Showing posts with label Helpful Advice. Show all posts
Showing posts with label Helpful Advice. Show all posts

Sunday, 15 April 2018

Development Diary #10 - Back on the Path


Hi All,

Sorry for the hiatus. I was away on a spontaneous 4 week break. I was doing some housesitting and taking some time to get a couple of things sorted. Either way it was really great to collate my thoughts before I dived back into some more Act of Treason.

As many of you know, Act of Treason was up on Kickstarter recently. I've put up a short article: What I learned from Kickstarter here on the Blog. It's a pretty good read for any aspiring game designers or entrepreneurs if I do say so myself. Hopefully you can learn from my mistakes and gain a little bit of insight into that side of things.

Before I launched Act of Treason on Kickstarter I had said:

"I hope Act of Treason is successful, but if it were to fail anywhere along the road to funding, I can almost guarantee it will be due to a lack of strong marketing" - Tyson, Myself and future projects

I've been asking people and researching how best to market Act of Treason, but there's no silver bullet here. I think I just need to be patient and slowly crank out content - building support where I can. We will get there in the end. It may just take a while. An added complication is that I work full time and have a fair amount going on outside of work, so time is a rather limited commodity that I'm working with. I'm not saying any of this as an excuse or to gain sympathy. I'm just honestly laying out how I think it is.

A big part of why I find marketing so tough is because it is somewhat antithetical to who I am and what I like to do. I am very much a lone wolf type of character. I would self describe as quiet, reserved & analytical. I deliberately move away from the lime light. I enjoy designing and creating. I love Act of Treason a great deal, but I also dislike marketing a great deal.

I think the best way to progress from here is to stick to my strengths. This means I'll be doing things that might not seem related to Act of Treason from time to time. This likely means more focus on Dominant Strategy posts - this could also mean I spend a bit of time to work on other projects that will drum up interest in its own right. This isn't me turning away from Act of Treason - I honestly do think this might be the best path forward. Me taking on the these other tasks will drive interest back into Act of Treason in the long term. It's kind of the only way I see me being able to move forward. I ask for your patience and support - I'm doing the best that I can. This is a road now that I've be walking on for over 5 years. I'm already well accustomed to just how long and difficult this journey is. I'm not here to put out something that I'm not going to be proud to stand behind. I'm not here for a cash grab, or a quick buck. I'm doing my best to deliver a product that I will be proud of and that will stand the test of time.

I want to thank you all for your support so far - It has been really great to see! The Mailing List subscriber count has been moving up each day! Thank you for your follows, your support, and getting the word out! Every little bit helps!

I'll be spending a lot of time on Dominant Strategy posts in the coming months. In addition I'll see if I can queue up some play through of gaming groups playing Act of Treason from start to finish to showcase on the website and on the next Kickstarter Campaign. If you're interested in playing or reviewing Act of Treason or you know someone who can showcase it on their website, blog, or channel, don't hesitate to get in touch.


Until next time,
 Tyson

Friday, 13 April 2018

What I learned from Kickstarter


What I learned from Kickstarter
By Tyson Bennett

As many of you know, Act of Treason went live on Kickstarter recently (early Feb) and did not perform as well as I had expected. It's unfortunate, but it gives me a chance to learn, develop and improve. There are a number of reasons for this and I would like to take this opportunity to reflect on what happened here. Hopefully you can gain some insight from my thoughts and observations.

I've ordered this list, the biggest fumbles are at the top:

  1. 1,000 followers, but in the wrong places: I had 1,000 followers as my initial audience. This 1,000 was spread across Twitter, YouTube, Facebook, the Act of Treason mailing list, etc. The conversion rates were quite low for most of these. I peg that to 1) a lack of engagement from me and a long span of time between their acquisition and when the Kickstarter launched. 2) announcements and posts can be very easy to miss on Twitter, YouTube and Facebook, where a great deal of my followers resided. And 3) A follow doesn't necessarily mean "I am interested in your product and I want to buy". Sometimes it can just be a follow back, or a "I like what you posted". It's a weaker link to your product when compared to say an email subscribe. All these together culminated in a low hit rate and less pledges than expected. Email signups did perform the best, but it was also the method where I had the least followers. In hindsight, I would focus purely on the Act of Treason Mailing List as my method for gauging the level of expected pledges. I would also consider periodically sending out important updates to that mailing list to get a rough feel for engagement and opens. If only 1% of your audience opens your email, then that's a fairly good estimation of the number of engaged subscribers you have. You can work out from your Kickstarter budgeting how many engaged subscribers you need to have a successful campaign and there you go, roughly accurate forecasting. 
  2. Length of the campaign: My initial research suggested that many Kickstarter campaigners choose to babysit their project full time. This helps them to get the most out of it and gives them the time and resources to respond to all queries, tweak the marketing campaign, add more details & create art assets, and so on. Added to this, I had read that campaigns up to 14 days perform better than those of 30 or 60 days. This is believed to be due to the shorter length of time creating a "urgency", where people are more likely to act on it sooner, rather then plan to act on it later - but then forgetting about it. This is not my full time job, and so I decided on a 14 day campaign with me taking the time off of work to check on the campaign. In hindsight, if you're a small publisher, only one day off is needed - the day of the launch. You use launch day to blast out on all of your social media channels and inform friends and family. This gives your project a good head start. Afterwards, you can just monitor it a couple of hours each day. If you've done you're due diligence, then things should be ticking along nicely, and you shouldn't have to do any major course corrections. If you're a small or first time publisher, you'll likely have a much smaller, manageable audience - full time monitoring is unlikely to be required. In hindsight I would aim for 30 to 90 days, especially as a new publisher.
  3. Advertising was ineffective: I made the mistake of thinking that I could use advertising to bridge any gap between my funding and my Kickstarter goal. This can only work under rare circumstances. It is possible to pump marketing with cash in order to get conversions if, and only if, there is already a large following. In the case of no initial following then there's nothing to build off of. A lot of what drives pledge conversion is confidence - am I confident that what I'm going to buy is going to provide me with value? In the case of a Kickstarter Project that's thriving, a great deal of confidence is given to the visitor simply through the fact that there are so many others who have been willing to pledge. A visitor thinks "Wow, all of these people have seen value in this - there must be something here" (subconsciously probably). I think it's similar to walking down the street, looking for a restaurant. If you see an empty restaurant nestled in among a sea of bustling restaurants one might ask "Why are their no customers?" It could be the service is bad, the food is terrible, the food takes too long to arrive, or all of these things, or none of them. But it doesn't inspire confidence, and so you typically don't take the risk. After all, there surely is a reason right?.. Right? The mere fact that the restaurant has no clientele scares off any potential customers. It's a vicious cycle, and well known in restaurant owner circles. How to get over this "hump" is an art of itself, and a very important aspect of running a successful restaurant. It could be the best restaurant ever, but if there are no people willing to go there it hardly matters. People use popularity as a barometer for successIt's a form of efficiency and outsourcing in decision making. It would be a rather tiresome affair to go to each restaurant and try their meals. Outsourcing this kind of decision to popularity is something we humans do all the time - it makes for an easy, and typically somewhat adequate decision. Put simply, advertising may have gotten a few clicks, but those clicks were unlikely to turn into pledges because the Act of Treason Kickstarter page was "an empty restaurant". Advertising is going to be almost entirely ineffective unless you can get enough pledges so that the Kickstarter page inspires confidence to the passerby, so to speak. All in all, what this means is that you can use advertising to add fuel to the fire - but you can't use it to start the fire! Lesson learned!
  4. Timing: I launched my campaign on a Friday. Not ideal. Initially I thought that it wouldn't make a difference, but you get a period of about 24 to 48 hours to show up as "New to Kickstarter", as well as on other sites that have a "new to Kickstarter" embed on their webpage. This is prime traffic, and best of all it's free. Ultimately, the best time to launch is when Kickstarter and other affiliate sites are getting the most traffic. Jamie Stegmair has some good info on this. He suggests avoiding Monday's and Fridays' and to launch mid morning. I was planning my launch strategy on what worked best for me so that I could babysit the campaign - not what would drive the most traffic. In hindsight, I think it's best to have it set up solid from day one so that it doesn't need babysitting, and then squeeze every last drop out of the launch timing unless it's absolutely not possible to do that.
  5. More detail: People were still unsure about some aspects of the Act of Treason, such as the Court and Quest cards. There was plenty of details on the game, but a few blanks here and there for some of my more observant visitors. Thankfully, this is an easy fix. In the future I can include some more detail.  Simple additions such as showcasing some of the Court and Quest cards, as well as having a rules video and a play through video are great additions. These additions to the Kickstarter page are definitely planned for the next Kickstarter run.
  6. Comparison to The Resistance: This comparison was made in comment sections here and there and in some questions directed to me. It's a little annoying to have your creation compared to something else like this - and not just because I'm not a big fan of The Resistance. Don't get me wrong, it is fine game and I understand why people enjoy it. But Act of Treason isn't like The Resistance in my humble opinion - and I didn't design it to be like The Resistance. I totally get it, it's a popular game, and it's of the same genre. To the uninformed it's a completely natural first question to ask - "How are these two things different?" Act of Treason is much more of a hybrid of both Mafia and Battlestar Galactica, incidentally the two games I played most before starting my work on Act of Treason. I think doing a direct compare and contrast between Act of Treason will be beneficial as it will help people with the question of "How is this different to The Resistance", and help them to get up to speed really quickly on Act of Treason and why it is different. I will write a blog post going in depth on the specific differences between these two games as well as an analysis of the game theory of Avalon. This can then be included on my FAQ for the next Kickstarter. I may do a blog post about some in depth strategy on Avalon / Mafia, and why I can't really get into these games as much.
In summary, Kickstarter chewed me up and spit me out - I had no clue what to expect. It's one of those classic situations where you don't know what you don't know. Which is perhaps my one of my favorite sayings right now. That and: Sometimes you've got to look the fool so you can become the master. Both quotes are amazing and I think they really help to spell out that you have to be willing to try and fail if you want to succeed - everyone looks foolish when they start out at something new. That's just life. I'm just glad I can pick myself up, dust myself off, and give it another crack.

