DreadBall Season 2 Testing

FemCorp_color_pinkWhat larks!

Yesterday I spent the day with a bunch of 14 playtesters as we kicked around the 4 new teams for Season 2. Each of the new teams was played against one of the original 4, and players rotated to play both with and against the new teams and with each of the different options.

Photos? Some were taken, but I don’t have them. Too busy talking to people and taking notes. You wouldn’t be interested though as we haven’t got any of the models back yet, so we’re having to proxy everything. Such is the norm for playtests though.

What was interesting was the teams themselves. Overall they are a more unusual and tricksy bunch, as befits a second wave of options. You’ve had the simple ones in the first box and you’ve learned how to deal with them. Now we come to teams that require a little more consideration.

In case you don’t know, the 4 new teams are:

  • Human (female)
  • Z’zor
  • Robots
  • Judwan.

DB_Judwan_strkr_fOf the 4 there was only one that cause issues, and that was the Judwan. They were always going to be the awkward one, so this was largely expected. They are unique (and will remain so) in being the only team that cannot harm their opponents. As DreadBall essentially boils down to two elements (thumping folk and throwing the ball), focussing entirely on one is more than a little bizarre. Whether this design goal is actually practical in the long run is still up for grabs. I may have to give them some ability to bash the other side or, as some suggested, at least push others about. However, as I demonstrated on the unfortunate Stewart, pushing people about doesn’t seem all that pacifist, and is really just Slamming by another name. Whilst it may be necessary to make the team work, I’d rather avoid it if I can.

Zzor_color-orangeWhy be so stubborn? Well my aim here is to make teams that offer as wide a range of tactical choices and are as characterful and varied as I can make them whilst keeping a coherent background environment and story. Not being able to score is an option that isn’t available. Not being able to Slam is a theoretical option which offers one intriguing tactical extreme. The problem is that it isn’t fun to play at the moment (though it does work mechanically). Although every team will be dull to some, the Judwan in their present state just aren’t floating anyone’s boat much, and that can’t stay.

So there’s work yet to be done. Luckily it’s only the most bizarre of the 4 teams. I seem to have the measure of the others who seem to be working rather nicely 🙂

DB-Robots

Posted in DreadBall - The Futuristic Sports Game, Game Design Theory | 55 Comments

It’s Not Really My Place, But…

Can I just have a quiet word about the arrival of your DreadBall sets? Good. Don’t tell Ronnie.

Mantic has been coming in for a lot of flak over the way this is being delivered, and it’s not fair to them at all. I was talking to Ronnie yesterday about this, and he’s more concerned with just getting the stuff out to the you guys than giving excuses. However, what you don’t know, because he’s not telling you, is that there are a number of suppliers who have let Mantic down badly with DreadBall, and any fault for a less than smooth release lies firmly with them. I won’t bore you with details, but suffice to say that the Mantic crew have been working like demons to get DreadBall to you this side of Christmas, and have had to deal with the fallout of a series of broken promises and failed deliveries from apparently reputable suppliers. Each time they have resourced and reorganised new supplies so that they can deliver to you on time – and they’re doing so! Estimated delivery on the Kickstarter page is December, and next week – the first week in December – they’re starting to ship them out.

All the issues with sequencing copies to trade and pledgers is down to the failures to supply the product as ordered. DB was supposed to arrive packed and shrinkwrapped, and instead Mantic has had to disrupt an already full-to-bursting factory with thousands of sets of components and then pack and store them all.

Not only that, but they’ve been posting frequent (sometimes daily) updates about the current status. I know that I know more of what’s going on behind the scenes than you guys, and I’ve been biting my tongue about it, but enough is enough. Mantic has had to put up with ridiculous and unprofessional idiocy  from parts of their supply chain and they’re delivering on time despite that. Let’s cut them a little slack here.

