OC Town vs Mafia games - What gameplay elements do you want out of this? Do you like village leader?

zorbees

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I think I speak for a lot of people that don't really enjoy the "everyone follows the village leader" aspect that most OC town vs mafia games lead to. I'm not a huge fan of town vs mafia format because most hosts do not do enough to discourage that type of gameplay.

To me, the interesting thing about town vs mafia, particularly as town, is the uncertainty in every decision you make. I don't want to just blindly follow someone else, I want to talk to people and try to figure things out myself. I think one thing that happens too often, is that its often very trivial to have people be cleaned, and even if the mafia can kill some of the cleaned villagers, they will just clean more people. This is obviously also frustrating as mafia because, unless you have a particularly good start to the game in terms of moling, it can almost feel like you're just going through the motions, just hoping that one of your players can sneak into an endgame situation where all of the village's information roles are dead and the last few players alive just hope they can figure out who the last mafia is.

This is often further enhanced by having aliases: the initial village leader cannot simply be killed, you must also find their alias, plus if they are protected by some sort of bodyguard, you have to find a way to get around that. I feel like too many hosts tend to make this an arms race with things such as unblockable kills or the mafia having a very strong amount of information gains, which in my opinion tends to lead to more a frustrating experience.

Additionally, I feel like everyone hates recruiting abilities, but recruiting abilities are a huge hinderance to the village leader system, as you do not want to concentrate all of your information into one source if that source can just be recruited off of your team. I know that in MM3, Yeti and dak were very afraid to include other villagers into their circle of information because of the fear of recruitment, but my argument is that Yeti and dak shouldn't have had that level of information in the first place.

I think a lot of the reason why towns started doing better over the years of smogon mafia is because we started removing some of the uncertainty elements because they felt unfair (also because we started giving the town better numbers buffers to make it harder for the mafias to take control of the vote), but we kept in, and often increased, the ability for town to confirm people's alliance. Look at the mafia's complaints about MM3: They killed the inspector night 1, but the village had so many backup type roles that it actually increased the information capabilities for the village. Plus, the village pretty much had a built in leader role that was very hard to distrust, who by the way, was immune to the recruit ability that is in theory supposed to destabilize leadership.

I think its very hard to make an OC town vs mafia setup that is enjoyable to play for most of the players in the game without including bastard elements. The major exception is if you make it low enough power to where its very hard for the village to get people mechanically cleaned. For example, in my game Big City Mafia 2, I didn't give the village any way to just target someone and determine their alliance. I did however, include a role that could learn if the amount of town players in their district was odd or even. This can potentially gain a lot of information the more times you use it, but since the only way for town to verify someone's alliance was to see their role PM flip upon death, it is still hard, particularly early on, for it to clear someone with 100% certainty.

I think things like this are a way for a low power village to get information. Another thing I could think of is parity cop, particularly in a 2 mafia 1 town game. The reason why I think it'd work well in a low power 3 team game is that it is harder to solve with a single flip, as one target being on a different team than a confirmed mafia does not confirm that target as town.

A thing I like to talk about in terms of game balance is that it is important for actions to have counterplay. This is why things such as unblockable kills or high priority bus drivers or whatever feel so frustrating, because you feel like you had no way to play around it. To me, it often feels like inspector/alliance checker has no counterplay nowadays. People are cleaned, they lead, and the only thing the mafia can do is try to kill the inspector along with everyone they've cleaned to destabilize leadership.

To me, town vs mafia should be about scumhunting first and foremost. I'm not saying roles should play no factor, I don't particularly enjoy vanilla NOC, but I think role management, information trading, negotiations, etc, are better suited for multifaction games.

I am working on a game currently that follows the philosophy of this post, so stay tuned for that (if I ever finish it).

I am interested to hear what you guys think about this, and what are good ideas for hosts to use to discourage the village leader system.

TLDR: village leader system sucks, town vs mafia should be about uncertainty and scumhunting, either don't have alliance checking mechanics or include more counterplay, or make it harder for town to concentrate all of their information into a small group
 
I agree for the most part, but I still enjoy the old fashioned village leader setup for the most part. Particularly in the beginning of the game, it's interesting to figure out who to trust.

