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Author Topic: Interview with Donald X.  (Read 2143290 times)

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jotheonah

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Re: Interview with Donald X.
« Reply #1275 on: April 25, 2014, 12:35:03 pm »
0

oh man, thought I was caught up on this thread!
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ta56636

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Re: Interview with Donald X.
« Reply #1276 on: May 05, 2014, 05:42:55 pm »
0

Sorry if this has been asked before:

Somewhere you said (and I paraphrase badly) that you could have made a 'complicated' expansion if you had wanted to.  What did you mean by that: complicated in terms of number of processes/clarity of processes or complicated in terms of complex decision making in the turn (e.g. Remodel is more complex in this regard than Lab).  Or some other form of complexity?  Could you offer an example?  :)

P.S. Without wanting to rake over first player advantage again, have you seen the hearthstone 'Coin' Card mechanic (which, although not without problems, does lead to a near 50/50 1st player/2nd player win rate, but perhaps more importantly, is an interesting mechanic).  Anything you could see with a similar methodology applying to Dominion?
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LastFootnote

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Re: Interview with Donald X.
« Reply #1277 on: May 05, 2014, 05:55:15 pm »
0

P.S. Without wanting to rake over first player advantage again, have you seen the hearthstone 'Coin' Card mechanic (which, although not without problems, does lead to a near 50/50 1st player/2nd player win rate, but perhaps more importantly, is an interesting mechanic).  Anything you could see with a similar methodology applying to Dominion?

Could you please explain this "Coin" Card mechanic for those of us who don't play Hearthstone?
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KingZog3

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Re: Interview with Donald X.
« Reply #1278 on: May 05, 2014, 06:09:52 pm »
+1

P.S. Without wanting to rake over first player advantage again, have you seen the hearthstone 'Coin' Card mechanic (which, although not without problems, does lead to a near 50/50 1st player/2nd player win rate, but perhaps more importantly, is an interesting mechanic).  Anything you could see with a similar methodology applying to Dominion?

Could you please explain this "Coin" Card mechanic for those of us who don't play Hearthstone?

The second player gets a "coin" card. It gives you an extra mana on that turn only so that you can play a better card faster. I guess in Dominion it could give you and extra $, except in Hearthstone your hand is never discarded, so I think it would just be swingy in Dominion for 1 person to start with a card like that.
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Watno

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Re: Interview with Donald X.
« Reply #1279 on: May 05, 2014, 06:11:25 pm »
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You could consider giving the second player a coin token to start comparable.
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KingZog3

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Re: Interview with Donald X.
« Reply #1280 on: May 05, 2014, 06:12:44 pm »
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You could consider giving the second player a coin token to start comparable.

But thats unbalanced. 1 person gets a Baker opening, the other doesnt. I think that would just make it P1 disadvantage.
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liopoil

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Re: Interview with Donald X.
« Reply #1281 on: May 05, 2014, 06:15:19 pm »
+1

yeah. I open power five/$3, you open $3/$4. First player advantage I don't think is that huge in dominion. Not at all negligible for sure, but small. I'd guess the odds are no more than 55/45 in general to start.
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ta56636

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Re: Interview with Donald X.
« Reply #1282 on: May 05, 2014, 06:26:36 pm »
0

In addition to one extra mana on the turn played by the coin card, player 2 also gets an extra card at the start.
It can also be used to trigger other mechanics as it's considered a spell card (e.g. minions that get buffed with every card played, or the Rogue's combo mechanic) - that seems to be the biggest issues with it.

Obviously no direct way to translate to Dominion ...
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Donald X.

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Re: Interview with Donald X.
« Reply #1283 on: May 05, 2014, 06:55:18 pm »
+7

Somewhere you said (and I paraphrase badly) that you could have made a 'complicated' expansion if you had wanted to.  What did you mean by that: complicated in terms of number of processes/clarity of processes or complicated in terms of complex decision making in the turn (e.g. Remodel is more complex in this regard than Lab).  Or some other form of complexity?  Could you offer an example?  :)
I am talking about words, word complexity. Strategic complexity is fine. Simple ideas that take a lot of words, like Adventurer, are not as bad as complex ideas that take a lot of words, like Hermit, but they still add up to an intimidating package if there are a bunch of them.

Probably the most complex Dominion card is Tournament. It gives you a 2x2 grid of results to wrap your head around, then requires you to read 5 more unique cards to know what you're getting.

