Sunday, 16 December 2012

The Royal Game of UR - Assay


The Royal Game of Ur




When the Royal Game of Ur was discovered, the game's rules were not known, thus many people tried to come up with their own versions of how they thought the board suggested that the game would be played.

According to Murray, the first version of the royal game of Ur dates back to 2560 B.C. Four game boards were found in the royal graves of the First Dynsaty among the treasures discovered by Sir Leonard Woolley and his exploration party. There were different variations but the boards only differed in the decoration of the cells. There were different variations but the boards only differed in the decoration of the cells. (H.J.R.Murray, 2000, 19-20)

According to Bell, one of the variations had little discs of shells with red or blue centres set in bitumen which covered the wood. Another more elaborate variation has the board completely covered with an incrustation of shell plaques inlaid with lapis lazuli and red limestone, and is divided by lapis lazuli strips.

This version's game board was 8 by 3 squares as shown in the image below. It was played using four sided dice, with two of their sides having a jewelled corner, and the other two being plain.


Bell's initial suggestion of the rules of the game were that each player had seven tokens and three dice, and players would bet money before the game. Both players' tokens would start off the board and enter onto the tile indicated on the image. When the first player is decided, each player took turns at rolling their 3 dice and were able to get the following scores:

  • 3 Jewelled corners up - 5
  • 3 Plain corners up - 4
  • 2 Plain corners up - 0
  • 1 Plain corner up – 1

First a score of five is required to put a counter on the board. Players would then move one of their tokens towards the next special square (every fourth square) based on their rolling score each turn. Once a counter reached the first special square it would next move into the middle line where it risked the chance of being removed from the board by having the opponent landing on the same square. Finally when getting to the end, an exact throw is needed to get a piece off the board.

Bell also says that fifteen hundred years later, another version of the same game was being used by Egyptians. This version had different shaped game pieces and had more middle squares, however it still kept the 'special' squares every 4th square as seen in the figure below. (R.C.Bell, 1979, 22-25)



Having played this game myself, I wanted to do a few iterations of my own, to try and make it more fun to play.

As I will be mentioning the terms 'Mechanics', 'Dynamics' and 'Aesthetics' in my iteration, I will first give a brief description of their definitions.

Mechanics are the core of the game, they refer to the rules, boundaries and the actual game pieces required to play the game.

Dynamics are the behaviors that may occur during game-play due to the chosen mechanics.

Aesthetics are the desired emotional responses that a game evokes when played.

(Robin Hunicke, Marc LeBlanc and Robert Zubek, [year])

The following is an example of mechanics, dynamics and aesthetics, and their effect on each other in context of the Royal Game of Ur.

If a player's token lands on the opponent's token, the opponent must remove the token off the board. However if a token is on a 'safety' box, the opponent may not land on the same box. These are a couple of mechanics which bring the following dynamics to life:

Players will try to stay on the safety boxes as much as possible to avoid having their tokens knocked off the board and they will move their tokens onto the opponent's tokens when possible to gain an advantage over them. These are dynamics which bring the following aesthetics to life:
The feeling of competition is caused as both players try to maintain an advantage over their opponent and dramatic tension is built whenever an opponent is about to take a roll which may possibly knock one of their tokens off the board.

Having explained the basic definition of mechanics dynamics and aesthetics I will move on to the iterations that I did to the later version of the Royal Game of Ur.

The first iteration was that when a player's token lands on the same box as another token of their own, it will give all tokens in that box increased movement the next time they are moved, and the movement increase is equal to the number of tokens in the same box.

The idea behind this iteration was to allow for more choices. Rolling a four was always the best one could hope for, however with this change players had more meaningful choices to decide on. The dynamic created by this iteration was that players could stack tokens in order to rush ahead as a trade-off for risking having more tokens knocked off if an opponent landed on them.

According to Brenda & Ian, trade-offs are when a player must make a choice to gain something and lose another, none of the choices are entirely right or wrong, but it is up to the player to decide which one to make. Such decisions are important to make the player feel involved. (Brenda Braithwaite & Ian Schreiber, 2008, chap 5-6).


After testing the game, I noticed that the game allowed more chance of landing on an opponent's token, thus the aesthetic of competition was increased, but the game was slowed down as more tokens were being sent back off the board. Due to this, adding inevitability was the next target I wanted to achieve.

In the second iteration I added an additional effect to one of the empty boxes: When a player moves a token onto this square their token would no longer be able to get knocked off the board, thus making its progress inevitable. According to Leblanc, inevitability is important as it adds dramatic tension. Drama is a desired aesthetic in games as it makes them more compelling. (Marc Leblanc, [year], 439-445)

When testing this iteration two things were noticed. This mechanic led to a dynamic where players tried to use the 'un-knockable' tokens to limit their opponents' possible movement. The other thing I noticed was a fatal flaw in the game due to a combination of both the iterations. When trying to get off the board, a 1 was required at the end, however when an 'un-knockable' token stacked up on another token right at the end, the smallest possible movement was a 2. To top it all, the opponent could not knock the tokens off due to the 'un-knockable' effect so whenever a player's tokens end in that position, that player would effectively have lost due to never being able to move those tokens again.
The next iteration was simply done with the intention to fix this flaw. By changing the increased movement mechanic to an optional movement increased, players would be getting even more choice, and would no longer get in a situation where they could no longer move.

Having tested the game using all three iterations, the flaw was fixed however I noticed that no new aesthetics were added to the game due to the changes. The effect of the iterations only empowered the game's original aesthetics.

In the end aesthetics are what matter to players because that is what gets players emotionally invested in a game.

Had I planned the iteration with an aim to add a particular aesthetic from the start, I would have been able to choose the dynamics that can give the desired aesthetics, and then decide on the mechanical changes required to enable those dynamics. I learnt that this is the ideal flow of thinking when designing and iterating games, because even though it is the mechanics that determine the dynamics and in turn, the aesthetics, a designer must first know the desired aesthetic in order to know which dynamics are needed and in turn, which mechanics would enable these mechanics.

Having gone through the process of iterating and assessing the changes the Royal Game of Ur, I feel I have acquired a better understanding of how particular qualities of games are placed together to achieve the end result. I look forward to every chance at researching and iterating existing games as it is through these experiences that I will inevitably improve my skills as a game designer.










Bibliography




H.J.R.Murray, A History of Board-Games Other Than Chess, 2000 , (p.19-20)

R.C.Bell, Board and Table Games From Many Civilizations, 1979, (p. 22-25)

Robin Hunicke, Marc LeBlanc and Robert Zubek, MDA: A Formal Approach to Game Design and Game Research

Brenda Braithwaite & Ian Schreiber, Challenges For Games Designers, 2008, (ch. 5-6)


Marc Leblanc, Tools for Creating Dramatic Game Dynamics, (p. 439-445)

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