We’re excited to return to our ongoing series titled “Game Structures”, a series of topics we’ve organized to help understand the foundations of successful game design. Our initial run of articles covered “Early Game Structures”; aspects of games such as initial starting positions and resources, the value of turn order and key decision points that help to generate replay value and keep players coming back time and time again.
Our follow-up titled “Mid Game Structures” focused on prolonging player engagement the core of the game experience. We covered topics like player ecology to help drive player motivations and player interaction and player strategy which allow player choices to pivot and create new and interesting decisions during games.
During the next few months we’ll be tackling “End Game Structures” which help to drive player satisfaction and help to bring players back to the table again and again. As part of the series we’ll be looking at end game conditions, scoring methodologies and otherwise satisfying elements of game design we’ve encountered in games. To help guide us, we’re going to look at two key questions, how do players factor into the end of the game, and how do the ending conditions of the game factor into the game’s design? Let’s get started.
Question #1: How do player’s factor into the end of the game?
Longtime readers of Games Precipice might have noticed my enthusiasm for mapping design problems to a couple of orthogonal dimensions, and I think the same sort of analysis is useful here. The first axis might be the more obvious: to what extent can the players control when the game ends?
Players have No Control
No Control: Players take the backseat while the game grabs the wheel and drives to the final destination. The “Uber” of end game conditions.
Games at this end of the axis end when they end, and the players can’t do anything about it. The most common way to implement this condition is to have the game last a fixed number of rounds or turns, then the game ends, and a winner is crowned. Terra Mystica lasts six rounds, period. Small World lasts between 8 and 10 rounds, depending on the number of players. Of course, this doesn’t mean that players have no control over the flow or pacing of the game: each player may accomplish a different amount of stuff each turn, and each turn may last a different amount of time. But each player gets only a certain allotment of turns to accomplish their strategy.
“No control” may sound like a bad thing given how much we’ve focused on player control as a per se good in game design, but there are a lot of advantages to having a mechanically enforced end point over one that the players can control. First, it’s completely objective and happens the same way every time, so it will not come as a surprise to any players (assuming you remember to slide the round marker down the track). This means there are no “mah jong” moments where one of your opponents suddenly fulfills a victory condition that you thought was at least three turns away, abruptly ending the game for everyone and creating a lot of satisfaction for one player but confusion for the rest.
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