That about raps it up. I'll be putting up a Dominant Strategy article very soon as well as a Developers Diary, going over what I've been up to and my next steps.

Until next time,
 Tyson

Thursday, 8 February 2018

Development Diary #9 - Less than 24 Hours to go

Hey Y’all,

Under 24 hours to go until Act of Treason launches on Kickstarter. It all just feels so surreal.




The Update

Let me take you through some of what I’ve been up:
  • Updating the Act of Treason website (playaot.com) and prepping it for the Kickstarter launch. It’s mostly new art assets and concept images, but the biggest update was adding the rules for Act of Treason, which are all sitting online now at www.playaot.com/rules.
  • Created a press release, and sent it around to various bloggers and board game related news sites.
  • Act of Treason is now up on Board Game Geek. If you've played it, feel free to create an account and post up your review.
  • The Kickstarter page has seen a ton of work and is looking very swish now. I’ve included a mixture of text and what I’ve been calling “long tiles”, which are basically just images. I call them long tiles because they are tiled down the page and are typically quite long. A fair bit of work went into Photoshop to make sure they all look good and they covered all the needed information.
  • I created my own company called Saffron Entertainment. It doesn’t have an identity of itself yet, or website, or anything really - right now it’s basically a holding company for Act of Treason, but it will be getting its own unique personality & all the frills sometime after the KS launch.
  • Prepared some blog posts to come out before and during the campaign. A recent one went up for those who are interested in learning more about me and my future projects. You can read it here. Also, expect posts to come up soon for both The Dominant Strategy as well as parts 3 and 4 of the Design Journal.
  • I created an Act of Treason video with some basic animation for the KS page. It's embedded below. It took me roughly three days out of a planned two. First was getting the VO right, cutting out the background noise proved both necessary and more difficult than I had anticipated. That was most of Day 1. Days 2 and 3 where on the visuals, first half and second half respectively. I had most planned out ahead of time, but winged a couple of parts when I arrived at them. I think it’s important to stay adaptable for situations like that - you can sometimes stumble upon an easier and/or better solution if you stay flexible and open to it.



Personal Stuff



So about two weeks ago, windows decided to push updates on me really hard, and so I decided to go ahead with them. The next thing after I boot back into windows - my screens are glitching out and artifacting, flashing gray for a frame or two. Thanks Windows update! I trouble shoot to try resolve it via updates etc, but it keeps happening. The graphics card is the likely culprit - Gigabyte GTX980Ti for the tech nerds out there who are interested. So I decided to take my graphics card out and clean it. That's when I notice that it's boiling hot. I'm beginning to suspect overheating.

