Working for a charity is giving me a fascinating glimpse into how organisations of this nature deal with their duality. On the one hand we’re fundamentally about doing something to make the world better, but on the other we’re embedded in a system which obliges us to pay the bills if we want to keep using the office in which I now type. There’s always a tension between generating revenue (whether directly or through grants) and achieving our actual goals. None of this is really my part of the operation, I’m just supposed to make a game that can be added to the post-performance merchandise stand, but eavesdropping on these conversations has refined some of my thoughts on educational games.
This article is about Kickstarter, but I’d like to open by talking about the role of luck in games – trust me, it’ll all make sense in the end. Suppose you’re in a game with two strategies, one will give 2 points, the other gives a 50/50 chance of getting 3 points or nothing. Which is the best option? Clearly the reliable strategy averages two points and the unreliable strategy averages one and a half, so the reliable strategy is the one to play. Nobody likes random numbers.
There are a variety of ways to win the artiste game, as each card has its own win condition. While there is always a manager who wins by catching the artiste and an artiste who wins by escaping, the other players could be up to anything. They could be trying to get a specific other player to win or to lose. They might be trying to make their suggestion influential or to make incorrect suggestions but have the artiste caught despite them. In today’s post I’d like to discuss different approaches to adding a variety of victory conditions to games.
Now that I’m a fair way in to developing a social deduction game I find myself trying to work out how to analyse social deduction game states. A competitive game should be winnable by either side, depending on their skilful choices and decision making, I want to get more into how social deduction games achieve this goal as a means to working out what to include in the people’s orchestra game.