Let's consider three main set cards: Thief, Chancellor, Throne Room. Thief is the wordiest card in the main set, but what it does is straightforward and grokable. Chancellor is very simple but baffling. Throne Room looks straightforward but ends up creating rules questions. The problem isn't that I don't want sets full of Chancellors - though I don't - or Throne Rooms - though I don't. Those cards are problems but I do not have the problem of having tons of those cards lying around - they are rare. Instead the issue is that more and more of the possible cards to make (factoring in lots of stuff into that word "possible") end up wordy like Thief. While I tolerate a certain amount of that, especially for attacks (where the complexity is harder to avoid and the card is more important to the set), I sure don't want every card to be that wordy.

When you play Dominion, there are rules. Some are in the rulebook; some are on the cards. They are all in one place or the other; if I don't want a rule in the rulebook, it has to go on the cards, if I don't want it on the cards, it has to go in the rulebook. This seems straightforward. The general rule is, the number of cards you can make for a game is proportional to the product of the complexity of the game, and the amount of space you allow yourself for card text. The rules have to go somewhere.

You can obviously make Dominion cards for forever, if you don't hem yourself in with restrictions. The example I always used for Magic was, you could make the Scrabble expansion. It's all about anagramming. The game however has some serious restrictions. Aside from stuff like, no-one wants Dominion: The Catapult, the main audience for the game does not want it to be too complex. And they like that nearly everything is on the cards rather than in the rulebook.

I have already done the experiment of making an expansion after it was time to stop; that expansion is Guilds. It has a new mechanic that requires reading the rulebook to understand. As a result of moving rules for those cards to the rulebook, the cards themselves are sleek and simple, except Butcher. There is another mechanic that does not really require the rulebook. Those cards all have two abilities and are complex, except Masterpiece. Then there is an attack that's extremely wordy and does multiple things, and then three innocent cards that never hurt anyone, although if I had it to do again I would drop the "they only draw if they got cursed" bit from Soothsayer (a minor example of how I went too far trying to squeeze playability out of later cards).

I remain pleased with Guilds, although it will be surely be the expansion that sells the worst (we already have enough expansions, some foreign publishers will have stopped before this, it's small and people like those less, later expansions are more complex and people like that less). But uh I think it's there in my analysis: it's some fun new cards, where the complexity went into the rulebook for some cards and on the cards for others, and both add up to the game being more complex.

As long as the expansions are good, there will always be an audience of some size for them, even if they are overly complex. But Dominion gets played by gamer's spouses and gamer's parents and gamer's kids. It is so successful because it is not just for gamers. So I think it only makes sense that Dominion products try to be good for that audience, the actual bulk of people playing.

P.S. Without wanting to rake over first player advantage again, have you seen the hearthstone 'Coin' Card mechanic (which, although not without problems, does lead to a near 50/50 1st player/2nd player win rate, but perhaps more importantly, is an interesting mechanic).  Anything you could see with a similar methodology applying to Dominion?
I haven't looked at Hearthstone; I know it's some kind of online Magic Lite. I am not unhappy with where things stand for first player advantage in Dominion. There are boards where a very minor compensating advantage for the 2nd player would still be too much - including, for example, half a VP.
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WalrusMcFishSr

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Re: Interview with Donald X.
« Reply #1284 on: May 05, 2014, 07:03:17 pm »
+8

Put me down for one Dominion: The Catapult please
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theory

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Re: Interview with Donald X.
« Reply #1285 on: May 05, 2014, 07:13:56 pm »
0

P.S. Without wanting to rake over first player advantage again, have you seen the hearthstone 'Coin' Card mechanic (which, although not without problems, does lead to a near 50/50 1st player/2nd player win rate, but perhaps more importantly, is an interesting mechanic).  Anything you could see with a similar methodology applying to Dominion?
I haven't looked at Hearthstone; I know it's some kind of online Magic Lite. I am not unhappy with where things stand for first player advantage in Dominion. There are boards where a very minor compensating advantage for the 2nd player would still be too much - including, for example, half a VP.
It's a cute mechanic that doesn't seem like it will translate that well to Dominion.  Basically, instead of just earning one mana per turn, second player has a one-shot to temporarily gain one mana at any point.  So instead of 1-1-2-2-3-3-etc., second player can choose to go 1-2-2-2-3-3 or 1-1-2-3-3-3.
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Polk5440