Sure enough I clean the card to remove the dust and then when I plug it back in I find out the fans either aren't spinning, or are making weird noises when they do spin. Sure enough, shortly after plugging in the card the fan falls off and I'm getting the artifacts again. I jam a large fan next to the case for a while until I can get my hands on a replacement - it actually worked too! No more artifacts while I had that setup. The culprit fan must have not been spinning for a while, or something came loose with it? Who knows. All I know is that I'm down one boss graphics card. RIP.

My makeshift cooling setup

Now I'm running my brothers old card, about the same power as an Xbox360 gfx card. While I wait for gigabyte to examine the card under warranty. The timing is just great as you might imagine. Right as the Kickstarter campaign is about to begin. Oh well, could be worse. I mean I could have had my hard drive fail with all my Act of Treason stuff. Instead I just had my hard drive fail with all my old movies and TV shows. Yes, you read that right - one of my hard drives failed like a few days ago! Afterwards I Immediately rushed and backed up my entire Act of Treason folder. At least I can still work and all my files are alright. That's the main thing. It is genuinely painful to work on some of my files now however. Even slightly large Google Docs documents are laggy at times!

Okay Google

So when I first started prepping Act of Treason for Kickstarter, I knew I wanted to have a website dedicated to Act of Treason. One of the things that really got stuck in my craw was that my website wasn’t appearing on google unless you typed in something very specific like “Act of Treason board game” - even then I don't think it was top of the page. Back then, typing in just “Act of Treason” had my website on page 5 or something, which might as well been tantamount to it not existing.

I’m proud to announce that when I typed “Act of Treason” into google today I got the following:


3rd result, not bad! And when I type in “Act of Treason board game” the results are even better still! It just feels good to make progress on something like that, especially when it has mostly resolved itself.

Learning From Mistakes

I was going through the Kickstarter, typing up the "Risks and challenges" section. For the unfamiliar, this is an area that sits at the bottom of your Kickstarter page. It is for the project creator to explain: "The risks and challenges that come with completing your project, and how the project creator is qualified to overcome them."

A rather important section for some projects and for backers too. It helps set the stage for what could go wrong and should be used by the creator to honestly reflect on where they could become stuck, which allows the backers to make a informed decision about the level of risk they are willing to take on.

In typing up that section, it made me realize something: It’s all about trust.

Trust is a huge part of any business interaction. If you don’t trust whom you’re dealing with, it’s unlikely that you’ll give them any money in exchange for a good or service. Why? Because you can’t be sure of the level of quality you’ll get, or that you’ll get the product or service you asked for. Heck, you could potentially not get the product or service at all. Any number of things can go wrong in a business situation, and not having trust and confidence in whom you’re conducting business with means that you might not get the outcome you want. Trust means you're confident that you'll come out okay, even when things go wrong.

Now, with all that in mind, I need to come clean about something that has been buging me.



This was not a great promotion I ran. I’m going to peg this one up to me not being so great at marketing - but even then I should have known better! Some of the things I mention in my post when I first revealed this are just straight up wishful thinking. It just wasn’t very grounded of me. I’m going to unpack it a little here for you so you can learn from my mistake. 

Let's start with the reward of this promotion - doubling the marketing and art budgets. My rationale at the time makes some sense:

“I wanted a reward that didn't detract from the product and divert attention or effort elsewhere. I also wanted a reward that all backers could enjoy. A reward that would be fair to all backers. This reward is in line with my main concern - making the best game possible.”

While I stand by this rationale, the biggest issue with the reward is that it’s vague, and not very tangible or salable. What does "double the budget" actually mean? Having values such as an increase of $4,000 for both would have been much clearer and more transparent. But even then, that’s not a very salable reward. No one is going to get excited when you tell them that they should sign up to a mailing list because they then get to increase the numbers on somebody's else budget.

A better reward would be in line with all the rationale I laid out above, while at the same time being  more tangible, salable and clear. I would give you an example, but if I could do that I would have run a better promotion in the first place. Something like adding a new card or two into the game kind of works, but that comes with it's own cost. I for one am very dubious of any Kickstarter game when they do this - offer to increase the components or mechanics of the game as a stretch goal or bonus. I wonder, "why am I not getting the most complete/best product when the idea is already out there and tested?", and "Doesn't adding/removing that component upset the balance of the game?" Both fair questions.

Another smaller mistake, but a mistake none the less, is that I should have taken a different tact with the x3 mailing list “rule” worked into this promotion. I should have only applied a 1 for 1 across all social media accounts, OR only included the mailing list in the promotion. Having mailing list sign ups count for x3 followers is a confusing and convoluted message.

