Tuesday, August 25, 2009

Dragons, Go, and the new Tic Tac Toe



As a game designer, I strive in most of my efforts to adhere to this two part philosophy: Simplicity of Play and Depth of Strategy. This two-part maxim serves as a balancing force in my games. The easiest means of increasing Depth is to bloat the game: add more rules, more choices, more math, more... whatever. The easiest means of simplifying play is to make things arbitrary (either by lessing the consequences of choices, or by increasing Chance as a game mechanic).


Now, I try to pay due respect to those games that have lasted for a long time. I think longevity is one of the best benchmarks of how good a game is (regardless of how you define "good"). If people keep playing, you've done your job right.

Having said that, I have to say that I don't like Tic Tac Toe. Sure, it's been around for a very long time, but there is something unsatisfying about it. It certainly appeals to the principle of Simplicity, but it lacks any real Depth. The fact is, there is a means of mastering the game. When two "masters" play eachother, it is impossible for the one who plays first to lose. The fact of the matter is that the game is only satisfying for those who do not fully understand it.
For this reason, Tic Tac Toe is relegated to the realm of "children's games." There is nothing wrong with that, to be sure. But, the ease of play was very appealing to me. All you need to play is a paper, a pencil, and the most basic of fine motor skills. It's "a thing to do" when you're waiting, or bored. It's simple to pick up and the games are short.

So, I decided to craft a game that would maintain the positives of Tic Tac Toe, while attempting to address it's major short fall. Here's what I came up with:
Dragons
Players: 2
Objective: Make the biggest chains (dragons).
Instructions:
Draw a 6x6 grid (count boxes, not lines).
Each player is assigned 2 symbols. (I prefer player 1 to have A and B, player 2 Y and Z)
Players alternate turns. On each turn the player must fill one box with each of their symbols. Play ends when all boxes are filled. Like symbols that directly connect (i.e. NOT diagonally), are considered linked up (forming a dragon). A dragon can be any shape (you do not have to be able to make a circuit out of it. Touching means connection, period.)
Scoring:
Determine the longest dragon for each symbol; all other boxes are ignored for scoring. Players are awarded one point for each link in his/her longest dragons. The player with the most points wins.
So... The wording above is maybe more convoluted than I'd like. Unfortunately, it's the kind of thing that everyone seems to get after their first game. All the same, I'm pleased with how it plays. It was inspired in some part by Go, as it uses the same rules of connectivity, and the concept of "liberties" can be valuable in this game as well. In fact, "dragon" is a term for a very long group in Go, hence the name of the game.

Maybe I'll whip up a sample game in another post for illustrative purposes, but I am kind of disappointed that the instructions don't seem to quite stand on their own.

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