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Re: Interview with Donald X.
« Reply #1286 on: May 05, 2014, 07:50:09 pm »
0

P.S. Without wanting to rake over first player advantage again, have you seen the hearthstone 'Coin' Card mechanic (which, although not without problems, does lead to a near 50/50 1st player/2nd player win rate, but perhaps more importantly, is an interesting mechanic).  Anything you could see with a similar methodology applying to Dominion?
I haven't looked at Hearthstone; I know it's some kind of online Magic Lite. I am not unhappy with where things stand for first player advantage in Dominion. There are boards where a very minor compensating advantage for the 2nd player would still be too much - including, for example, half a VP.
It's a cute mechanic that doesn't seem like it will translate that well to Dominion.  Basically, instead of just earning one mana per turn, second player has a one-shot to temporarily gain one mana at any point.  So instead of 1-1-2-2-3-3-etc., second player can choose to go 1-2-2-2-3-3 or 1-1-2-3-3-3.

Second player always starts with an extra Baker/coin token?
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soulnet

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Re: Interview with Donald X.
« Reply #1287 on: May 05, 2014, 07:52:55 pm »
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As long as the expansions are good, there will always be an audience of some size for them, even if they are overly complex. But Dominion gets played by gamer's spouses and gamer's parents and gamer's kids. It is so successful because it is not just for gamers. So I think it only makes sense that Dominion products try to be good for that audience, the actual bulk of people playing.

It still looks like the audience of just gamers that would devour a new and a lot more complex Dominion expansion is big enough for the reward making economic sense. I am way off? I get a feeling (which could be completely mistaken) that is mostly your own "moral" reward is not good enough for you to make another one and that an economic argument, while true, is not THE actual obstacle. Is that possible?
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GeoLib

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Re: Interview with Donald X.
« Reply #1288 on: May 05, 2014, 07:59:47 pm »
+3

As long as the expansions are good, there will always be an audience of some size for them, even if they are overly complex. But Dominion gets played by gamer's spouses and gamer's parents and gamer's kids. It is so successful because it is not just for gamers. So I think it only makes sense that Dominion products try to be good for that audience, the actual bulk of people playing.

It still looks like the audience of just gamers that would devour a new and a lot more complex Dominion expansion is big enough for the reward making economic sense. I am way off? I get a feeling (which could be completely mistaken) that is mostly your own "moral" reward is not good enough for you to make another one and that an economic argument, while true, is not THE actual obstacle. Is that possible?

You have to factor in opportunity cost though. Instead of designing and playtesting another Dominion expansion, Donald could just make a new game.
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Donald X.

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Re: Interview with Donald X.
« Reply #1289 on: May 05, 2014, 08:54:19 pm »
+2

As long as the expansions are good, there will always be an audience of some size for them, even if they are overly complex. But Dominion gets played by gamer's spouses and gamer's parents and gamer's kids. It is so successful because it is not just for gamers. So I think it only makes sense that Dominion products try to be good for that audience, the actual bulk of people playing.

It still looks like the audience of just gamers that would devour a new and a lot more complex Dominion expansion is big enough for the reward making economic sense. I am way off? I get a feeling (which could be completely mistaken) that is mostly your own "moral" reward is not good enough for you to make another one and that an economic argument, while true, is not THE actual obstacle. Is that possible?

You have to factor in opportunity cost though. Instead of designing and playtesting another Dominion expansion, Donald could just make a new game.
That's true although the math is more useful and more accurate if we compare a Dominion spin-off. A Dominion spin-off will probably have a larger audience than a new Dominion expansion. Any random game may well be a dud; I won't have another hit game if I don't make new games, but a Dominion expansion will probably do better than a typical random game. For that matter a typical random game might not even find a publisher.

I don't know what you soulnet mean by "moral" rewards. Economics is for sure not holding me back; if I really want to make another Dominion expansion, I'll make one, and I'm sure it will get published, and I'm sure it won't lose money for RGG. It won't be standing in the way of other games getting made; they'll get in line and I'll get to them.