In marketing, I think you should treat everything that you do like you’re playing Chinese whispers - if it can be miscommunicated, it probably will. You should always aim for the clearest and most impactful message you can as this has the greatest distance - a convoluted message won’t travel very far. This is one reason that memes have the spread that they do. They are a short snappy highly shareable idea or message that provides some level of value - The messages you give out to the public should be almost like memes. Clear, short, snappy and valuable. If you can do that, then the message will share itself. In hindsight I should have gone with email signups only for a clearer message.

But by far the biggest error I made was the amount of followers needed for the promotion to be successful. 4,000!? Are you serious? In my defense, I figured that if they were to all be email sign ups which is what I was pushing for the real number is ~1,333. Added to this I already had quite a few signups which made the number of signups I needed less still. But having such a large number as the goal would have made me look like I was living in a dream world - and let's be honest, in some sense I was.

I did see an increase in the email signups at the start of the promotion. I want to thank my supporters for that, but I’m sure it’s much less than it would be had I included a sensible goal, focused purely on e-mail signups, and had a much clearer, salable, and tangible reward for hitting the goal. My bad.

As it turns out, after doing some more calculations and juggling the budget, you’ll be getting some of this reward for free anyway. I really want to see the final product have great art, even at the lowest possible funding goal. So the minimum Art budget for Act of Treason has been tweaked to just under double of what it was to ensure this. The marketing playbook has also had some rework to allow for easy scaling. I might not be doing more marketing spending, but I most certainly will if the advertising has good hit and conversion rates.

Please don’t make the same mistakes I did - focus on simplicity & clarity. Run your ideas past someone first who will be willing to challenge you.

----

That about covers it. I look forward to the post Kickstarter blog write up where I can break down what went right (or what went wrong).

See you on the other side.

Cheers,
 Tyson

Wednesday, 13 December 2017

The Dominant Strategy: What makes games fun

Disclaimer: I have no formal training in game design and this article is my opinion. I always welcome any well reasoned, thoughtful critiques.





What makes games fun?
   By Tyson Bennett

Understanding what makes games fun is a very important part of making great games.

If you don’t understand what makes your game fun, then you won’t know how to adjust your game in order to improve it. You won’t know what to prioritise when tweaking mechanics and what to alter in order to maximize your design goals. You must have an understanding of what you have and what you are working towards.

If you don’t understand why your game is fun then you’ll be firing blind when it comes to trying to fix it.

What "is" Fun?

Before we get into the meat of the article I need to talk about what "Fun" means. Why? Because games are not always fun all the time. Some of the best games can be downright stressful or infuriating at times – take League of Legends, or Playerunknowns Battlegrounds (aka PUBG) or a really difficult game like Spelunky or Faster Than Light. Engaging yes. Enjoyable? ... It's not always apparent to the outside observer. A person playing one of these games will seem totally engrossed. Sometimes stressed. Can you really call that fun? Maybe if you're using a certain definition - but we don't want any ambiguity here - we want a term that accurately describes what it is that we should want in our games, and what we want to work towards.

Perhaps a better term for describing what we want to work towards is Engagement? You'll notice that games almost always totally engross the player. The players are focused on what they are doing - it has their attention.

However, there are some games that you can play and be quite detached, enjoying a movie or a TV show at the same time. For example, grinding for loot in Diablo III or Warframe. Sometimes you'll be engaged when playing these games. Sometimes playing these games is far more passive. What's interesting here is that, while you're grinding for loot, the game is less engaging and less enjoyable.

So, now we can have games that aren't engaging and aren't enjoyable at some points... and yet still might be enticing enough that someone will want to play it? Why!? Well, because there is progress to be made in the game, and that progress is in itself Rewarding. Not only this, but the grind allows them to access content later in the game that would be Enjoyable and Engaging. The player is trudging through the more boring parts so that they can unlock the better parts. These unlocks are a big part of the attraction for some games, and just giving all the unlocks to the player for free ruins the fun of some of these games and significantly lowers the replayability.

So we can see that Engagement, Enjoyment and Reward are all really good metrics in determining how much enjoyment you're having with a game and how likely it is that you'll keep playing it, or return to it later.