To put this into perspective, my Sedition Wars pledge (yes I did) says that I should expect delivery in November. Well, it’s the last day of November and apparently it won’t arrive until January 😦

Mantic’s dealt with the same problems and they’re mailing out daily updates and delivering the game on time, when they said they would. Actually, they’re delivering the January Kickstart pledges ahead of time, before Christmas (instead of making more cash by selling the games to trade) because that’s the right thing to do. Pledgers will get the December and January MVPs weeks if not months before they are in the stores.

Given the circumstances it’s hard to see what more Mantic could have done.

I know you’re all just super-keen to play with your new toys. Me too. I’ve not got a proper copy yet either. But soon, my precious, very soon…

Posted in DreadBall - The Futuristic Sports Game, The Business of Games | 44 Comments

I’ve Been a Bit Naughty

I have a confession to make.

I’ve been playing Devil’s Advocate a bit with regard to Jacks, to try and glean your opinions. I’ve prodded the comments only a little, letting you run off and debate/argue rather more vociferously than normal. But this deception has had an important purpose.

Jacks are a slightly problem child for me. On the one hand they do a sterling job of allowing me to define a range of teams in ways I simply could not do without them. I think that they are worth including for this alone because I value this spread and variety of game experiences that they bring. I am, overall, very happy with the way that DreadBall has turned out, but I am a perfectionist and there has been this niggle at the back of my mind that Jacks are just not quite where they should be.

Buhallin has a point when he says that they are a bit underpowered for teams where specialists are available too. I think that he’s overstating the problem a touch, but there is a core of truth there and in the long run it needs to be addressed.

Truth be told, I’ve known this for a long time, long before DreadBall was finalised. So why didn’t I “fix” it before? Well, it’s a very subtle problem, and one that will cause critical damage if the pendulum swings too far the other way, so I’ve erred on the side of caution.

“Critical damage”? I think so. If Jacks are too powerful, then the specialists get marginalised by a team of über-powerful all-rounders. This harks back to the bland and tedious team structures I was trying to avoid in the first place, so you can see why I am not keen. But it’s even worse than that as it endangers the whole structure of the team balance, and though that may sound overly dramatic I don’t think it is. In my view, if Jacks are too powerful then they make a mess of the whole game.

If we say that Guards and Strikers are 10 out of 10 at their specialist role, and 0 out of 10 at the other one, then what are Jacks? Perhaps they are 6 out of 10 at both at present. Well how good should they be able to get? 7? 8? That’s the absolute limit I’d say, and maybe even that is pushing it. If they become 9/10 and retain their ability to do the other specialism too, then why ever take the specialist? The problem that Buhallin et al have been railing against simply presents itself the other way round and we’re back to square 1, if not back in the box and on the shelf.

The real problem here is one of balance, and the tipping point here is very narrow. It’s further muddied by being predicated on Coach skill a great deal, which makes the mechanical solution tricker to gauge and the whole process of fixing it like doing brain surgery in the dark with mittens on. Running stats is all very well, but doesn’t hold the whole answer. So what can we do?

My plan has been to feel my way slowly with this and make any changes in small steps. For most people, Jacks are fine as they are, and are certainly not an issue in one off games and friendlies. In teams like the Greenmoon Smackers they are fine too, and don’t need any changes because they work exactly as intended. This is part of the problem. How do I not break the bits that work (by far the majority) whilst trying to improve the few sections that need slightly enhancing? Remember that the core of what allows DB to play quickly is simple, universal rules. If we’re changing Jacks it’s not just human ones, but goblins too. We need to fix one without breaking the other.

Remember also that we’re not talking about a broken game here, or even a broken player type, but a fairly subtle detail which most people never seem to notice. I don’t like niggles though, and the Jack is not quite sat perfectly where they should be. I want to correct that slight imperfection.

What I’ve been working on is a handful of additional abilities that Jacks can gain through experience. This seems to address the issue without breaking what already works and also without making them unduly potent and therefore causing a much, much bigger problem than the marginal issue we’re trying to fix.

