Tuesday, October 8, 2013

A Concept Dependency Graph Analysis of Dominion

Just five years ago, Rio Grande Games published Donald Vaccarino's deck-building card game, Dominion, and it took the designer game world by storm. In short order, it seemed that every publisher was riffing on this new mechanic, and now, deck-building is an established game mechanism in any designer's toolbox. I include Dominion on my list of recommended games in my game design course because of its popularity and its influence in game design: this game provides the metric by which other deck-building games are judged.


Three recent situations inspired me to look at Dominion more critically—particularly, how one learns, teaches, and conceptualizes the game.

First, one of my game design students wrote a critical analysis of Dominion, and a significant portion of her analysis was based on the opinion that the rulebook was unclear. Specifically, she and her opponent were unable to determine when they were to discard their cards and draw new ones. I was surprised at this, in part because I had a student last year who upheld the same rulebook as a pillar of clarity. It may be worth noting that last year's student self-identifies as a "gamer," whereas this year's student had never heard of Dominion prior to taking my course. In any case, this was not the result I expected.

Second, I was recently with a group of friends who were teaching Dominion to a new player. They began by explaining actions and the chaining of actions and the strategic importance of this tactic, but before they had even taken any cards out of the box. This struck me as a particularly awkward way to introduce the game, since concepts such as "you're building your own deck" were not yet discussed, and it clearly was not resonating with the new player. In fact, his questions revealed that despite several minutes of accurate rule explanation, he had not built a coherent mental model of the game. This suggests to me that it wasn't a problem of accuracy, but of scaffolding—that is, giving the right information at the right time for the learner to advance.

Third, I was retelling the stories above to my lovely wife, and I explained that I thought it was important to focus on core gameplay when teaching a game. I justified that you cannot make sense out of peripheral game design elements without understanding the core, and therefore you should teach games from the core outward. She pointed out to me that sometimes she gets confused when I explain games this way because I don't give enough "big picture." Touché.

This got me thinking about the relationship between core gameplay and learning, and more specifically, how the dependencies among game concepts might reveal effective means for teaching the game. While many designers talk about "core gameplay," there is not consensus on where one draws the line around what is "core" and what is not. I decided to try mapping out the concepts required to play a game of Dominion as well as the dependencies among them, and this is what I came up with:

Concept dependency graph for Dominion.
This is a concept dependency graph, where the nodes represent gameplay concepts and the edges represent dependencies. That is, given AB, one needs to understand concept B in order to understand concept A. I will refer to terminal nodes with no dependencies as atomic concepts. I am only considering the original Dominion game—no expansions—and only those kingdom cards recommended for new players. I also omitted concepts that were not relevant to gameplay, such as the use of randomizers or the determination of starting player.

The graph was drawn using dot, part of the graphviz project. Dot generates layered graphs (that is, each node is in a discrete layer) and follows automatic graph drawing heuristics such as minimizing crossings, minimizing edge length, and maintaining aspect ratio. A quick look at the graph shows a potential "core" of the game emerging from the atomic concept "Each player has their own cards."

Concept dependency graph, detail of potential "core"
If someone had never played a deck-building game before, I think this sets up a compelling description: it's a game in which you have your own deck of cards from which you draw a hand, then you play actions and buy new cards from stacks on the table, and you cycle your discard pile back into your deck when it is exhausted. There's no mention here of what those actions actually are, or the "cleanup" phase, or even victory condition, but I think it's fair to argue that these aren't part of the core gameplay. Keep in mind that "core gameplay" is not rigorously defined; one could just as well argue that the victory condition should be in the core, and be justified. That is, I'm not saying that this is right, but that it satisfices.

The concept dependency graph has three atomic concepts: each player has their own cards; there are stacks of cards in the center of the table; and there is a trash pile. Of these, the last is almost certainly not part of the core gameplay: it's an design element that permits a small number of kingdom cards to permanently remove cards from a game. Like the numerous Dominion expansion, it is a design element that permits the introduction of more action variations. It is interesting that the computer-optimized drawing of this graph put the trash pile atomic concept on the periphery of the drawing, where as the fact that there are stacks of cards ends up "wrapped" within other dependencies.

Choosing only the ten basic kingdom cards allowed me to ignore Curse cards in my concept dependency graph. However, Moat is included in this set, and it required adding several concepts and dependencies. Without Moat, it doesn't matter that Militia is an Attack card, and so that concept could be elided. Moat is a Reaction, and so that requires an explanation. Moat is also the only card in the set that has two different actions on it, from which the player must choose one; in all other cases, the player does everything on the card when it is played. This provides some justification for not including Moat as a beginner card, despite its gameplay utility in foiling Militia. It would be an interesting study to compare beginners' ability to learn the game with and without Moat to see if there was any significant difference.