Give mafia players good fake claims. Have more moles and millers than you think you need. Add fewer info roles than you think you need.

OC mafia is not broken, even in its current state where village leaders are the meta. But if that's not what you want in your game there's a lot you can do to make that style of play less effective.
 
The way I see it there are two issues that are inherently at odds:
  • To date, OC TvM has only ever seen success on the village by centralizing and coordinating the information. Villagers doing their own things without directing actions on a larger scale to work cohesively (such as the hooker not randing the inspector) has never led to success. Efforts to subvert the power of 'the leader' usually just lead to mafia moling and the info being even more tightly-contained.
  • It isn't very fun to be out of the loop and not trusted as a villager, but by the nature of the game there must be untrustworthy villagers, or else the mafia have nowhere to hide.
The problem is if you want all villagers to be involved, trusted, informed, etc, where is the mafia meant to hide? Are they able to outkill the village even if they clear everyone?

If you want all info in the open or communal, the mafia gains too much of an advantage because they can disrupt town actions/kill off priority roles very easily. Now maybe the D2NOCMASSCLAIM crowd will like that but the NOCs almost all end in mafia wins :smogthink:

Nobody has ever come up with an effective alternative to coordinate village actions to the leader system. Efforts to disrupt it just don't really pay off, they minimize the amount of villagers who can be trusted or maximize how easy it is for the mafia to mole and run town into the ground, but they never present an option that actually works to both let villagers be informed in scumhunting AND actually stand a chance of winning.

I do think there is more room for village leaders to present 'the evidence' against their PoE to the public and let the larger playerlist decide. There are also people who just like sheeping or don't have the sauce to be an independent thinker for a game and want someone to tell them wat do.

The issue is, the village has to be able to find itself, but the mafia has to be able to hide for long enough to have a chance. Too much info makes it unfun for the mafia, too little info makes it unfun for the village, and being one of the patsy "hi I'm suspicious!" village roles feels bad but if every role was super easy to trust the mafia stand no chance. I really don't know what you'd do to resolve the necessity of PoE villagers. If your goal is to make an OC TvM play out more like a NOC where there is no inspector/cop to follow and you need to soulread I think the people who like mech solving will find it too vibes-based.

I guess my point is that the follow-the-leader format does suck for the untrusted villagers but it's also unbeaten as the most effective method for town to solve so if your goal is to eliminate it from being in a game, you need to consider how town can actually catch scum without it.

There are two small OCs in development that will try to tackle this problem in another way from how zorbees is: co-op against NPC mafia, and public results. Hopefully all three encounter successes and we can expand the format's horizons.
 
zorbees from all the games I've lurked/played since resurgency I thought yours had the most active public talk of all of them even late into the game, due to the way the districts worked. Isn't that the way forward maybe?
 
i think you hit the nail on the head, based on games that i have played in/observed from smogon over the years and games that i have played/hosted on other sites (i ran a ~yearly or so OC game on sf when it was more active), that the best way to destabilize village leadership is for hosts to not give town an easy core of leadership roles. the most typical way of doing this involves avoiding giving multiple strong information roles to the town. to be more specific, whether or not town has roles like fullcop/alignment cop/etc that always just works and either clears something or finds scum is generally the most solid indicator on whether or not town leadership is going to be accomplishable, or worse, kind of easy, especially because fake results are not popular here.

i also think aska is right about mafia fakeclaims. i wrote up in my MM3 postgame thoughts that something very frustrating for the cartel was how all of us could be caught on pure role PM alone, and that's not even getting started on actually proving anything through actions, which was basically impossible because of how info worked in the setup worked and none of the goons having any unique powers. putting aside the worth of allowing people to quote role PMs (very low, in my opinion), if that is going to be allowed in the game then hosts should generally have reasonable fakeclaims that are usable as soon as people are allowed to quote PMs directly, whether that means some options that are free to choose from at the start of the game, a grace period existing, or some other solution- because when that's not true when finding tons of free information on who is scum is as easy as getting large amounts of claims, then what is the town incentive not to set up an early leadership to find these?