The core two abilities are to allow the Jack to make a Run when they Slam or Throw, like the specialist. This would be 2 abilities, one for each type of action, and the Slam one would also apply to Running Interference, boosting the potency of that unique Jack ability. Breaking it down like this also enforces what I have envisaged all along which is that Jacks have the most to gain by experience of all the player types, and reward the Coaches that groom these players carefully.

Apologies again for the deception, and thank you all for the comments. I’m sure you’ll let me know what you think below 🙂

Posted in DreadBall - The Futuristic Sports Game | 36 Comments

I Thought You Were…

…yeah, I was. Then reality intervened and I’ve been working on Season 2 stuff for DreadBall instead. I’ve got half the article about Jacks written and I’ll finish that off as soon as I can. Lots going on at the moment though.

As far as S2 is concerned, you’ll be pleased to hear that it’s all coming along nicely. There are still some MVPs to detail and the rules for the Coaches need a bit more testing. Cheerleaders work nicely though, and the new teams are looking good on paper as well as in terms of models. More playtesting to be done, as ever, but I think they’re getting close.

I’m also working on some of my own games for Quirkworthy, which will be print and play or print on demand sort of things. And then there is another “proof of concept” I am pitching on thursday, which is exciting. So plenty to keep me amused. More on all of these as I get the fancy logos done and things get green lights 🙂

Posted in DreadBall - The Futuristic Sports Game, Quirkworthy Productions | 14 Comments

DreadBall Design Theory: Why 3 Player Roles?

From the outset, DreadBall was intended to be a simple game to explain and understand. A big part of this has been refining and streamlining the options for the gamer so that he or she isn’t struggling through a vast rule set that is littered with exceptions and sub-clauses. Things need to be crisp and clear. All this starts with the game itself.

When you boil down the way the sport works, there are essentially two things you need to do on a DreadBall pitch. The first is to score strikes. This is, after all, how you win. However, without the ability to control the positioning of your opponents you’ll struggle to get into position yourself. This is the second essential.

You could argue for a third essential of blocking your opponent’s, and it is a useful skill. However, DreadBall is a high energy, aggressive sport and the majority of the time you do better by simply scoring more and more quickly than the other side. The best form of defence in DreadBall is often attack. In any case, being able to control the opposition works for defence too.

Controlling the Opposition

You need to be able to get to a the ball and then into a position to Strike. There is another team on the pitch who are in your way. What you need to do is control where they can go, and if they are in the wrong place for your plans you need to be able to move them somewhere else (a body bag will do nicely).

 

Strikes

Without scoring Strikes you cannot win. You need to be able to collect, pass and score with the ball, and to do so as reliably as possible.

 

Why 3 Roles?

Controlling the opposition is obviously what Guards do, and scoring Strikes is the role of a Striker. But DreadBall has 3 roles. Why include Jacks?

Jacks have been part of my design from the very start, and serve a number of important functions. They are, in many ways, the unsung heroes of the piece, and though they are the least spectacular of the player roles they are probably the most useful in design terms.

In DreadBall’s early design stages there were some calls for Guards to be able to Throw the ball, and Strikers to Slam. The argument was that you might possibly be in a position where you wouldn’t have the right specialist available. I have resisted this stubbornly for a number of reasons, the main ones being:

  • that it muddies a clear design
  • Jacks already (partially) cover that problem
  • allowing everyone to do everything is bland, dull and removes a load of tactical options and opportunities to demonstrate player skill.

With Guards ignoring the ball (Keepers aside), and Strikers never Slamming, each specialist has a clear and simple duty which they can finesse to their heart’s content without making anyone else redundant. Coaches can easily see what they need to do on the pitch, and the tools (players) they need for each job. Play can evolve past the struggles with the rules and into the tactical options and depth that I find more fun.

Jack are the glue that holds this model together. With only two specialists, there is little option but to include both in most teams. Teams must have Strikers, and all-Striker teams need special rules to cope. Essentially team variation goes out of the window with only 2 player types.

Specialists are also very good at what they do, for obvious reasons. This is a bit mono, again, and leads to less interesting team variation and so less interesting play.