If we make "fun" our design goal then we need to make clear what we mean by that, or we may mistakenly prioritize the wrong goals. What we are trying to aim for is to maximize Reward, Engagement, and Enjoyment of the player. And while this is a fairly robust definition, it likely doesn't cover all of the smaller various ways in which we find games fun!

Okay. Now that we have that out of the way and we understand what we need to maximize in our games... let's take an even deeper look into what makes games "Fun".

Why are games "Fun"?

Well, there are a few nebulous categories that can help us to understand where fun comes from.



  • Creativity
  • Progress
  • Discovery
  • Story
  • Competition
  • Mastery
  • Problem Solving
  • Social

These are just a list of things that people find enjoyable, or rewarding, or engaging - nothing groundbreaking really. The groundbreaking part comes from understanding which of these are tapped into by your game - and then using that information to tweak your game as you design it to better take advantage of what people enjoy.

Whether you know it or not, this is what you're doing when you're tweaking the mechanics of your game. You're trying to better tap into the pleasure nodes in people's brains, to make the game more enjoyable, rewarding and engaging for them.

I will call each of these categories ‘Nodes’. These nodes are by no means strict in their definition, nor is this list of nodes definitive; this is why I used the term 'nebulous categories' before. The above is merely a guide to help us understand where "Fun" might be derived from so that we may better cater our game to the enjoyment of the players.

What are each of these Nodes?

First let’s examine what each one of these Nodes is - what they mean and some examples.

Something interesting to note is that if you don't hit any nodes, then there is almost no incentive to play the game as it would have nothing that we enjoy - for that is the purpose of the roadmap, to map out what we enjoy in games! By logical deduction there can only be two errors, either the roadmap doesn't include what people find enjoyable in your game, or your game isn't enjoyable!

  • Creativity is just what you expect, so there isn’t much to say here. Creativity is being able to create something, not just having to follow a beaten path, or use existing tools for a set preordained purpose. You get to create something your way, your style. Some notable examples of games that tap into creativity: Minecraft, The Sims, Factorio, Sim City. This Node kinda ties to problem solving - after all, if there's more than one way to get to the solution, then there is an element of creativity. Balance in games helps to facilitate creativity - if choices aren't balanced for the players, then players are less likely to make creative choices, and are more likely to make overpowered choices that will improve their chances of winning. Thus it also follows that the less competitive a game is, the better it caters towards creativity.
  • Progress is about achieving something, completing something, fulfilling a goal, leveling up a character, unlocking achievements, etc, etc. The Progress Node often goes hand in hand with the Discovery node as making progress often unlocks some new content within the game. Great examples of games that are high in progress are RPGs such as Diablo III, World Of Warcraft or Warframe. Progress in such games would be grinding for better gear or leveling up a new character to max level. Games heavy in grind or that have a ton of things to unlock are heavy in the Progress Node. Pong is a great example of a game with no Progress. There is nothing to unlock or achieve! In pong, you start with everything. Lots of games include a progress component because it's easy to do - but that doesn't always make the game better! For example, Adding unlockable perks to a game like PUBG might make the game have more for the progress node, but it would also lower the Competitive node as the game becomes less fair and balanced. Since the competitive node is the backbone of PUBG, it is highly likely that adding a account level up system or unlockable perks would be a negative to the play experience and draw important resources away from other valuable parts of the game that would yield better results.
  • Discovery is uncovering something new and experiencing new content. Almost all games tap into this to some degree - after all, every single game is new to the player until they have played it. Once explored the Discovery Node loses its luster as you can only discover things once. Discovery ties in nicely with the Progress and Story Nodes as they all are likely to be joined together somewhat. Games with a lot of unique content to explore are heavy in the Discovery Node but games like spelunky tap into it too, by offering content to discover behind difficult but rewarding challenges. As mentioned examples are far reaching, but include: Half-life, F.E.A.R, Factorio, Spelunky, Metroid, The Walking Dead, Neverwinter Nights, etc. It may be better to talk about what games don't tap as much into the Discovery node. Notable games that tap minimally into Discovery include: Pong, Playerunknowns Battlegrounds, Killing Floor 2, etc. Games that can be described as “what you see is what you get” are prime contenders for low Discovery. 
  • Story or Narrative is the least “game” node out of all of them - after all, you can't play a narrative - but I have included it for completeness as it does contribute to what makes a game "fun". This Node is self explanatory. Story is typically a narrative that progresses throughout the game. Story is often tied to Progress and Discovery. A couple of Notable examples of games heavy in the Story Node are The Walking Dead and the Half-Life series. The story can be enjoyable in its own right, thus boosting the games appeal, or even completely dominating it. Story can also sit in the background and be safely ignored, such is the case of games like Spelunky, or PUBG.
  • Competition mostly refers to the want to win and to dominate. A lot of games heavily utilize this node, and some almost ignore it entirely. Multiplayer PvP Games like Counter-strike, StarCraft II and PUBG being prime examples of games that capitalize heavily on this node, while some games like The Sims and The Walking dead safely ignore it. Single player games against AI or a tough objective also count as utilizing the Competition node. Cuphead, Spelunky, and FTL (Faster Than Light) all tap into our desire to challenge ourselves and to dominate a challenge.
  • Social refers to the enjoyment that stems from interaction with other humans. You can build a game that heavily relies on social interaction such as Keep Calm and Nobody Explodes. Or you can simply have a game that allows you to socialize while you play. PUBG, for example, allows you to interact with either friends or randoms online whilst playing, giving you plenty of opportunity and subject matter to banter over as you loot and kill your way to that elusive chicken dinner (in PUBG, a win is called a chicken dinner). Enjoyment can be derived from this social experience and yet it can be completely detached from the mechanics of the game. In other words, the game can simply facilitate social interaction instead of tying it into the mechanics of the game and how it plays. The social interaction is its own fun thing, but as a game designer you will have the option to use it in the mechanics of your game, and thus it pays to consider it.
  • Problem Solving describes our want to solve puzzles and fix problems. It ties in to the competitive node as well as the progress node. Why? Because solving a problem is hard, rewarding and often results in us making progress. It doesn't just have to be puzzles however. Problem solving covers general strategy as well - any difficult decisions that require at least some consideration. eg: Choosing if you should loot a nearby corpse in PUBG and risk getting shot. PUBG is actually a great example of a first person shooter that has better tapped into the Problem Solving Node over its predecessors. Games like Factorio, Space Chem, and Battle Brothers are all great examples of games that scratch that problem solving itch quite nicely.
  • Mastery is a node that almost didn't make the cut. It's a node that is highly similar to Competition and Progress in many ways. You could call this node competitive progress or progress of self. It describes wanting to get better and master the game, and the rewarding feeling that comes from this personal improvement. People are going to be more incentivized to master a game that is good, fair and balanced. Mastery will almost never be a Node that brings a new player in unless the player is highly motivated by being the best at games and is looking for that exact experience. Mastery is more likely to be a Node that convinces an intermediate, or an advanced player to stick around after the discovery node has started to wear off.

