Three Musketeers GDC 2004.

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Presentation transcript:

Three Musketeers GDC 2004

Rules for Three Musketeers Players take turns moving one of their pieces. No diagonal moves. Musketeers move by capturing a nearby enemy. Cardinal’s men move to a nearby empty space. Cardinal wins if the Musketeers are in the same row or column. Musketeers win if they cannot move. Starting Board Give attendees a good half hour or so to play. Let everyone get a feel for the game.

Observations? 5 minutes.

Discussion Questions What’s a good strategy for the Musketeers? For the Cardinal?

Discussion Questions What interesting rule variants or modifications can we come up with? This is just a limbering up.

Aesthetic Breakdown What are the aesthetics of Three Musketeers? Can we come up with aesthetic models? This is the part where the attendees make the bed that they will eventually have to sleep in. A certain amount of rigor is important here. Don’t let them be vague; make sure you can come up with a model for every aesthetic you identify. Be sure to observe that the game’s mechanics do a good job of conveying its subject matter without much in the way of visual or textual cues.

Discussion Questions 1. What is the maximum number of choices the musketeer player can have on his turn? Answer: Twelve (theoretically, I don’t know if there’s an actual board state that has 12 moves, but it seems like there ought to be.)

Discussion Questions 1. What is the maximum number of choices the musketeer player can have on his turn? 2. How many first moves are there? Answer on next slide.

Discussion Questions 1. What is the maximum number of choices the musketeer player can have on his turn? 2. How many first moves are there? Answer: Two, once you take into account the rotational and translational symmetery of the board.

Discussion Questions 1. What is the maximum number of choices the musketeer player can have on his turn? 2. How many first moves are there? 3. How many last moves are there? Answer: At most Three. There are two cases: If the musketeer player loses, it must be because he has no choice on his last move. If the musketeer player wins, then on his last move there must be only one possible enemy piece he can consume. If there is more than one such piece, then the other can be moved so that it is can be consumed on the next turn, and thus this isn’t the last move of the game. If there is only one piece the musketeers could consume, there could still be multiple musketeer pieces that are able to consume it. So in this case there are up to 3 possible last moves.

Discussion Questions What does this graph look like? Choices Time To clarify, the “choices” is the number of musketeer choices, just to keep things simple. The graph starts at 2, gets bigger, peaks at some point, and then goes back down to around 2. The point here is that this curve matches the canonical “dramatic structure” curve, and with good reason: Dramatic tension requires uncertainty and more choices permits more uncertainty (you can have choices without uncertainty, but you can’t have uncertainty without choices). Time

Exercise While remaining faithful to the aesthetic qualities we identified in the breakdown: This is the part where they sleep in the bed they made. This is broken up into multiple slides for effect only. Attendees shouldn’t feel required to tackle the parts of this problem in the prescribed order; if they want to work on the 4-player problem before the 3-player problem, they should feel free to.

Exercise While remaining faithful to the aesthetic qualities we identified in the breakdown: Adapt the rules to accommodate 3 players.

Exercise While remaining faithful to the aesthetic qualities we identified in the breakdown: Adapt the rules to accommodate 3 players. Adapt the rules to accommodate 4 players.

Exercise While remaining faithful to the aesthetic qualities we identified in the breakdown: Adapt the rules to accommodate 3 players. Adapt the rules to accommodate 4 players. Can you come up with a single rules set that accommodates 2-4 players?

Return to this room tomorrow morning to continue this exercise. If you want to work on the exercise tonight, feel free to take supplies with you. But PLEASE return them. We need them! This, obviously, is the last slide for day 1.

Elective Classrooms C1: Creativity Exercises C3: Putting the Cart before the Horse C4: Real-Time Tuning

Welcome Back! If you weren’t here yesterday, please come to the front of room C1 and check in. Everyone else: Go to your Three Musketeers classroom. Continue working on your Three Musketeers changes. Try to have something playable by the 11AM coffee break. Equally obviously, this is the first slide for day 2. You may need to manage this process a little. Spend about half an hour on this.

Time for Coffee! Take a break, then come back and playtest your designs. If time permits, give your design to another group to try.

Discussion Let’s compare solutions. What different approaches did we take? Solicit results from each group. Discuss. Give each group 3-4 minutes. About 20 minutes total.

Discussion Questions How many possible board positions does your game have? How does it compare to the original game? It’s pretty much impossible to solve this problem without increasing the size of the “state space.” The point here is that having more state space helps the designer by giving him more room to work. A good strategy for this exercise is to increase the state space before even thinking about adding players. (e.g. Use a larger board, etc.) How many groups actually took this strategy? Don’t spend more than 5 minutes.

Discussion Questions Consider the problem of adding multiplayer capability to a single-player digital game. How is this exercise similar? How is it different? What about converting a multiplayer game into a massively multiplayer game? I don’t have any expected results here. Though, the massive asymmetry present in 3 musketeers is also present in single-player digital games, so that’s a similarity. This is sort of an obligatory “tie it back to digital media” question. If it’s not bearing any fruit, move on.

Any Final Observations? General discussion as time permits. Try to tie it back to digital games.

Please Come to C1 for the intro to Exercise III.