By adding a generalist as a half-way house between the two extremes of play style it allows me to keep the purity of each extreme whilst also having a poorer version of each ability to add texture and variation to each team mix. A Jack is OK at Strikes, but not as good as a Striker. He is OK at Slams, but not as good as a Guard. The teams now have another variation they can include, and by mixing up the combinations of different player roles we can have teams with no Guards (relying on Jacks), no Strikers (relying on Jacks), etc.

If we look at the alternative to this, which is giving every individual the ability to do everything, we have a mess. Either the player is so penalised for trying the “opposite” role (Slamming Strikers, Throwing Guards) that he might as well not have the ability, or he is able to do it passably. The first is pointless and a waste of time. The second will quickly degenerate into a bland soup as players gain experience. If every player can try their hand at everything the differences start as minimal and get less as time goes on. I’m going for characterful here – for telling an exciting story – and “bland” need not apply.

The only credible alternatives I can see to the 3 roles I’ve gone for are either adding more specialists (which I think would be ungainly and is unnecessary) or making everyone the same. If all players were just players, then you could tinker with their exact abilities for team balance and character. That might work. However, it would be far more complex to play and balance and I don’t see any real benefit over what we have. Possible, yes. Worthwhile? I’m far from convinced.

So we end up with what we have: 2 specialists at the extreme ends of a spectrum, with Jacks in the middle. This gives us larger than life characters and a powerful set of archetypes (the solid Guard, the nimble Striker, the versatile Jack). We have a stark contrast of playing styles and an easy to remember set of rules to define them. Coaches can quickly understand and memorise the stats for role specific armour types and bonuses and then get on with thinking about tactics and winning the game rather than the rules.

And that sounds like fun to me.

 

 

 

 

Posted in DreadBall - The Futuristic Sports Game, Game Design Theory | 54 Comments

Wading Through Neck Deep FAQs

Well I managed to reduce the comments on the DB FAQ from just over a hundred back to a mere 60 or so. There are still some good questions I need to subsume into the main body, but I’m getting there.

I think the discussion section is working well as I can bring in the best bits of our discussion in the comments before I delete them. This way the FAQ can grow as a resource without needing a tail of 200 comments that new folk have to wade through to find the good bits.

I’ve also sorted the questions out into categories so that they will be a bit easier to find 🙂

The layout is still a touch flakey, but that’s WordPress for you. What you see isn’t quite what you get. I keep meaning to buy (and learn how to use) the CSS expansion so I can do nicer layout, but for the moment I just want to concentrate on getting the text up so you can play the game. Pretty can be done later.

I’ll have another couple of hours trawl through tomorrow and that should be the bulk of it for the moment. Then I need to do the same for the PP and DKH FAQs. I think this format works loads better so I’ll copy it across to them too.

Posted in DreadBall - The Futuristic Sports Game, Random Thoughts | 8 Comments

Living FAQ: DreadBall

This page deals with all the rules questions that you might have about any of the games in the DreadBall series (DreadBall, DreadBall Season 2, Ultimate DreadBall). Note that some answers will be different depending on whether the game is a main arena game or an illegal DreadBall Xtreme match. See the DBX FAQ.

Please read the questions and answers below to see if your query has already been answered. If not, feel free to ask in the comments section at the bottom of the page.

If you have any questions on the game rules, or if you see a post on a forum somewhere that does, then please direct them here so that I can deal with them all in a single document. That way questions get answered consistently and everyone gets the benefit 🙂

20140224 DB FAQ

To keep things tidy, comments and questions will be deleted from this page once they have been included in the FAQ.

Posted in DreadBall - The Futuristic Sports Game | 657 Comments

New Rules and FAQ for DB

As Mantic have sent out the digital rules for DreadBall to all the Kickstarter backers it seems like a good time for me to upload a space for people to ask questions they may have about the DreadBall rules.

The site needs a good tidy up and reorganise, but the FAQ page (which will be along in a moment) will allow you to ask things now.