on the contrary, the numbers on smogon games can be pretty strict, and this was the town's main setup complaint in MM3. when games are forced to be close even if town is close to or straight up NEVER wrong about their suspicions, there's basically no room for error, and are even more incentivized to centralize all information. this is also hurt by the fact that third-party roles tend to break apart in larger games. in smaller games, they can serve as a sort of x-factor for a setup, but they range from tricky to impossible (depending on your perspective) to balance in large OC games.

any sort of solution probably lies somewhere in the middle of all this. if misinformation roles/recruitments/third parties are not directions that people think are worth exploring, then there's a good amount of room to explore in the design space that lies between super powerful role-mad games where village leadership is inevitable and vanilla OC which is usually just boring, but it probably starts with weakening town information and improving mafia fakeclaims, but lowering the margin on numbers to compensate. when town doesn't have as strong of information control, they should typically contrast this by having a little bit of space to breathe.

it's possible for town leadership to emerge even in this type of setup, but from my experience, it usually comes in a different form that doesn't have as hard of a lock on the game and players are more encouraged to think for themselves when the town leadership isn't 100% clear. when there isn't a method of establishing a core as effectively, that encourages everyone to participate more in sucmhunting. in general, though, i think the benefits of a town having the power of OC is easy to undersell, and even in a game doesn't have a big core of hard cleared townies, there's plenty of ways to catch mafia- town can still win in an NOC game, after all!

just my 2 cents
 
I don't love the village leader system either. I don't think we need vast overarching changes in order to weaken the village leader as a concept. Here are some smaller techniques that I feel can be applied to a generic OC mafia setting to weaken it:

1. Remove "soft clears". Oftentimes a person will be "soft cleared" because of mechanics angle shooting. Maybe there's a rolename that is almost guaranteed to exist on village, or a role that reveals itself and is only beneficial for village to have. If designers gave these roles to mafia more often (or didn't give them to village) this solves the problem. Often a soft clear will snowball later as they get hard cleared later on.

2. Weaken info roles. I dislike a generic inspector for more reasons than just the fact that it enables town clears. It also doesn't lead to any interesting deductions or theorizing. I think the odd/even role from Zorbees's game is exactly the right direction to go in. By the way, with weaker info roles, you can give more info roles out, which is good because info roles put each individual player in the driver's seat. I strongly believe in the idea of putting insane/paranoid/naive inspectors into the game and letting the players know that you've done that, which is effectively not bastard modding.

3. Nerf bodyguards and remove aliases. This is very self-explanatory. The bodyguard is actually an extremely uninteresting role in my opinion. Much better if it is 1x, kills the bg if it connects, etc... or maybe isn't present at all. What does the bodyguard actually contribute to a game in terms of interesting decisions?

4. Give the mafia extremely hard punishes for collecting lots of information. If a mafia is sheeted, they should be able to practically guarantee a win on the spot, in my opinion. Introducing punishes like this makes centralized claiming an extremely dangerous prospect for town members, and powers up decentralized, individual relationships between players by comparison. Of course, this only works if you can prevent the townleader from being cleared and then surviving (see my first three points).

I'm working on a game right now where I'll try to explore some of these ideas.
 
I'd echo giving mafia/informed factions 24 hours to communicate with their team before game starts to work out claims, strategies, etc. For mafia members who are either newer or just aren't able to be present at game start it's especially hard imo.

Ftr I don't think eradicating village leader as a playstyle is inherently good. Centralising the game in the hands of a couple of players is good for giving it shape instead of just turning into a 40+ player free for all is fine, as long as the game does not play itself (e.g. less 100% guaranteed information/clears). Not everyone has time to talk to everyone and it would def hurt signups if that was an expectation.
 
