The One About Expansions

As of now, I have not been lucky enough to experience demand for a game that pushes me to create an expansion. However, I’ve certainly played many games with expansions, and the idea of releasing expansions for successful games is universal enough that I decided to put effort into thinking about what makes some expansions better than others.

Cognitive Load

Although I don’t know the exact statistics, I think it can be mostly assumed that most gaming groups are not the exact same group of people. Many are public meetups, clubs at universities or companies, or events at game stores; even with private groups, if they grow large enough, it’s unlikely that the exact same group of players will play a game more than once.

This means that a substantial percentage of people playing your expansion will have to be taught everything from scratch, which decreases the chances the game will make it to the table. In general, the more rules that have to be explained before a game begins, the less often that game will get played. If the game owner feels like the expansion makes it too cumbersome to explain repeatedly, the game is going to collect dust on their IKEA Kallax. (You could argue that since the owner has already bought the game, it doesn’t matter, but I’m assuming most game designers want people to enjoy their game, not just give them money.)

Thus, the goal for an expansion is to increase the possibilities of play while limiting cognitive load as much as possible. There are a number of ways to accomplish this, and I’ve detailed some of the common ones below.

Limit the number of components that show up at once

Some games have modular components that can be swapped in and out from game to game; expansions for these can just add more components without increasing the number players have to know at a time. As an example, Kingdom Builder‘s board is made of four interlocking mini-boards, each of which adds a special power to the game; the base game came with eight boards and expansions added more. Players only have to know the four powers on the boards they’re currently playing on, no matter how many expansions the game owner has.

It’s also helpful if the expansion includes components that are relatively simple for beginners to grasp but interesting enough for veterans to like. Sentinels of the Multiverse released a number of expansions with extra heroes, villains and environments. Heroes are rated by “complexity” on a scale from 1 to 3, indicating how much work they take to pilot. Greater Than Games was disciplined about including a number of heroes with complexity 1 in their expansions and not succumbing to “designer fatigue” and increasing complexity with each new release. (This is true for heroes; the villains and environments mostly got more complex in later expansions.)

Replace rules instead of adding new ones

An expansion can change the existing rules of a game instead of just adding new rules. This is more often the case for “patch” expansions that are designed to fix problems in the original game, but there’s no reason you can’t do it to limit complexity.

The RPG Monster of the Week introduced new actions in its Tome of Mysteries expansion themed around weird powers. The way these work is that during character generation, instead of the “use magic” action, you can choose a new weird power (just one) that’s appropriate for your character, ranging from telekinesis to receiving ghost whispers to just being preternaturally strong and swift. This limits the number of actions players have to remember, which makes it smoother for them to navigate the system and tell the story.

Work within your game’s vocabulary

Your cognitive load becomes heavier if you include components that are hard to parse with your game’s vocabulary, especially if they introduce new keywords that have to be memorized.

Small World‘s sequel, Small World Underground, was standalone and had to introduce a whole new set of races and special powers. However, the designer was careful to limit the complexity for these: Many of them are remixes of the original Small World‘s powers, and the rest used comfortable mechanics that Small World players could grok easily after seeing four or five other powers. This way, the components from both games could be mixed with reasonable success without increasing cognitive load.

Compare this successful to the game Smash Up. Smash Up was essentially designed out of the gate for expansions: New half-decks that could be mixed with the decks from the base game. However, it also tried to be a “gateway game” with simple text on the cards that was easy to parse for people who hadn’t played a lot of games. This meant that as expansions were released, they had to include difficult-to-understand phrasing like “choose a card that’s played on a minion” instead of employing keywords to make understanding the cards more manageable. It’s a tough balance, and I don’t fault the designer for choosing to make the base game as entry-level as possible, but it resulted in cards from later expansions having a higher cognitive load than they might have otherwise.

A Case For Odin

Let’s look at an expansion that succeeded tremendously – A Feast For Odin: The Norwegians.

The idea of an expansion for A Feast For Odin was tough to begin with. The base game is one of the heftiest Euro-style games ever made, with dozens of potential actions, special abilities, and side rules. Explaining the base game can take up to 30 minutes, and adding more content would just make teaching it harder. The Norwegians applied some of the principles described in this article in an incredibly intelligent way that resulted in lots more content for game owners and very little added cognitive load for new players.

  • The original Feast for Odin had four island boards that players could claim and fill with goods. Norwegians introduced an extra four, but advised that they be switched randomly one-for-one with the originals. This way, players still only have four boards to work into their strategies.
  • Norwegians also introduced a new action board, with fewer options (so it was actually easier to teach than the original), more balanced strategies, and an extra column that could be explained in a sentence or two.
  • With the addition of more irregularly-shaped “treasure” tiles, the treasure board from the original (which had individual spaces for each unique tile) couldn’t be used anymore; Norwegians split up these tiles into low-cost and high-cost tiles to make eyeballing which tile you want easier. (There was also a new action that only let you acquire tiles under a certain cost, and these tiles got their own board so you could tell at a glance what was available.)

Despite beginning with a daunting cognitive load already, The Norwegians managed to add a lot of interesting content to A Feast For Odin while only slightly increasing complexity. It’s a masterclass in expansion design and something to draw lessons from, no matter what kind of game you’re working on.

Conclusion

Even if you’re not in the business of designing expansions, playing games with expansions and thinking about their designs are great ways to understand the balance between content and complexity.

