Too Much Information

I played the World of Warcraft board game earlier this week. I was a little hesitant. It took forever, I heard. I also heard it was pretty complicated. I played it anyway, though, and I enjoyed it. It definitely took a while, but most of us were learning – had we known the rules, it could’ve gone much quicker. As for complicated – well, most of it wasn’t very complicated, but the combat… the combat.
There are three types of dice – red, green, and blue. Green dice are for defense – your shield and armor type of stuff. They prevent damage. Blue is for ranged damage – arrows and guns and magic, that type of thing. Blue damage can’t be prevented. Red is for melee damage, like swords and maces. Red deals damage, but only after ranged damage. Red also prevents other melee damage. On top of all that, there’s attrition – that’s stuff like poisons and curses. Attrition happens after red damage (so after blue damage, as well), and it can’t be prevented, either. So green can only stop red damage… but so can red damage.
Combat goes like this: monsters have a ‘threat’ level. At the start of combat, you add up all your dice and roll them. Any dice that rolled the monster’s threat level or above are considered ‘successes’, which lead you to put damage or defense tokens into one of three zones (it’s part of the board, a bunch of circles). Blue successes put a damage token in the ‘damage’ zone, red successes put a damage token in the ‘melee’ zone, and green successes put a defense token in the ‘damage’ zone as well. Each point of attrition you have puts a damage token in the attrition zone, no rolls required.
Ranged damage happens first. If the damage dealt is greater than or equal to the monster’s health, it dies and combat is over. If not, it gets to deal damage, equal to a specified value on the monster sheet. Subtract the total attack and defense tokens in the melee zone from the monster’s attack – you take damage if the resulting number is still above zero, or none otherwise. Then all the damage tokens from the melee zone go into the damage zone. Now if you’ve dealt damage equal to the monster’s health, it dies. If not, add your attrition in there. Is it dead yet? If not, combat starts over, but all the damage tokens in the damage zone stay there – the fight’s still happening, and it’s not like it magically healed all of its wounds (unless it does, some do that).
Holy crap, how complicated is that? I mean, once you try it a few times it makes sense, but man oh man is it overwhelming at first. The game tries so hard to be like World of Warcraft (that’s what it says on the box, after all) that it tries to replicate its combat, and it gets really complex because of it. Here’s the thing – World of Warcraft is a computer game, where a machine takes care of all the rules and calculations for you. World of Warcraft: The Board Game is a board game (that’s what it says on the box, after all) and has to offload all the calculations and rules management to the players, and it approaches a point where it’s so complex that it’s impossible to follow. It’s not there yet, but it’s important to remember that at some point human beings will have to play your game, and there’s only so much complexity they can keep track of. World of Warcraft: The Board Game: The Computer Game would be able to handle all the math and rules itself, making it a lot easier to play, but at that point you might as well play World of Warcraft.
Wait, no. Don’t do that to yourself.
When designing new game systems, Peter and I often come up with a set of rules that looks fine to us. Everything seems dandy – different pieces have vastly different functions, there’s clear strategy, so on and so forth. And then we actually try to play it, and it’s a mess. We made a game, the board for which was one of those shifting-piece puzzles. You’re trying to capture enemy pieces (which are on top of the moving board), and you get to spend points (generated every turn according to the number of pawns you still controlled) to shift the board around. When we originally made it, you got extra points for having pawns on blue tiles, and even more points for every blue tile next to the blue tile it was on. The point was to try and make it kind of like a puzzle – you want to move the board around to get your pieces in good positions, but you would also want to “complete” the puzzle in a way, because it would earn you even more points to shift the board around. It ended up being a mess, because of the layout of colors of tiles, and because getting points to move the board around was too hard to set up. Now, you get three points every turn – no exceptions. Maybe there’ll be a type of tile that gives you a point when something moves on it, or something. If we decide to add that back to the game – it wasn’t a terrible idea – it will be much, much simpler.
There’s a board game called Rail Baron, and on the box there’s this dude who looks stoned out of his mind in an old-timey coat and hat. That guy’s the only reason I even know about the game. The box art is hilarious. I wish it was on another game, though, because I will never play it. I opened it up, to look at the rules, but I found a chart. This chart was a table – distances, prices, locations, something like that – and it was in size five font. No joke. There was so much information they needed to cram into this table, that they used an entire sheet of paper and STILL had to print it in miniscule letters. I don’t want to learn all of that information. I don’t want to play the game, and then have to reference it at some point. There’s just too much raw information to parse.
What it comes down to is this – elegance is a good thing to have in any design. Don’t have any unneeded parts, don’t have anything that’s not pulling its weight, don’t make anything more complicated than it needs to be. If you want players to manage points they spend on stuff, that’s fine. There’s no problem with that. At least make it easy to know how many points you should be getting. Trying to simulate something is fine – there’s nothing wrong with making a World of Warcraft board game, or a board game about being a railroad tycoon (that may or may not be tripping balls), or a board game about Robo-Kraken Versus Dawn of the Dead. Real people will have to play these eventually though, and they will get bogged down with too much information. Do you really need fighting monsters to have so many steps to it, or multiple full-sheet tiny charts, or a realistic portrayal of the stomach size and appetite of the typical robotic kraken?
The devil’s in the details.
-Jacob