It is noteworthy that the "ABC" concepts—that your turn comprises Action, Buy, and Cleanup—are relatively deep in the graph. You cannot really make sense of ABC unless you know what Action, Buy, and Cleanup mean. However, my experience shows that it still provides a memorable peg on which to hang your hat when teaching the game. That is, I propose that the mnemonic is there because these are not atomic concepts. Similarly, the atomic concepts manifest in directly observable configurations: without knowing anything about how the game is played, one can see that players have their own cards (based on players' handling them and placing them in easy reach), you can see stacks on the table, and there is a single "Trash" card among these stacks.

I knew I wanted a hierarchical drawing of the graph because I was looking explicitly for layers of concepts. I was curious, however, as to whether a force-directed drawing would yield any further insight. The result of running the graph through neato is given below. There's no new insight to be had from this visualization, at least not as relates to finding a potential core gameplay.

Force-directed drawing of the concept dependency graph
The concept dependency graph provided an interesting tool for analyzing Dominion, particularly with respect to the search for core gameplay. I am curious as to whether this tool can be used on other existing games to similarly fruitful ends or whether this is a coincidence. What I have shared here is the third major version of my concept dependency graph for Dominion: the previous versions did not induce any visual "core", but they also contained what I considered to be mistakes in the concept and dependency articulation.

This project has made me wonder whether other graph formalisms might reveal new insights into game design. A propositional network, for example, permits separate reasoning about cards and the having of cards. I did a bit of work with SNePS in graduate school, and it might be a useful tool to deploy here. I know that Machinations presents a formal language for representing game design elements, but I know relatively little about it; it may provide some insight into the learnability of games and core gameplay as well. I am curious to hear from anyone who has tried either tool toward these ends.

If you find any other uses for this formalism in studying game design and learning, or if you know of any related work in the literature, please leave a note in the comments. Thanks for reading!

3 comments:

  1. I think the bit about the horizontal line on action cards is not quite accurate, although it's an easy mistake that I've made myself. The line separates things that happen when you play the card as an action (above the line) vs other effects the card has at other times (below the line). A more lengthy explanation can be found here: http://boardgamegeek.com/wiki/page/Complete_and_All-Encompassing_Dominion_FAQ#toc16

    I only mention this because you devoted a paragraph or two to talking about how the Moat is different and has an "either or" sort of choice. That isn't exactly true because a player can use the Moat's secondary ability, revealing from her hand to negate an attack and then returning the card to her hand; and then on her next turn the player could play the card as her action and draw two cards. It's not a choice of one over the other.

    The trick is in the verb "Reveal". The Dominion rules devote 2/3rds of a page to definitions of various verbs that are on action cards (such as +x Buy/Coin/Action, Draw x Cards, etc). The reveal section states that reveal means to show the card to everyone and then put it back where it came from (unless the card that told you to reveal says instructs you to do otherwise).

    Anyway, great article, thanks for sharing it!

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    1. Thanks, Ben! I'll see if I can carve out some time to clean up the graph and discussion regarding Moat. It is definitely different, but it looks like I did not have captured its differentness correctly. I suspect this won't change the dependency graph too much.

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    2. Probably not with the moat per se, but the idea of "this is the action but also the card does these other things in other circumstances" is true of a number of cards, maybe only the Moat in the base set. But there's ones that do things like, "+2 coin, +1 buy | when you gain a card while this is in play you also gain +1vp token" or whatever. You already touched on the idea that different combinations of kingdom cards create new connections in the graph and I'm sure this is true more of expansions, but some cards can introduce new gameplay concepts (usually in the form of the other abilities of the card). It's not just action cards either, sometimes treasure can have effects (such as "while in play cards cost 1 less"). I don't think this affects the core gameplay much, but it could add some new edges in there.

      It would also be interesting to try this with one of the expansions added in. My theory is that at least some of the expansions try to change the focus of the game and may affect the core gameplay (such as Intrigue is about cards that make you choose from different options, Prosperity is about buying lots of stuff, Seaside is about effects that last multiple turns, Hinterlands is about cards that have immediate effects that happen when you gain the card, etc). I think the designer is specifically trying to change the focus of the game with these expansions and it would be interesting to see if introducing more concepts changes the core mechanic. Probably not :)

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