The next time you encounter an expansion, whether it’s for a game you’re very familiar with or one you’ve just been invited to play for the first time, think about what it adds and what it costs. Are you more likely to play the game with the expansion added, or less? Is the fun you’re having worth the length of the teaching period? Does the expansion material feel integrated or like a sideshow? You’ll be surprised at what insights you can glean.

Eat Your Vegetables

The struggle itself toward the heights is enough to fill a man’s heart. One must imagine Sisyphus happy. – Albert Camus

Games create a unique dynamic between the designer and the players. With most design, the designer and audience have aligned goals: For instance, with an app layout, the audience might want to use the app to easily access their bank information, while the UX designer in charge of the app wants the audience to use the app to easily access their bank information.

Game design is the only medium where the designer’s goals and the players’ goals are frequently at odds. Take Pandemic as an example: the goal of each player of Pandemic is to win the game by curing all four diseases, but the designer’s goal is to make it as difficult as possible for the players to cure the diseases while still having a chance. This split lies at the core of all game designs, no matter what medium or target audience.

In this article, I’ll go in depth into this precarious dynamic, how it can complicate the journey from “player” to “designer”, and why it’s critically important that you make your players eat their proverbial vegetables.

Game Design For (K)nitwits

A few years ago I purchased Matt Leacock’s party game Knit Wit. The game combined a simple, Scattergories-esque premise (write down things that fall under several categories and try not to write the same thing as someone else) with delightful sewing-themed accoutrements including string, tags, and wooden spools. It still remains one of the best-looking games of the past decade, and it was easy to teach and to scale up.

And yet, after a few plays I ended up stashing Knit Wit in my closet with a lot of other games that didn’t quite make it there for me. Why is that?

It’s because, though Knit Wit was a lot of things – engaging, simple, gorgeous, even funny – it wasn’t the one thing that every game needs to be, which is difficult.

In more depth, the basic premise of the game is to come up with a list of concepts that fall under one to four adjective “tags”: For example, I might have to describe something clear, bitter, and disappointing. There’s a Boggle-like scoring system where if two people come up with the same concept, neither earns points for it. The issue is that even with a large number of tags, it was fairly easy to use your imagination to come up with concepts that nobody else would guess – in our example, I put down a cucumber water-flavored popsicle. These don’t exist (I hope), so nobody else was able to think of it and I breezed through the round. Most games of Knit Wit ended with people winning by a small margin because almost everyone was able to come up with things that other players would never be able to guess, every time.

The game didn’t provide enough challenge, so it fell behind other, harder party games.

Danger Makes Me Feel Alive

Why do people play games? You could say as a social tool, but there’s plenty of other activities, like watching movies or going out to eat, that are just as suitable and require less investment on people to teach.

The primary reason people play games – of any variety – is to encounter challenges in a safe environment.

In real life, challenges are often hard to understand, disproportionate to our abilities to achieve them, sometimes wholly reliant on luck, and come with severe consequences if they aren’t resolved correctly. Games are different: We pick games that we believe we have the skills to attempt competently and it doesn’t matter how well or badly anyone did once the game is over. We can experience the tension of a tough situation without being in one for real.

Take soccer as an example. Soccer would be much easier if you could pick up the ball and drop-kick it into the goal, but the reason soccer’s popularity is so enduring is precisely that you can’t do that. By simply requiring the players to use their feet to maneuver the ball, soccer adds a level of difficulty to play that captures the hearts of players of all skill levels around the world.

A Sidenote on Difficulty and Complexity

People sometimes conflate difficulty and complexity in games, partially because complex games take more learning and are more difficult for first-timers. However, these things are different. All games should be difficult, but many games shouldn’t be complex.

As an example:

Build a desktop computer from scratch, using this guide. A very complex task, but not so difficult that someone can’t accomplish it.

Now eat the desktop computer. Much less complex, but much more difficult.

Because I Said So

The issue is that, although players unconsciously crave difficulty, at a conscious level they hate it. Challenges in a game are painful and hard, and they can make you frustrated and upset. We shy away from risks and try to pursue the path that will give us the victory with the most certainty, even if that’s boring. (I describe this more in depth in this post.)

Thus, it’s the game designer’s job to know better than the players and to make them eat their vegetables. How exactly to do this depends on the game:

  • Euro-style games place limitations on what you can do each turn, either through resources or by some kind of action rationing mechanism like worker placement.
  • Party games usually restrict information, either by limiting players to a certain subset of communication (impress-the-judge games, charades variants) or by making information unreliable (social deduction).
  • Co-op games like Pandemic use random elements as an antagonistic force against the players.

An important step to providing enjoyable difficulty is making the experience not feel like you’re limiting the players. If you hear a game described as “punishing” or “cruel”, it doesn’t necessarily mean it’s harder to succeed in that game than others, but more often that the game doesn’t try to hide its challenges very well. It’s not surprising that the games that usually draw these labels are co-op games, which typically have the most “obvious” divisions between design and player goals.

A well-designed game in regards to difficulty makes a player feel like they achieved something, win or lose, but not feel stupid if they don’t live up to the challenge set by the game. There are dozens of techniques to accomplish this – I wrote about one, guardrails, in depth – and many ways to strike the balance between “boring” and “frustrating” that are unique from game to game. However, every good game, to a one, has to strike it in some way.

Conclusion

Some people, myself included, are afraid of making games too hard because we associate it with memories of ourselves struggling while playing other people’s games. This is the biggest difference in perspective between someone who just plays games and someone who wants to design them, and bridging it will come as more of a challenge to some people than others.