Just look around in casinos everywhere and one can see how few types of table
games have ever managed to survive. Meanwhile, the figures show that table revenue,
vis-a-vis slot games, has been declining steadily over the past 15 years. This
has generated a renewed interest in developing new table games, with many new
ideas coming forth.
Unfortunately, only a few get into official review by the gaming board and
of these, only a small number make it to a field test, falling by the wayside
due to discovery of design flaws. Of those that are approved for field test,
the screening process by the casinos and the public, under close scrutiny of
field agents, takes its toll again. This report is intended to guide inventors
early in their design cycle, with the hope that awareness of the types of games
which are likely to succeed, will serve to create better products, with a higher
chance of succeeding.
Essential Qualities for a New Casino Table Game
To gain acceptance by the authorities, casino management, and the public, a
new table game should have certain key qualities, while avoiding certain drawbacks.
Simplicity
Simplicity is a strong virtue. A complicated game has 3 strikes against it:
- It may take a long time to get past the Gaming Board if the rules are hard
to comprehend or if the math is beyond what a simple simulation can unravel.
If the rules are ambiguous or can create problems with the public, the field
trial may be unsuccessful because of complaints.
- The game will be difficult to conduct flawlessly by the Dealers, many of
whom are novices. If casino surveillance finds that it is unable to monitor
and understand, it will be rejected by casino management, which is virtually
paranoid about cheating by players and their own personnel.
- The player will be intimidated by having to learn a a complex strategy in
order to attain something close to the intrinsic payback. Avoid constructing
a game in a way that one player's action causes another to lose or even perceive
that it did. It is a distinct plus if novices can learn quickly simply by
watching others play.
The recent growth of gaming has created a player market of immense proportions,
but of a character unlike that ever seen. The vast majority of casino-goers
are casual players who have never been exposed to casino play, or if they have,
they have never played at a table before. If they stop to observe table play
and find it attractively packaged, they may watch it to see if they understand
the game. If they do and they see the players enjoying themselves, they will
buy in.
Eye Appeal
The toughest part of succeeding with a new game is getting the first person(s)
to participate in a game they have never played or even seen before. This is
almost impossible if the game is unattractive. The game layout should be carefully
conceived to include a logo, and should be an artistic (not gaudy), colorful
attention getter. Display material such as rule cards and electric signs are
helpful in attracting players. In today's world a large Progressive Jackpot
sign will bring players to the table and buying in, even before they know what
game is being offered.
Games which include special equipment, especially if this equipment has a function
in the game and is colorful, can cause potential players to be curious enough
to stop at an empty table or to join others at the table "just to see what
is going on". Tourists want to experience new games which they talk about
back home.
NOTE: If the equipment is the determinant of the winner, the equipment itself
must be delivered to the Gaming Board and is subject to evaluation as a "device"
or "associated equipment". Getting approval can be costly and time-consuming,
so it is better to show the game in a less sophisticated mode, with conversion
to a device approach after the game is proven successful.
Mechanics of Play
Casinos are limited with respect to the space they can allot to a game and the
environment in which the game can be played. Players must have room to do whatever
is required of them and there must be space on the table for every step of play
which they and the Dealer must perform. Design the game for a standard size
table, preferably a "21" table and verify that everything fits. A
game which cannot accommodate at least 6 players will be seriously disadvantaged.
People come in all sizes, so be sure that a smaller person can reach whatever
has to be handled and always keep security (the eye) in mind.
Interesting Propositions
No game can attract or hold players if the betting propositions are dull. Nobody
at a casino table wants to bet on the outcome of the flip of a two-headed or
even a multi-headed coin. Card games are a proven winner, especially if the
outcome is a poker hand of some kind. Counting and number values can also work.
Progressive Jackpots should be predicated on some event that players perceive
as possible. Multiple betting options are desirable, if kept simple and varied
as to odds. For example a mixture of 1-1, 3-1, 8-1, 15-1, 30-1, 100-1 and 1000-1
or any sub-set comprised of several of these would work.
Element of Surprise
Players enjoy games which include a few twists and turns as they proceed. In
addition to big awards for favorable results in rare instances, awards for extremely
poor results (consolation awards), can help to sustain interest since they tend
to keep the player in a potential win position until the last step.
Player Involvement
The game should give players something to do as part of the game, other than
just betting and collecting. If the game is a "no-brainer" then the
player should be able to do any, or better, all of these:
- squeeze and arrange his cards
- select some key parameter of the game
- follow how the other players are making out
- talk to the other players
If the game requires player concentration and strategy, then the game should
not have distractions to the players. If played in rotation, the strategy should
not be such that the last players are caused to wait too long. How long is too
long? 60 seconds is borderline.
Dealer Involvement
A game which the Dealer can enjoy tends to create a feeling of comradeship at
the table. If the Dealer is not an adversary, the Dealer can entertain the players
while they play. In turn, the Dealer will enjoy playing and players will stay
longer.
House Advantage
Long term success of a new table game is what everyone wants. To keep players
coming back, to make them want to tell others about the new game, to make them
happy--the game should give them entertainment value. Most players will say
they don't mind losing but they do not come back to a game at which they always
lose quickly. To allow some winners and acceptable length of play, a game should
give the house somewhere between 1% and 5%. The lower figure would apply to
fast-moving games while the upper would be acceptable in the slower, more complex
types of games. Games which offer players multiple betting propositions can
take the higher percentage on the long-shot bets, while allowing the conservative
players to play at the low PC on the low-odds bets.
Hit Frequency
Games which do not allow a player to win a certain percentage of the games played
will inhibit drawing onlookers into the game. A reasonable rate is 35% and this
may include "pushes" even as high as 40% of the time. Multiple hits
are very desirable, but very few games can be structured to include multiple
hits.
Ownership
Nobody can profit from a game they don't have some proprietary rights in. Patents
are costly, so they should be sought only after there is a basis for believing
that casino people will like the game. A copyright is not strong protection
but it will discourage plagiarism. Although the gaming authorities do not determine
rights in a game, being there before them first will serve to ward off theft
of the inventor's rights. Remember that a game that is "in the public domain"
can't belong to you unless you do something unique and useful in converting
it to a casino game.
Summary
When a game is submitted for consideration, it undergoes an evaluation for these
qualities. It is far from an exact science and there is no way the process can
be rigorously defined. Unlike an Olympic skating contest, there are no pre-set
rules which can apply to the myriad of games people invent.
Some of these essential qualities can be evaluated by the inventor just by
objectively looking at the game from the viewpoint of what the player or casino
manager would see. Others can be rated by simply playing the game repeatedly
with several participants.
A ballpark estimate of a game's mathematical and statistical qualities can
be derived from casual play in which the results are recorded.
Exact analysis of the house PC can usually be derived only from computer play
by simulation of many hands, usually in the millions. This can cost several
thousands of dollars, depending on the type of game.
It will be necessary before the game can be submitted for official field testing,
but the wrinkles in the rules should be discovered and fixed before going into
costly analysis.
Finally, remember that reviewers are on your side always, hoping that the product
will be capable of succeeding. Don't fall so much in love with "YOUR BABY"
that you can't take constructive criticism. It is a rare game that is perfect
right from its inception. What plays well for toothpicks in your home town,
may be a great game, but it might need lots of polishing to make it casino-quality.
We hope we have helped you--Good Luck!