4. Give the mafia extremely hard punishes for collecting lots of information. If a mafia is sheeted, they should be able to practically guarantee a win on the spot, in my opinion. Introducing punishes like this makes centralized claiming an extremely dangerous prospect for town members, and powers up decentralized, individual relationships between players by comparison. Of course, this only works if you can prevent the townleader from being cleared and then surviving (see my first three points).
If we look up Death Note Mafia (or was it Deathnote Mafia?) then the design philosophy there could be useful. The village had roles that could clear others... in a chain of X mostly clears Y who mostly clears Z. But if the mafia figures out who any of them are, that's a free kill on the spot.
 
I'd echo giving mafia/informed factions 24 hours to communicate with their team before game starts to work out claims, strategies, etc. For mafia members who are either newer or just aren't able to be present at game start it's especially hard imo.

That's what Night 0 is.
 
As the mafia metagame develops, a subset of players gets marked as the sweats/tryhards. This set of people can seem annoying in terms of how it seems like they're taking control of the game, but they do tend to move the game forward for their team. It, therefore, all else being equal, becomes good strategy to target an opposing sweat rather than a non-sweat.

I mean, would you rather have someone like dak/Tommy/Blazade driving your opposing team's strategy, or someone who isn't as experienced in action economy/negotiation/fronting?

In a 1v1, the mafia would basically eliminate the village sweats ASAP, and not even give them a chance to play. In a 2v1, they'd eliminate them twice as fast once they got coordinated.

On the other side of things, the village would start using info roles to POE the non-confirmed sweats. It's a win-win - either you get another confirmed sweat to help you drive actions, or you scupper the opposing team.

Sweat/non-sweat aside, aliases also allow people to play more freely by adding a layer of protection. This is especially impactful in multifaction, where allegiances etc are murky early-game, and being able to play without drawing a bullseye on your back is helpful. E.g. UncleSam probably wouldn't have been able to wreak havoc with OP Mafia the way he did if that game had had aliases. Freelancers in a Viva game would have some more agency over which team they are recruited to.

If Yeti's game didn't have aliases, then, coming out of OP Mafia, UncleSam would probably have been targeted by 20%+ of the village N0 (a conservative estimate), and been inspected by at least one mafia faction. I don't think allowing for that is healthy game design. Aliases add a strategic layer to the game, and I would like people who're advocating against them to come back with legitimate arguments, rather than throwaway "don't care" comments, and how they would address the problem of name-targeting, rather than acting like it isn't a problem.
 
As the mafia metagame develops, a subset of players gets marked as the sweats/tryhards. This set of people can seem annoying in terms of how it seems like they're taking control of the game, but they do tend to move the game forward for their team. It, therefore, all else being equal, becomes good strategy to target an opposing sweat rather than a non-sweat.

I mean, would you rather have someone like dak/Tommy/Blazade driving your opposing team's strategy, or someone who isn't as experienced in action economy/negotiation/fronting?

In a 1v1, the mafia would basically eliminate the village sweats ASAP, and not even give them a chance to play. In a 2v1, they'd eliminate them twice as fast once they got coordinated.

On the other side of things, the village would start using info roles to POE the non-confirmed sweats. It's a win-win - either you get another confirmed sweat to help you drive actions, or you scupper the opposing team.

Sweat/non-sweat aside, aliases also allow people to play more freely by adding a layer of protection. This is especially impactful in multifaction, where allegiances etc are murky early-game, and being able to play without drawing a bullseye on your back is helpful. E.g. UncleSam probably wouldn't have been able to wreak havoc with OP Mafia the way he did if that game had had aliases. Freelancers in a Viva game would have some more agency over which team they are recruited to.

If Yeti's game didn't have aliases, then, coming out of OP Mafia, UncleSam would probably have been targeted by 20%+ of the village N0 (a conservative estimate), and been inspected by at least one mafia faction. I don't think allowing for that is healthy game design. Aliases add a strategic layer to the game, and I would like people who're advocating against them to come back with legitimate arguments, rather than throwaway "don't care" comments, and how they would address the problem of name-targeting, rather than acting like it isn't a problem.
Yeah if you dislike aliases that’s your subjective choice, but they objectively add to the depth of the game and make it so that all players are able to play on even footing. In this sense, they are by far the most fair setup for mafia games of all formats. This aspect isn’t really up for debate, it is just self apparently true.