It makes more sense to make spin-offs, etc. etc., I have gone over this so many times. I may end up making another Dominion expansion, if either I don't manage to make a spin-off, or if there's just some time going by with no new Dominion product, spin-off or otherwise, and the publisher is all, man, it would be good to have another product. I like to be friendly. Dominion expansions are great projects; you play Dominion a lot, with people who do not mind complex cards in the slightest. It was fun playtesting the new promo. But you know, the first 7 expansions covered what I wanted to do, they all stretch back to before the main set was published, they cover the most basic ground. If I had an 8th thing like that it would have come out already. I don't feel obligated to keep making expansions just because it's possible.
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soulnet

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Re: Interview with Donald X.
« Reply #1290 on: May 05, 2014, 09:43:06 pm »
0

I don't know what you soulnet mean by "moral" rewards.

I meant more or less what you responded. Some sense of personal fulfillment or satisfaction or something like that, hard to quantify.

BTW, is having another hit game a (significant) goal of yours?
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Donald X.

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Re: Interview with Donald X.
« Reply #1291 on: May 06, 2014, 12:14:54 am »
+4

BTW, is having another hit game a (significant) goal of yours?
Well, yes and no. It would be nice to feel like Dominion could stop selling and I'd still be making money. As time goes by it gets easier to feel like Dominion will just keep making money though.

I have to work on stuff I'm able to get work done on, that sounds good to me personally. After that I have to make games that the people I play games with want to play, or the game will never get enough playtesting to go anywhere. If I get a new game we like I'm pleased, and that's an accomplishment right there. After that I can worry about, will anyone want to publish this, if so how do I polish it up with that in mind. Can I make it better for the kind of person who would like it; can I cut components, extend the number of players.

The typical kind of game I make is probably only going to appeal to gamers; I can hope for a Race for the Galaxy level of success, but not a Dominion level. Other games appeal more to casual audiences that I don't know how to reach, but if they find out about the game I might have a hit.

I was expecting Monster Factory to be a hit; I think, if you have kids and see that game, you'll buy it. People have not found out about it yet, although it has gotten a 2nd printing, so it's got more of a chance. Piña Pirata could be a hit, if its audience finds out about it. Greed could be popular among gamers, but for a mass audience there's the problem of "turn 1, read 12 cards; turn 2, read 11."
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LastFootnote

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Re: Interview with Donald X.
« Reply #1292 on: May 06, 2014, 10:37:23 am »
+2

I was expecting Monster Factory to be a hit; I think, if you have kids and see that game, you'll buy it. People have not found out about it yet, although it has gotten a 2nd printing, so it's got more of a chance. Piña Pirata could be a hit, if its audience finds out about it. Greed could be popular among gamers, but for a mass audience there's the problem of "turn 1, read 12 cards; turn 2, read 11."

Monster Factory probably needs to be in stores like Target if it wants to reach that kind of audience. Or at least in more Barnes and Noble stores. Or something. Someplace that non-gamer parents and grandparents shop. I don't expect Piña Pirata to be a big hit for similar reasons. Heck, I couldn't even find The Dwarf King or Ghooost! at my local game store. Presumably Piña Pirata will be just as rare.

That's not to say that you shouldn't make those games. Monster Factory is good for at least a few plays even among adults that are not hardcore gamers and I'm very much looking forward to playing Piña Pirata with my extended family. But if publishers want to sell games to kids, it seems like they should figure out a way to make those games visible to them or their parents.
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Donald X.

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Re: Interview with Donald X.
« Reply #1293 on: May 06, 2014, 05:50:31 pm »
+2

Monster Factory probably needs to be in stores like Target if it wants to reach that kind of audience. Or at least in more Barnes and Noble stores. Or something. Someplace that non-gamer parents and grandparents shop. I don't expect Piña Pirata to be a big hit for similar reasons. Heck, I couldn't even find The Dwarf King or Ghooost! at my local game store. Presumably Piña Pirata will be just as rare.

That's not to say that you shouldn't make those games. Monster Factory is good for at least a few plays even among adults that are not hardcore gamers and I'm very much looking forward to playing Piña Pirata with my extended family. But if publishers want to sell games to kids, it seems like they should figure out a way to make those games visible to them or their parents.
I think Monster Factory will in fact show up in some store like Barnes and Noble.

I just make whatever games I can, and publishers publish whatever games they want. There is though the in-between step where I decide how much to try to get a game published. Any game that seems like it could be a hit if only its audience found out about it, probably I try to get published. After that it's up to them though.
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ta56636

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Re: Interview with Donald X.
« Reply #1294 on: May 06, 2014, 06:56:55 pm »
+2

Thanks for your reply - all made perfect sense.

