In an attempt to transition out of hiatus, I will be posting the scripts of my Thinking Beyond Mechanisms segment. I don't plan to edit them, so there may be some differences between the audio and written versions. Take the audio as the correct version. I also plan on offering some additional thoughts in separate posts—commentary on the episodes, if you will.
Decision Space
Welcome to Thinking Beyond Mechanisms, an in depth look at some of the other aspects of game design, the segment that looks at some of the theory of board game design that goes beyond what typically gets covered when we learn how to design games. My name is Sarah Shipp and today I want to talk about the decision space.
A game comes with rules and components and graphics and art in the box. Thru the rules players discover the shape of the game: the mechanisms, win conditions, objectives, and constraints. These can still be said to exist in the game prior to it being played. But there are a handful of elements that don’t exist until play has begun.
Players bring decisions and the physical actions to the game. Actions become a hybrid moment where player decision merges into game mechanics. Decisions belong more fully to the player and exist only in the mind. The game offers limited choices that the players must decide among in order to play properly. This area of gameplay is often referred to as the decision space.
I am fascinated by the decision space because shaping the decision space within a design directly affects the thought processes of players. I’ve been thinking a lot lately about some broad aspects of player psychology that inform the decision space. I’ve identified five areas, all of which can be considered when designing games: logic, strategy, agency, motivation, and emotion.
Players are not beings of pure logic. As such, many different things influence them when they are making decisions. As designers, we can shape the decision space to calibrate how much emphasis there is on each of the five aspects. By emphasizing different aspects, not only do we create different experiences, but we affect how players make decisions in a game. For example: if we successfully emphasize the emotional aspect of play, players will begin to make more emotion-based decisions.
Let’s take a closer look at these five parts of the decision space. Logic and strategy seem very similar. Logic can be defined as a method or system of reasoning that has the goal of drawing correct conclusions. For our purposes, logic is about evaluating the game space and determining the best action based on the information the player has access to. This is probably what most people would think of when asked to describe the decision space.
Strategy, on the other hand, is a path of decisions that a player embarks on early in a game and which informs all later decisions. Strategy is a way of narrowing the decision space, sometimes merely to discover if that particular path has merit or not. Logic focuses on evaluation whereas strategy focuses on navigation within the decision space.
A lot of traditional game design advice around choice boils down to strategy and logic. However, I am increasingly intrigued by how the other aspects of the decision space affect players’ choices. Undoubtably, this is because I come from a theatre background, where the goal is to make audiences laugh, cry, gasp, and think. Board games are even more interesting to me because the intended audience is also actively participating.
The area I find most intriguing also bridges the gap between logic and emotion. Agency shapes the decision space. Fundamentally, agency is the ability to make meaningful choices. The design of a game shapes the sorts of choices available to a player. Agency gives shape to logic and strategy. But importantly, agency also shapes the emotional experience of a game, often by placing limits on what a player can accomplish. The emotional impact of agency can be amplified when connected with a resonant theme. I will be talking more about limiting player agency for emotional impact in future segments.
Player motivation is what propels them thru the decision space. Players may be motivated by winning, in which case they may focus on logic and strategy. But players may also be motivated by discovery, social connection, teamwork, or many other things. Listen to my previous segment about intrinsic motivation for more kinds of motivators. Motivation can be intrinsic to the player, something they bring with them into the game, or it can be assumed based on their avatar. A desire to achieve is intrinsic, but the desire to build the tallest tower or biggest city is an assumed motivation provided by the game theme.
Specific emotions can be difficult to design for. However, if you are designing for an intended player experience, you are already designing with emotion in mind. Emotions affect the decision space by encouraging players to make suboptimal decisions. Players may choose the most fun option, the most vengeful option, the coolest option, etc, rather than the option that nets the most progress toward winning.
Emotion is very important to keep in mind when designing games with direct player interaction, especially negotiation and bluffing games. As designers, we can shape the emotional experiences of players using the mechanisms of a game, but the most powerful generator of emotions available to us is other players. This expands the design space from the game on the table and the thoughts in a player’s head to include the interactions with other players.
These various aspects of the decision space interact with one another. Agency affects motivation which affects emotion. Agency affects strategy. Emotion can undermine strategy and logic. The decision space is a complex place of competing forces that are shaped by the designer. As you design and playtest games, pay attention to how you shape the decision space, both the logic and strategy options in the game but also the agency, motivation, and emotion that arises based on the structure of the game.
For more ways of thinking beyond mechanisms, you can visit my blog at shipp board games dot blog spot dot com or catch future episodes of thinking beyond mechanisms on ludology.