2018-10-24

Three Powers Go to Town

I've been a bit low on energy lately, particularly on the game design front, but one big positive has come with the start of a design collaboration with Phil Tootill, a friend and playtesting buddy who used to work for the same organisation as me (which was convenient for playtesting at lunchtimes), and contributed one of the official game variants to The Lady and the Tiger.  We thrashed some ideas out over an online hangout, I threw together an initial prototype and did some early testing, then Phil took over, making some changes and getting playtest feedback on them before handing back over to me.

The core idea of the game is that players are shadowy figures, guiding and manipulating the actions of three powerful factions which are vying for control of the land.  The outcomes for the factions themselves don't really matter: it's all about the personal objectives of the players, who might shift their attention and favours through the game.  We want the game to be reasonably quick to teach and not too long to play, so maybe an hour or less.

We've been through a few iterations of this so far, trying a few different approaches, including using cards with varying degrees of multi-use-ness, having money tokens or not, using a set round structure or not, and so on.  All this has circled round an idea that still looks worthwhile to us, but just hasn't really convinced either of us of the direction to take so far.

My latest attempt stole the "hand building" approach of such games as Concordia and Century: ChooseYourVersion.  If you don't know these games, basically when it is your turn you play a card and do what it says, and every few turns you pick up all the cards you have played so far, thus replenishing your options; plus you gain new cards as you go to give yourself more variety.

This weekend was an opportunity to go to London for a playtesting meetup, so I took the uninspiringly-titled "Three Powers" along to see what feedback I could get.

As often happens, I forgot to take a photo, so here is an approximate reenactment of the game.

So, let's just say that the game in its current form was not an unalloyed success. There was a general approval for the concept of the game and some of its elements, but plenty just sat badly.

As is often the case in my early designs, the pacing was poor, and some things took so long to achieve that nobody bothered with them. We also saw that pretty much everyone effectively focused on a single faction, meaning that the faction with two players contributing to its moves became more powerful on the board. This isn't necessarily bad in itself, but it meant that the "solo" players felt that they were struggling, and the scoring was such that it reinforced this perception.

Apart from that, chunks of the game were either overpowered or felt irrelevant. This may be an issue with balance, or it may indicate that some elements are simply unnecessary.

Interestingly, one of the playtesters spotted an action that was massively exploitable and asked if he should go ahead and exploit it, or pretend that it wasn't a big deal and play more "gently". This is awesome, and great playtesting. Under the circumstances, I wanted to just see the game in broad terms and simply noting the issues with this action and then continuing as if they weren't there was the most useful thing, but if we were later in the development process I might have wanted to see how much damage could be done. Of course, everyone around the table for this test was a game designer, and so sensitive to the needs of the process, but I was so pleased to have been asked.  I will try to learn from this and do similar when I am testing other people's games.

Where does this leave this game?  I am thinking that I want to focus even more on the cards, and actually lose the politics and influence tracking boards, but probably reintroduce the score track that we retired a little while back.  I want players to probably actually play fewer cards during the game, but have weightier decisions and bigger effects on the turns that they do play. As a tester commented, the game just doesn't seem dynamic enough right now.  However, I saw enough positivity here that I definitely feel it is worth pushing forward, albeit with some significant changes.

I have some ideas for now and will see if I can get things moving in the coming days so that I have something interesting to show Phil later.  Trying something out which turns out to be a blind alley isn't a problem as we can always roll back to previous versions.

Of course, being at a playtesting meetup is not all about my games.  I was pleased to have a go at a game that I had played a couple of earlier iterations of, and has now been streamlined from a 60+ minute middleweight Eurogame with many moving parts (and which I did like, as it happens) to a slick, 30 minute set collection game that I would totally buy and could probably play with people who were not hardcore hobby gamers. The other couple of games I played were much earlier on the development path: one was a cooperative "dungeon crawl" game that was a bit creaky but had some definite charm and potential, while the other was an investment game based around an interesting idea that needs a lot of work but could become viable.

Thanks to everyone who was there on Sunday for making the day so fun and productive. And good luck to all those heading off to pitch their designs at Essen this week...

No comments:

Post a Comment