Fantasy Football Today

[an error occurred while processing this directive]

· FF Today Home
· FF Today Forums
· Site Map


Free Newsletter

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 



Go to Fantasy Network

Series 2
Putting The Engine In Your Design
6/8/01
Email Dan
:: Articles
Dan Sez

» Game Design Dictionary

Series One focused your attention on how players are rotated in and out of league rosters. Redraft or retention, you should now have a handle on what type of league this is. You are working on notes, rules, definitions and considering whom to recruit to form the core of the league.

Series Two will focus on how to translate those wonderful highlights and powerfully grinding performances into statistical fireworks. Along the way, we must consider the limitations of the talent pool and how it impacts our starting rosters. By manipulating the scoring system and the starting roster structure, you can reduce or increase league reliance on the fantasy stud players. These hidden traps, some reinforced with an almost "Holy Grail" type reverence, have created the infamous run on the Running Back position we see every season in just about every league. I will call this the RB Rage syndrome through the rest of the design series.

As free agents, trades and draft rules set up the flow of players, the starting roster and the scoring system can be tuned to prevent or to create severe talent shortages by position. Your design can create the need to secure a blue chip running back to win consistently. Every year the net is laced with nuggets of wisdom to always pick two starting running backs within the first three picks of the draft. Your design choices can not only follow this philosophy, but it can punish those who do not see the hidden imbalance (between positions) in the design. But once you become aware of such latent game imbalances, shouldn't YOU be the one deciding if that is going to be an element of your game design? The choices made in starting roster and scoring systems can make ANY position critical given a little creativity, even the oft-ignored kicker.

How can we balance the fact that only half of the teams in the NFL will give you a solid fantasy running back? It all comes down the fact that the game design dictates the needs of the league. How many starters should fill what positions? Most designers never consider their starting roster requirements against the limited talent pool nor adjust these defaults due to league size. These variables can and should be adjusted to fit game concepts. Here are the 3 tools you can use to combat RB Rage. These are not mutually exclusive.

Combating RB Rage
  1. You can run an Unbalanced Scoring System. I will quickly review a system that will demonstrate the lengths that can be imposed for scoring variations. It is exaggerated for teaching purposes and not necessarily one I would recommend.

    This is an example of a concept. A QB will score 7 pts for throwing a touchdown, 5 pts for running in a touchdown, 3 pts for receiving a touchdown, 2 pts for throwing a 2 pt conversion, or 1 pt for receiving a 2 pts conversion. A RB will score 7 pts for running in a score, 5 pts for receiving a touchdown, 3 pts for throwing a touchdown, 2 pts for running in a 2 pt conversion or 1 pt for throwing or receiving a 2 pt conversion. A receiver will score 7 pts for catching a touchdown pass, 5 pts for a running touchdown, 3 pts for a passing touchdown, 2 pts for receiving a 2 pt conversion, and 1 pt for running or passing a 2 pt conversion.

  2. A distance bonus system incrementally rewards the players who score from longer range. This gives much greater value to the players who consistently strike from beyond the twenty-yard line over the three-yard and cloud of dust goal line specialist. This helps elevate receivers, and to some extent quarterbacks, very favorably to running backs.

  3. You could try open formations to reduce the pressure to have 2 solid running back starters. Conversely if you have requirements for 2 running backs and only 2 wide outs, you have created a must have situation in the limited RB category.
The first option is a preview of the realm of exotics. Series Two caters toward basic game mechanic issues and gives you something to think about for future designs as your experience in fantasy football increases. I will cover the open formation and distance scoring system more in this section and save the unbalanced system for a later discussion. Your first game designs should be relatively simple. Once you get a good feeling for the design, then try some of the more exotic elements and see how they radically change the valuation of fantasy players and the way the Assembly interacts.

Join me as we touch on setting up a draft, review season schedules, play with scoring systems, and I will add a few more tips on saving time and reducing confusion in writing rules. Remember simple tricks like using a dictionary or cross-referencing helps focus the document. Have you come up with other ways of improving your rule sets?

» Draft Mix

Series One: The Master Plan Series Two: Mechanics
The Big Picture
Engine in Your Design
Free Agency
Draft Mix
Trading
Rosters
Time Constraint
Zoom, Zoom, Zoom
Master Plan In Action
Schedules

:: comments to dan sez



[an error occurred while processing this directive]