A version of this article first appeared in the June/July 2009 issue of Game Developer magazine.
A lot of explanations have been given for the explosion of poker in the early part of this decade. Factors cited have included in the rise of online poker, the surprise victory of amateur Chris Moneymaker in the 2003 World Series of Poker, the success of the movie Rounders, and even the NHL lockout which left ESPN scrambling for cheap content to show in winter months. I’d like to propose one additional reason: the rise of a superior form of poker.
For decades, when you saw a game of poker being played in a movie, what you saw being played was probably five-card draw – all players are dealt a hand, may replace some cards in a single draw, and then reveal, with opportunities to bid along the way. The dirty secret of five-card draw is that it’s not a very good strategy game. Players have little information to base their strategy on – their own hand, how many cards their opponents draw, and how nervous their opponents seem. Draw poker is entirely about bluffing and luck. This makes for classic cinema, but from a gameplay perspective, it’s hardcore and fairly unsatisfying to play.
But that’s not what they play on ESPN2 at 2 AM. As poker exploded, Texas Hold’em was the game of choice. In Texas Hold’em, all players must make a five-card hand out of two cards they have privately (their ‘hole’ cards) and five others that everyone shares. Suddenly, you have very good information about what your opponents can do – three-fifths of their final hand is on the table, after all. The odds of victory and defeat become a math problem instead of one of pure luck.
Bluffing is still important, but it isn’t the dominant path to victory. Strategy is – and this strategy is created by the amount of information given to the player. As game designers, we must understand that the level of information that we give players affects how strategic or tactical our games are. Continue reading
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