You'll also notice I've tried to group each of these nodes under the three groupings of Challenge, Exploration, and Expression. Theses are quite lose groupings but, at a fairly broad level it does assist with breaking down what makes a game fun. Does the game offer the user a challenge? Does it allow for exploration? Does it allow for expression? If you answered yes to one or more of those, there is a good chance the game will be fun as long as it is at least somewhat balanced, and playable.

Why do we enjoy these Nodes?

Lets have a quick chat about these Nodes above, because I have an interesting theory about them.

I believe we enjoy these nodes as they served a primal purpose back long ago as we were developing as a species. I believe all of the nodes stem from our base survival instincts.

When hunting for food there is an element of challenge and problem solving involved - tracking, hunting, and killing. Besting your animal opponent, without getting yourself hurt, or taking too long, or wasting too many resources.

There is an element in creativity when devising traps. New ways to hunt. New ways to farm. New ways to cook. New ways to convey information. Art allows us to convey information and express ourselves.

Naturally there is competition, which stems not only from hunting, but from the male dominance instinct. We want to dominate our peers and come out top of the pack. This also explains why competitive games have far more male players. We enjoy winning, and being the best of our group. We like training ourselves to be better, so that we can improve.

Socializing is important, not just to improve your chances of finding a mate, but also allows for better co-operation. You need to be able to foster trust and a cohesive bond among your peers, which greatly improves the chances of survival.

Progression helps to reward us when we succeed and create. Building a well, or a hut is rewarding, and a form of progression that is useful. We feel great reward from accomplishment.

I wouldn't be surprised at all if we get a kick out of all these things because they helped us to survive. Those who enjoyed these types of activities were more likely to partake in those activities and thus were more likely to survive.