I haven't looked at Hearthstone; I know it's some kind of online Magic Lite.

I actually think that it's very interesting from a design point of view.  The two things that are most often ascribed to it are:
- It's RNG based
- It's Magic Lite

I would agree to a certain extent with both of these criticisms, however they do obscure what is perhaps more interesting about the game.

Obviously there are lots of ways of considering games, but one I keep coming back to is: how often are you making interesting decisions.  In particular the arena mode (where you first pick a class and 30 cards from a choice of 3) presents a high number of interesting decisions per minute, both in the initial pick and during the game.  (This is also why I picked up on the coin mechanic, as it massively increases (maybe x2) the number of interesting decisions over the first 3-5 turns).  As a game it also has the benefit of appealing to the 'solitaire' player (the type of person that plays 100s of games of card solitaire) and the 'gambler' player.

Where it is perhaps less successful is in allowing the player to understand why and when an decision has been made incorrectly (probably more obscured that Dominion).

There is also no denying that it is a distillation of existing ideas rather than offering something new (like Dominion did).

-----
As an aside.

Although I realise that the online Dominion is nothing to do with you, I also think it offers a clear insight into the (arguable) failing of this version.  Far more than the interface (which is fine) or the reliability (which is more questionable), Goko fails to offer a viable reward loop - or to put it a game layer on top of the game to make the free to play model work.  Thus it fails to appeal to one player archetype.  By failing on matchmaking it fails to deliver to another archetype.  And the adventure mode - the first time I played that I thought 'if this was my first experience of Dominion I would think it's a terrible game'!

-----

Anyway thanks for taking the time to answer my question!
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Donald X.

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Re: Interview with Donald X.
« Reply #1295 on: May 06, 2014, 07:20:12 pm »
+2

Although I realise that the online Dominion is nothing to do with you, I also think it offers a clear insight into the (arguable) failing of this version.  Far more than the interface (which is fine) or the reliability (which is more questionable), Goko fails to offer a viable reward loop - or to put it a game layer on top of the game to make the free to play model work.  Thus it fails to appeal to one player archetype.  By failing on matchmaking it fails to deliver to another archetype.  And the adventure mode - the first time I played that I thought 'if this was my first experience of Dominion I would think it's a terrible game'!
Well I specifically don't want online Dominion to be a Skinner box game.

The plan is certainly to have matchmaking and to fix the adventures. There is also a plan to add achievements, which would provide a certain amount of reward for a certain kind of player.
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LastFootnote

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Re: Interview with Donald X.
« Reply #1296 on: May 06, 2014, 09:09:14 pm »
0

I just make whatever games I can, and publishers publish whatever games they want. There is though the in-between step where I decide how much to try to get a game published. Any game that seems like it could be a hit if only its audience found out about it, probably I try to get published. After that it's up to them though.

Sure, I knew all that. It was a criticism of the publisers and stores, not of the designer. Although I'm sure Rio Grande cannot just say, "Hey Target, stock this game," so I guess I'm just lamenting the system. The best you personally can do is try to show games to the kind of publishers that will be able to get those games in front of their intended audiences, which I'm sure you already try to do.

I think Monster Factory will in fact show up in some store like Barnes and Noble.

Excellent news. I hope it takes off!
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ta56636

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Re: Interview with Donald X.
« Reply #1297 on: May 07, 2014, 04:14:48 am »
+1

Although I realise that the online Dominion is nothing to do with you, I also think it offers a clear insight into the (arguable) failing of this version.  Far more than the interface (which is fine) or the reliability (which is more questionable), Goko fails to offer a viable reward loop - or to put it a game layer on top of the game to make the free to play model work.  Thus it fails to appeal to one player archetype.  By failing on matchmaking it fails to deliver to another archetype.  And the adventure mode - the first time I played that I thought 'if this was my first experience of Dominion I would think it's a terrible game'!
Well I specifically don't want online Dominion to be a Skinner box game.

Well that got me thinking!

Aren't many (most?) aspects of games in some way based around a Skinner box concept?  Only some are more or less exploitative.  And some are more or less interesting.

For example one (of many) reward loops in Dominion:

Start a game to see what interesting card combinations you get -> hypothesise on what is likely to work effectively (or even just be interesting) -> see how those theories (and your ability to theorise them correctly) materialise in one possible permutation of a game -> Start a game to see what...

