Designing Victory and Loss in Games ("Can we just call this one a win?")
I'm a member of Game Designers of North Carolina , a local group of tabletop game designers who exchange playtests and insights in the craft of game design. We were playtesting a game where a particular endgame state resulted in a loss for the whole group, as in a co-operative game. Barring that outcome, there would only be one winner at the end of the game as in a traditional competition. The tricky thing is that each player individually accumulates their own points so even if the "group loss" state occurs, if I have the most points, the game can't stop me from feeling like I won. This brought up a brief and very useful discussion about the essential social contracts surrounding games when players agree to certain game-states as being desirable and worth pursuing. We discussed simply calling the "group loss" state an "endgame" state, which would fundamentally change everyone's strategies and tactics without changing any of the mechanics.