I admit I struggle to come up with benefits to the non-alias system outside of it being simpler for new players to understand. I would love to hear more from those who champion it. To be clear, improving accessibility for newer players is a good goal for game design and I do think that some game types (primarily NOCs or jokey small OCs, like Yeti’s Discord game) probably should keep the non-alias system. But for larger closed-setup OCs with any degree of depth to them, trying to play them without aliases is a completely unfair exercise. One of the reasons I felt I had to mole in OP mafia was because without any kind of protective roles on me throughout the game, I knew I would be name-targeted and immediately voted out. With the existence of aliases, I could’ve played it much more ‘straight’, as it were (not saying I would’ve, just that it would’ve been a viable option). Without aliases, I basically was forced to mole from a strategic perspective of trying to win - every other strategy was just miles worse, because I’d be immediately name-targeted by everything and everyone under the sun (as, indeed, I was).
 
I do think that some game types (primarily NOCs or jokey small OCs, like Yeti’s Discord game) probably should keep the non-alias system.
Quick aside re: above--I agree with this wholeheartedly. NOCs should not have aliases.

That being said, I think that zorbees' point regarding aliases still stand. Obfuscating the village leader necessarily increases the viability of the village leader meta, and (at risk of sounding too obvious) addressing the flaws of that meta is the entire point of thread. This is not to say that aliases cause the village leader meta problems, but rather that they have the potential to exacerbate the already existing problems highlighted earlier in the thread; future game designers should keep this in mind when designing their games with aliases if they want to avoid the centralized meta.
 
Personally I think both alias and non alias of games have a place, and different benefits. I personally enjoy both so I’m not really siding either way, but just to add to Sam not being able to find any reason for non alias, it means that scum can actually be voted when caught and it allows for the alignments of players themselves to be the forefront of the game, not finding the mafia alias rather than the mafia player as can become more important in an alias game. This is why there will probably never be an noc game with aliases, unless there is some genius host who can think of a reason to run it as a once off.

That being said, I do believe that this group of players who are too scared to be namekilled, is mostly an illusion. No one has really been namekilled since we had revival, with focus on roles (as it should be), for example no one ever was gonna kill Sam last game because his role sucked and the towncore was more kill able. Mekkah was killed for being town leader, ness would have been killed as a target because he has an important role and was cleared. But mechanical reasons like this always take precedent.

Even if we pretend people being name killed is a huge problem for a second, it’s not like we have a very small group of players who are going to be the first person or two killed every game, unless you think it’s ln and Sam specifically since they sweat the hardest. I would say approximately half the game in most ocs but at least like a third of the game is in this mystery pool of must kill players. So it’s not going to be Sam every time (just using you as an example) because there’s also yeti, mekkah, dak whoever to step up after or take an early kill other games.

Again I do enjoy both game types for other reasons though.
 
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> Mekkah was killed for being town leader

I think I was just in the line of fire by accident, assuming this refers to Yeti's game. One mafia was trying to kill genisu and the other was randing? Personally I'm not super afraid of being name targeted in alias, I just think it's more fun to play for other reasons.
 
Definitely disagree that aliases make every OC game better. They are a mechanic that impacts the balance of the game. Ness’ ability last game was stronger because of aliases, both because mafia couldn’t shoot it so he could just claim publicly, and because players were free to claim being a part of the results because if Ness was scum mole or whatever he couldn’t just turn round and shoot them. It led to an extremely easy and safe towncore forming, which wouldn’t have happened quite so forcefully in a non-alias game.

Alias is an inherent buff to the town in town vs mafia. The merit of a non-alias game is you can have more creative and powerful roles on the town while keeping the game balanced. Alias is a toggle that can be turned on or off, but role design needs to be catered to the toggle.

I think there are varieties of mafia where aliases are usually beneficial. They’re not mandatory by any means, I don’t think IPL’s multifac had aliases and it didn’t feel like a detriment, but in general aliases deepen the strategy of multifac most of the time. Same could be said for a game with lots of indies, but primarily all that does is give the indies an illusion of cover… but their allies still need to check with them “we are killing x tonight is that you” and then the indie’s alias is outed anyway.

