Thursday, 14 March 2013

Royal Game of Ur - Essay


The Royal Game of Ur
Introduction to the Royal Game of Ur
Found by Leonard Woolley, the original board of the Royal Game of Ur consisted of 2 square sections connected by a single line of 2 squares, the squares being 3 x 3 and 3 x 2 in size, and was dated back to around 3000BC.


 The objective is to get your pieces onto the board and move them to the end square (Movement shown in the diagram). Depending on the version, there would be 5 or 7 pieces on each team. The players would throw 4 tetrahedral dice, with each dice being marked on 2 of its corners. Players would then move a counter equal to the amount of face up marked corners. Friendly pieces could not be on the same square, and if a piece moved onto an enemy’s piece, the enemy’s piece would be removed off the board and would have to re-enter from the start. 

Landing on certain squares would make you safe from capture and would grant additional rolls (Known as rosette squares). Also, the first four squares upon entry are also safe, as only one player has access to each particular side of the board. The Egyptians played a similar version of the game, but with a different board (see image 2). The safe squares remained in the same places, but the larger square is straightened out, allowing more chances for pieces to be taken (R.C.Bell, Board and Table Games, p23 – 25).

Gameplay
To get a feel of the game before we iterated it, we played through the game several times (We played the Egyptian version with 7 pieces each). After 2 hours of playing, we noted several things about the gameplay.
Firstly, there was a lack of choice, with the most common difficult choice in the game being whether to take an enemy’s piece or land on a rosette square and get another roll, hoping to get either another 4 or a roll that could capture an enemy’s piece.

Secondly, the game generally rewards players who are lucky. When a 4 is rolled, the player can usually either get a piece onto the board straight onto a rosette square, granting another go and an increased chance of capturing an enemy’s piece. This is an example of a positive feedback loop, albeit a very small one. A positive feedback loop rewards players who are doing the best. In this case, it rewards the player with the most helpful roll, and will more likely move them closer to winning the game. This also helped you in getting past the “choke zone”.

Thirdly, the more pieces you got to the end of the board, the harder it is to get the rest of them off, as the other player will have more chances to capture them. The opposite of a positive feedback loop, a negative feedback loop is used to hinder players who are winning, or help players who are losing, in this case, making it harder for the winning player to get their remaining pieces off the board. While overuse of a negative feedback loop usually makes a game very long, in this game, the loop is quite well balanced. The “losing” player (The player with more pieces remaining) still has a good chance of catching up to the “winning” player by having more chances to capture their pieces, while the “winning” player still has more chance of winning in the long run because they will eventually roll a set of results that will get their remaining pieces past the “choke zone” (see Appendix 1 for link and details).

Speaking of that, the “choke zone” refers to the first four squares on the board where pieces can be taken (see image). As, on average, you would roll a 2 or a 3, your pieces are almost guaranteed to end up in the marked area. Not only did this make it easy for your opponent to capture your pieces, it then made it easy to capture your opponent’s piece right back again. The only easy way to escape was either to jump from rosette square to rosette squares, or get lucky with the rolls.

To conclude my first experiences with the game, while I’m not a huge fan of games that base their mechanics on luck, I did find myself enjoying the game immensely for a reason that can be summed up in one word. Schadenfreude, which is the German word for “to gloat over the misfortune of a rival” (Nicole Lazzaro, Why We Play Games, pg 6). There is nothing more satisfying that rolling 3 4’s in a row, getting 2 pieces off the board to safety and capturing an enemy’s piece in the process. Admittedly, this occurrence didn’t happen very often, but there were still several moments when you couldn’t help but feel a twinge of savage glee as you took your opponents piece that was one space away from safety.

Iterating the Royal Game of Ur

To start the iteration process, we first had to choose the mechanics we wanted to focus on and tweak. While I’m not a fan of luck based games, we decided to leave this mechanic alone, as it was the luck mechanic that provided most of the emotion to the game. However, we played one game where my opponent only had 1 piece left and I had 4, and I went on to win by getting almost perfect rolls. Because of this, we wanted to add more skill to the game, or at least add more choices. (See Appendix 2 Paragraph – The Downside to Luck).

1st iteration: Bearing in mind that we thought the main mechanics were balanced enough to not require any massive changes, for our first iteration, we decided to remove the rule that didn’t allow friendly pieces to occupy the same square. Also, when two pieces occupy the same square, the two pieces become linked and have to move together. If a player gets the pieces to the end, then they both exit the board. If an enemy piece lands on the set of counters, then they both get removed off the board.

The idea behind this iteration was to introduce a higher risk/reward mechanic. In theory, this adds more choices for the player to make, increasing the skill factor of the game, as well as making the game more Narrative, which describes the drama aesthetic of the game. This means the game should have more tense moments and increase the excitement (Robin Hunicke, MDA: A formal approach to game design, pg 2).
Results: After playing with the new iteration a few times, we concluded that the game, while it still relied on luck, was slightly more strategic and provided several very tense moments. It also meant holding onto the rosette squares was even more important, as you could safely hold 2 pieces on them until they are safe to move. However, if a 2 pieces movement was misjudged, it could easily result in losing both your pieces back to the start.

2nd iteration: For the second iteration, we decided to add a new mechanic, rather than tweak an old one. As the previous iteration added a more skill-based mechanic, and we wanted to keep the original balance of skill and luck, we added in the mechanic of trap squares. Trap squares are located every 2 squares after a rosette square, with the exception of the first 4 squares (Locations in image below).

When a piece lands on a trap square, the player must draw a trap card and obey the effect written on the card. The majority of the effects are negative, like moving pieces back, but there are several good effects as well. If a trap effect causes a piece to land on another trap square, then another trap card is drawn. If a trap effect causes a piece to land on a rosette square, you do not get another roll, but the piece is safe on the square.
The idea behind this iteration was to add a mechanic similar to the rosette squares, but would be more likely to hinder the player rather than help them. It also adds to the Challenge aesthetic of the game, as it adds a clear obstacle that potentially hinders the player’s path to the end. (Robin Hunicke, MDA: A formal approach to game design, pg 2).

Results: After a couple of playtests, we came to the following conclusion. Landing on a trap square is usually intentional, unless another trap square moved you onto one. The act of landing on a trap square is less luck based whereas the effect of the trap is completely luck based. While the effect will more often be bad than good, when the effect is good, it can really pay off, hence this adds to both the Narrative and the Challenge aesthetics, as well as the Sensation aesthetic (The sensation aesthetic describing the pleasure of the game). However, for the majority of the time, the game was slowed down even further, and didn’t have as much of an impact as originally thought.

Conclusion
The Royal Game of Ur was a lot harder to iterate than it originally seemed, mostly due to the game being well balanced to begin with. While the gameplay revolves around luck, there is still enough skill based gameplay to provide a good game filled with moments that will make you grin with satisfaction and other moments that will make you pull your hair out.

Appendix

Appendix 3: Nicole Lazzaro, Why we play games: Four keys to more emotion without story, March 8, 2004.
Appendix 4: Robin Hunicke, Marc LeBlanc, Robert Zubek, MDA: A formal approach to games design and game research, 2004.

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