina set in there.

December 2021 Rule Book on Tabletop Simulator




Monday, December 13, 2021

Titanomachina on Tabletop Simulator: The Mega Gun

I have been struggling to make the Mega Gun stand out between the Gun Battery and the Macro Gun, first giving it a high Effect, but low range, and then reducing the Effect but adding the Shield Breaker trait. None of these changes has really felt like it distinguished the Mega Gun or made it equivalent to what I'm classing as 'Main Guns' (Plasma Howitzer, Macro Laser, Macro Gun, Mega Gun) as opposed to 'Secondary Weapons' (Plasma Shotgun, Laser Battery, Gun Battery, Rocket Pod), and definitely not 'Close Combat Weaponry' (Claw, Hand, Buzz Saw, and Laser Blade). But I had an idea from the way I'd laid out the cards for the Limb systems (Arms, Legs) so that they could move the Titan and attack in the same activation: stacked vertically the action options can draw from the same pool of Effect. 

Here's where I make a mea culpa, because I got rather carried away and designed (and announced on Fark) that the Mega Gun would be able to make two attacks at the same Effect, effectively doubling the weapon's effect and any operator bonus applied to it. Even at Effect 1 this would have meant that a Master Crew operated Mega Gun would be able to do 2x Damage 4 and 2x pushes, which is crazy effective for Charge 1 (disregarding the costs of the Master Crew and getting into position). A player who I should be giving developer credit to at this point pointed out that it was crazy, and I reviewed the design math and yup, that needed walking back. Nonetheless, being able to attack twice (now drawing from an initial pool of Effect 2) for a total of 5 damage with Master Crew operation is pretty reasonable and in line with the other weapons, particularly the ability to push twice. That's not including the advantage of being able to clear buildings twice as fast. 

The downside, of course, is that the Mega Gun is still Range 3, which means that players are going need to close that gap. Probably a very handy defensive weapon, as well as good for catching other players lurking near the edge of the board...

Titanomachina on Tabletop Simulator: More Road Tiles

As part of the big update I released on Friday night, December 10, 2021, I updated the road tiles and added two new road parts. The tiles themselves went from double-sided with weathered concrete on one side and asphalt on the other to doubled-sided with asphalt on both sides. I'm thinking of ways that the board can be ditched entirely in favour of tiles, although anyone playing Carcassonne will recognize the difficulties of laying down tiles and then attempting to play over them. The relation of components and usability to rules is a pretty interesting one, and I should probably read more about it and see how it's been done. 

Nonetheless, the concept now is that players have access to two stacks of tiles shared between players, enabling them to map out roads on the board. I've added the requirement, to the rule book, that tiles need to line up with other tiles or the edge of the board, meaning that the roads need to make sense when they're set-up or detected. I think it helps that of these two stacks of tiles, one is straight roads on one side and a four-way roundabout on the other side. In theory this is the only stack that would be needed to cover the board in roads. But I added another stack with an L-bend on one side, and a T-junction on the other, as I like how they look, and I'm pleased I was even able to make them. The company I like to use for prototyping produces these tiles in stacks of 48, or as many will fit into increments of 48, and two such stacks will cover an entire 9x9 with some to spare (or, you know, accidentally lose).

Of course, I'm hoping this encourages players to think about the game's modularity feature by which Titans, buildings, and even roads can be swapped in and out and switched around for novel situations and battles.