And some times it may branch off into -> buy new expansion to have different and new card combinations

It would seem to me that this is arguably an interesting and (largely) non-exploitative version of the Skinner Box analogy (although I accept that the Skinner box may no longer be the appropriate term, especially when considering aspects of conditioning etc.).  But equally if you were a hyper-integent being, might this type of loop be to them, what slot machines are to us?

That being said I would accept that games like hearthstone (and Magic and Poker) are more exploitative in the integration of money into a reward loop than Dominion (certainly in board game form).  However no where near the extent of farmville-likes or some MMOs.

The plan is certainly to have matchmaking and to fix the adventures. There is also a plan to add achievements, which would provide a certain amount of reward for a certain kind of player.

This all sound good, however, the reason I actually raised the online game in the previous post, is I actually think there is an opportunity to create a really interesting game (shell) within which to play to play online dominion (a good example of this kind of relationship include the pairing of the campaign mode in Total War to its RTS battles, or to some extent the arena mode in hearthstone), as apposed to the misunderstood quasi-not free to play model (but based on free-to-play mechanics) that currently exists.
« Last Edit: May 07, 2014, 04:19:03 am by ta56636 »
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Donald X.

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Re: Interview with Donald X.
« Reply #1298 on: May 07, 2014, 06:06:20 am »
+5

Aren't many (most?) aspects of games in some way based around a Skinner box concept?  Only some are more or less exploitative.  And some are more or less interesting.
No, they aren't.

Periodically on BGG someone will make a thread asking what ameritrash games are, as distinct from euros, and people will trot out their definitions. When I trot out mine, it's:

Euros are about having fun with a game.
Ameritrash is about having fun with your friends.
War games are about not having fun.

I have nothing against war games, I just have the third thing to be more entertaining.

It's funny because it's true. Euros really are about having fun with a game, exploring a particular playground for the mind, solving puzzles, fighting the board. Ameritrash really is about the social aspect above other things, hanging out with your pals, having novel experiences together. Many games don't uniquely categorize as one or the other and well let's get back on track here.

Games are about having fun. One way or another.

Skinner boxes aren't about having fun.

If you reduce life to "everything is a Skinner box and what does fun even mean" then the term is no longer doing any work for you; we need a new term to talk about the recognizable subset we're actually interested in. Let's use "Skinner box" for that subset; we've got the term already and everything. So then, no, most games aren't Skinner boxes, most games aren't Skinner boxes at all.

Now then. I said "Skinner box game" to communicate "one of those games, you know which ones I mean;" it's an existing term used by other people talking about video games, to talk about certain kinds of games. I was referring to those games, not looking for a new way to talk about games that would involve the Skinner box concept. I didn't want Dominion to be "one of those games." I detest those games. You know the ones I mean.

Some people who wanted to make online Dominion wanted to make it Farmville. I didn't want that, Jay didn't want that. Jay went with some people who weren't going to do that, and then they still wanted Farmville. They didn't get it. The current guys won't either. We are fine with making money, but we are not looking to leech all utility out of transactions with our fans. We like our fans. Let's all share that utility.

Online Dominion doesn't have to be a "Skinner box game" to have a more sensible way of paying for the online version. You could just pay by the month. The servers aren't free; the game keeps you playing by being fun, but it doesn't keep you paying once you've bought all the cards. As you note, it's set up like it's going to be free-to-play-but-if-possible-we-bleed-you-dry, and that's not actually what we're doing. So it's not a great set-up.

This all sound good, however, the reason I actually raised the online game in the previous post, is I actually think there is an opportunity to create a really interesting game (shell) within which to play to play online dominion (a good example of this kind of relationship include the pairing of the campaign mode in Total War to its RTS battles, or to some extent the arena mode in hearthstone), as apposed to the misunderstood quasi-not free to play model (but based on free-to-play mechanics) that currently exists.
Well feel free to outline somewhere exactly what you'd like to see in online Dominion. The Making Fun guys may well be interested.
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Witherweaver

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Re: Interview with Donald X.
« Reply #1299 on: May 07, 2014, 10:22:03 am »
0

Was their notion of "Farmville Dominion" having you build a Kingdom and unlocking certain cards after a number of "achievements".  Like, you know, build a moat around your Castle to be able to use the Moat card.

"Come visit my Kingdom and water my grape vines.  I need to build a Vineyards!"
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