We enjoy games because in some way or form, games imitate life, albeit in a much more abstract way. We can learn from games.

What is life but the world's most complex game?

But what about things like art & balance?

A quick note regarding graphics/art, balance, and polish.

No doubt that graphics and art pay an important point to what makes a game great. A nice looking game will always be more appealing than a game that looks like trash warmed up.

No doubt that balance improves a game, making for a better set of choices and fairness. A well balanced game will always be more engaging than a game which is broken in terms of balance.

No doubt that QoL (Quality of Life) improvements and polish serve to make a better game. A game that has been thoroughly polished with all the performance enhancements, options and bells & whistles will always be better than one without.

All of these improve how great a game is. No doubt - but none of these change what the game fundamentally is.

What we are specifically addressing in this article, is "Why" games are fun. This helps to give us direction, in terms of mechanically and fundamentally altering the game.

Every game can improve their graphics or art, their balance, and their polish. We want to transcend that, at least at the moment, because it doesn't pertain to the topic of this article. We are specifically addressing the why different games are fun, and not how to improve on a game.

I will cover art, balance, and polish in a later articles of The Dominant Strategy.

Node Creep

Is it important to maximize as many of these nodes as possible?

The short answer is: No. Simply put, we want to maximize the "fun" of the game while staying True to your design goals. The Nodes tell us where the fun is coming from, not how to make the game more fun. Maximum fun might mean focusing on only one, two or three nodes and maxing them out as much as possible - it pays to remember that some of the nodes conflict and you likely have scarcity of resources. Trying to focus a few core nodes is likely better than trying to hit all of them.

The long answer: It really depends what you're trying to do. Hitting as many nodes as possible can be used to try and squeak in some extra fun into a game and to appeal to a larger player base. It depends what your goal is - making the best game possible, or appealing to as many people as possible.

Some of the very early games had very narrow focus when it came to the nodes. Take Pong. It was strictly a game of competition, with virtually no other Nodes of enjoyment.

Mario Brothers was also quite narrow. It offered very little in terms of story, creativity, etc. It did offer some discovery, and some competition.

In the early days, lots of games only focused on one or two nodes. This was done because there was a lack of resources to commit to the game. larger scale games actually have enough content to hit more nodes. I don't think games with a progressing story was a common thing until sometime around NES or super NES.

Now we have games like Warframe. They offer Story though most of it is optional and easy to skip, Creativity in terms of character customization and loadout, Plenty of progress in terms of things to unlock. Quite a lot to discover in terms of content, mission types, etc. There is PvP, as well as PvE, and so there is both Competition and a degree of Mastery. There isn't a lot of problem solving, but there can be some in terms of using loadouts to beat missions. There is also a lot of social interaction if you choose to play online with your mates or join up to a clan. Fortnite is also a similar example of a modern game that hits a lot of nodes.

The trend of modern games has been to blend together a lot of the aspects of various different genres of games to create a hybrid of sorts - they basically hit as many nodes as possible by doing this. Now this can make for a fun game. The issue is that they can end up being a jack of all trades, master of none. These games are trying to make themselves more fun by appealing to a greater variety of things people enjoy. Oh, you like unlocking things? Enjoy these loot crates. Oh you like leveling up? Here's 20 perks you can unlock, etc, etc.

I'm not saying you can't make a fun game like that - clearly you can. What I am saying is that it might not be the "best" approach. Time is better spent taking the funnest parts of your game, and clearing every last possible thing that gets in the way of you enjoying that node.  This is a very different approach to trying to hit every single node.

Think about when you want to play a game, you're usually looking to tap into one or two of the Nodes. I wanna play something with a sweet story. I wanna have an intense PvP match. I want to do some creative gaming and build a cool base. Rarely do players have the urge to satisfy all their Nodes at once - so why do developers make games that try to do that?

Ultimately some of these modern games are trying to tap into as many nodes as possible to make their game more fun, instead of focusing on perfecting the most important nodes needed to actually maximize the enjoyment of the game.

In closing

Thank you for reading. I was planning on going through some examples, but this article has already stretched out to a massive 3,200+ words, and has taken me WAY to long to type up, think through, and check. I'll be covering some applications of this theory in later articles of The Dominant Strategy.

Next time I’ll look at PUBG as a case study and we’ll be examining why it is so popular, what Nodes it taps into, and some general game theory.

See you then!

Cheers,
 Tyson