On the subject of FAQs, I’ve been very remiss in not updating the Pandora one, which I know needs doing more urgently than the others. The challenge is the finding the time to get my head sufficiently back into that mode of thinking, which I need to do so that I answer the questions accurately.

Anyway, new DB FAQ (with nothing in it yet) on the way.

Lee – ask away 🙂

Posted in DreadBall - The Futuristic Sports Game | 13 Comments

Game Design Theory – Busy Doing Nuthin’

Of all the many tools at my disposal as a game designer one of the most important is my own subconscious.

Over the years I’ve learned to listen to it more and more, and it almost never steers me wrong. On the other hand, ignoring it has often proved to be a bad plan, and I’ve learned the hard way that having a “niggle” about something not being quite right is my backbrain’s way of telling me that something needs more work.

The way I see it, I’ve been reading, writing and playing games for decades, and even if I don’t consciously recall every detail it’s all in there somewhere. Whilst my conscious brain may struggle to find something or make a connection, my subconscious is happy to plod away for as long as it takes to find the link. When it does so then it’ll let me know. Unfortunately its voice is very quiet and hard to discern among the daily clamour. You have to learn to listen. This is where (apparent) idleness comes in.

In common with many writers, I think that my most creative time is when I’m not actually writing. It’s the random thought when you’re in the shower, trying to get to sleep, making a cup of tea or whatever. In other words, when your conscious brain is in neutral and the subconscious can dump something in your forebrain’s in-tray without interference. A flash of inspiration, if you will.

Intuition is another word for the back-brain’s voice – a feeling, a sense that something is either right or wrong. The why of it is usually the conscious rationalising things after the event because it likes tidy solutions. However, I’m increasingly inclined to just believe my game design intuition because it is generally right. If something I’m working on is right then it feels right. If it’s wrong then it doesn’t sit comfortably in my head and I know that I’ll eventually get the reason why or the solution from my back-brain – if I listen.

The way it works is simple. I’ll be beavering away writing something or testing out some new rule and I’ll get a sense of whether it’s done or not. Even when something works mechanically and might seem on the face of it like a neat idea it sometimes just doesn’t click into place properly. As I’ve said before, rules are seldom bad in an abstract sense, just out of place. The trick I’ve found is to frame the problem clearly in my mind and then just let it percolate for a bit. Do something else, preferably unrelated, and don’t worry about it.

Of course, there are alternatives. I can sit and work through a checklist of mechanical options and will get something that works. Writing rules that function to some degree is easy. Getting things to work smoothly and elegantly with a host of interesting emergent tactical options is much, much harder when working down a checklist.

Now I appreciate that this may sound rather like New Age nonsense. However, I’m not suggesting anything magical here – quite the contrary. I’m talking merely about how my brain stores and recovers over 3 decade’s of gaming experience and how to best work with that system (which I can’t change) rather than ignoring it. It seems to me that “doing nothing” ie not actively writing or sitting designing is a vital part of the process as it allows the other half of my brain to join in and be heard. Just as two heads are better than one, so two halves of my brain are better than one 🙂

Posted in Game Design Theory | 13 Comments

Mixed Success

Well I’ve had a good day’s worth of gaming and writing, with Eternal Battles doing mostly what I wanted it to. Unfortunately the same can’t be said for the poll I was going to upload for you guys to play with, so that’ll have to wait a bit.

I’ve also been playing about with the team stats for DreadBall Season 2, and they’re almost all ready for playtesting. Originally I was going to kick them out in dribs and drabs as the original 4 are a good backdrop to play against, but I’ve changed my mind and am going with another batch of 4. Of course, they do have to match up to the first lot, and that’s going to be a challenge. I think we’re pretty close though.

The Season 2 MVPs are about half way there and the cheerleader rules are done. Coaches are getting there, but haven’t arrived yet so I’m hanging onto that for a bit longer. Wouldn’t want to send it out half-baked 😉

So actually, it’s all going swimmingly apart from that pesky poll.

 

 

Posted in Random Thoughts | 24 Comments