In general I don’t think the D1 “town decides to vote for random aliases to force claims” is a high skill expression. It’s actually kinda low skill expression, sometimes they’re gonna try and vote someone out who’s already claimed to them short of their alias and then town gets no extra info. That’s a full on RNG element that I struggle to see major interest in preserving.

I’m similar to Tommy in that I’m not really for or against aliases as a totality. It’s a mechanic you can include, or you can decide not to, but that decision should be made early into the game design process.
 
> Mekkah was killed for being town leader

I think I was just in the line of fire by accident, assuming this refers to Yeti's game. One mafia was trying to kill genisu and the other was randing? Personally I'm not super afraid of being name targeted in alias, I just think it's more fun to play for other reasons.

Yeah makes sense, rest of it still stands, but I do agree it’s fun for other reasons
 
Definitely disagree that aliases make every OC game better. They are a mechanic that impacts the balance of the game. Ness’ ability last game was stronger because of aliases, both because mafia couldn’t shoot it so he could just claim publicly, and because players were free to claim being a part of the results because if Ness was scum mole or whatever he couldn’t just turn round and shoot them. It led to an extremely easy and safe towncore forming, which wouldn’t have happened quite so forcefully in a non-alias game.
I felt when I added aliases his role was much less strong with them on than without, because without, if he tells you, me, and Tommy to go to a temple, and we don't, he can vote the 3 of us instantly for disobeying or copping scum. With aliases, he would need to know our aliases to vote us out for flaking... except in the absurd circumstance that happened where the mafia decided to intentionally fail his role by sending too many of them and giving the watcher their aliases, instead of simply not going.

If there were no aliases he would not have pubclaimed. He would've gone through Mekkah or dak, and then you kill them off, sure, but his role is on its way to clearing more villagers and you don't know who's doing it.

He was actually found easier with aliases on because he gave the mafia fake BG claim his alias to protect and they rolecopped him (then stopped his death by legitimately BGing him but that's a whole side story), and could match his pubclaim to the ability.

Mekkah was indeed a rand-destroy and nobody knew he was in there.

I think it's no surprise that players who have made a name for themselves on peoples' enemy list are the ones who cry loudest for aliases.

I don't think aliases actually make a game better or worse unless they are shoehorned in or out of a design that wasn't or was supposed to use them. If the game is built from the ground up with aliases or without them, it will be conceptualized to be balanced around having them or not. It shouldn't actually alter the game quality.
 
Yeah if you dislike aliases that’s your subjective choice, but they objectively add to the depth of the game and make it so that all players are able to play on even footing.
>your opinion is subjective
>mine is objective
Seriously????

No, mafia is a game primarily based on reading peoples words and forming associations with them and others. If someone says something scummy and I cant vote for them or really do anything to them because of their alias, then we arent playing mafia anymore, were playing a game which hinges on night actions and may as well be considered multi faction or otherwise not TvM. Aliases are an egotistical answer to not wanting to be name targeted. It moves the game away from scumhunting based on associations/tells and towards night action solves, which is not TvM.

Aliases make it nearly impossible to just vote someone who is acting scummy, or form meaningful counterwagons. Not only that, it unbalances setups. Daks 4x fruit vendor role basically forced everyone to out their aliases, giving a massive advantage to town. Yetis game was less balanced due to aliases being tacked on.
 
>your opinion is subjective
>mine is objective
Seriously????
Depth of the game is not an opinion but rather a fact of levels of how things work, and thus can be objective. Like/dislike is subjective. Re-phrasing what he said, aliases objectively increase the options of a game, but whether that increase is good or not is subjective. Like having seconds of a meal objectively increases the calories and other nutritional things, but whether you want it or not is subjective (too fatty, to lean, not tasty, etc.)
 
Thank you for explaining the difference between an opinion and a fact, AG.

I personally (strongly) prefer games with added depth and counterplay options. I feel these games reward a much wider range of skillful play and allow for significantly more involved strategies. It is fine if you prefer simpler games, AP, that is your subjective opinion and you are entitled to it.
 
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