2020-12-31

An Idle Village

One last post for the year...

Over the last couple of months I have been an occasional visitor to the Twitch stream run by Michael Fox of Hub Games, probably best known as one of the designers of Holding On: the Troubled Life of Billy Kerr. His stream is a mixture of live working on board game designs and playing stuff, with some really nice chat and banter alongside. He's a very warm and inclusive host, and has some very interesting thoughts and insights about game design.

Anyway, a few weeks ago he announced that he was planning an event in the week after Christmas, which was intended to be a game design jam and online community gathering to support anyone who just wanted some company and a distraction with fellow board gamers - and mostly designers. I cleared some time with the family and joined in.

Breathe in... Breathe out... Welcome to IDLEcon

The format was centred around a Discord server and Michael's stream. He would give everyone a challenge, then we would have about 24 hours to produce something playable, and everyone would then gather around the stream to play or watch the products of everyone's labours.

The challenge was three points...

1. Create a "something"-and-write game.

2. Include a second component in the game - something that  we could assume is easily available to anyone likely to play the game.

3. Must be playable solo, and also suitable for playing on the stream.

So basically, we were looking for a game where some component or set of components could be used to create input for player choices, and the players could write the results of their choices on some medium, and it shouldn't be necessary for everyone to be in the same location.

I ended up in the event's Discord chatting with Chris O'Regan, and we decided to work on something together, and after a bit of discussion we got working on a village building game (not the most original theme, but originality isn't always necessary) based on making use of cards from a regular deck of playing cards. 

The style of game was conducive to quick, online collaboration. We had a voice conversation over Discord, while tinkering about drawing things in a Google Drawings file where we could edit simultaneously. It was like using a whiteboard initially to sketch things out, but then we were able to refine this into a usable playsheet (which Chris then was able to add some shinier elements to in Photoshop).

My first ever play of The Village on the River,
on the first iteration of the playsheet.

While all this was happening, Michael himself was running a screen in which he was working on his own game to the same specification as the rest of us. I popped in there a few times for a bit to exchange a bit of banter. It was also lovely that people who were not actually working on games themselves were popping in to chat and support, both on the stream and the Discord. Also some other people were even streaming some parts of their work via Discord. It all made for a really enjoyable space to hang out with a heap of other very lovely designer people.

I managed to get a couple of tests of the game in the evening, including with another designer in the jam, whose really interesting game I also played. Based on that and a bit more play and discussion with Chris the next morning, we did a bit more revision and posted our files on the Discord channel set aside for the purpose, with several variant playsheets (all functionally the same, but cosmetically different).

The second afternoon of the event basically consisted of Michael leading a play of most of the games on his stream (this expanded onto the next day to cover the games that didn't fit in), with him doing the generation of random inputs as appropriate, so the rest of us could play along. I played along with a few, and played another on my own later.


Michael builds Upper Idleton live on stream while 
others of us play along.

The creativity and variety of games shown was really impressive, using dice and cards in various configurations, and also one memorable game using flipping through a book to generate some random inputs. Every game had something interesting and admirable about it, and I think they all stand a chance of becoming really solid with some more work on them. I think I was most taken by the clever dice usage and tricky decisions of the game about filming and releasing a science fiction TV series, and the elegant simplicity of the one about sailing around islands looking for treasure, but there was so much great stuff.

In the end we got some really positive feedback and a few helpful suggestions for our game, so we're delighted with what we achieved in the time. In the past I have done a number of 24 hour game design challenges, but they differed from this largely in that those challenges were to be done individually and that you could have some time to think about the "restriction" beforehand.  But the additional big difference was that this jam resulted in (almost) all of the games being played by multiple people right away, and feedback being given. That is a golden opportunity right there.

Chris and I have decided that we will do some more work on our game and see where we can take it. We'll probably switch to a custom card deck to make the game easier to understand, and I'm sure there will be tweaks to the buildings that can be constructed and so on. But that is all something for the coming weeks and months.

If you would like a look at the game, here is the set of rules we submitted and here is one of the playsheet variants.

In the meantime, it is New Year's Eve, so I'll sign off by saying that I hope that whatever sort of year 2020 was for you, 2021 is brighter and more positive for you. I know I am really hoping to see more people in person, as I am really missing all that. But big thanks are due to Michael for helping some of us to finish the year on a high.

Peace.









2020-12-07

Bright-Eyed and Bushy-Tailed Invaders

If you have read some of my older posts, you may remember a game I have been working on, on-and-off, for several years now, with the working title, Invaded. It is based on being on the receiving end of a colonial invasion, where players are trying to respond to the overwhelming force of the non-player invaders. I had a game that showed a lot of potential, but had various things wrong with it. For instance, it was too fiddly for its depth of play, was uneven in its experience (some plays were compelling, while others were quite dull), and I think generally insufficiently focused. All of this is potentially fixable, but it has been on a back burner for a while now while I have done other things.

Recently, though, I had another wave of inspiration about the game, largely based on a few things that have been rattling around my mind...

  • A publisher I was talking to a year or so back, who said I should commit to a setting for the game rather than the generic setting I had been working with.
  • A discussion from all-round top chap Adam Porter in a YouTube video, suggesting that a useful exercise is to make a "junior..." or "my first..." version of a game you are working on to try to find the simplest version of a design that is true to it's core idea.
  • Squirrels. Over the last few months of working from home and/or being in lockdown, my wife and I have been taking mostly-daily walks around the neighbourhood, where there is a decent population of squirrels, and we have had a running game of seeing how many we can spot. Our best so far has been seventeen.
"Squirrel Invasion" in Tabletopia.
I think that might be the new working title.

So, challenge accepted, I guess. After some monkeying about, I have a just-about-playable game for two players as an attempt to at least try out some concepts before I flesh things out some more.  It even has some features that seemed like a good idea, but I'm not yet quite sure what to do with.

The game is now set in a woodland, inhabited by assorted squirrels, which is being invaded by a population of nasty and aggressive grey squirrels. Instead of having the assorted resources that you could gather and spend in the old versions of the game, there is just one: acorns, and you are trying to gather enough acorns to feed your "clan" before winter comes or the greys take over entirely.

The old version had a series of rounds, during which you played through a hand of cards that activate the invading force in various ways (with a system that ramped up intensity as play progressed), while also taking actions for your tribe, selected from an action menu. What I have now are cards that each require you to take one action on behalf of your own clan and one for the greys, and the way to gain more cards is to trigger an event from a selection on display, and several of the events push the game towards an end.

Initial tests suggests that this works passably at the level I expect it to -- which is to work for a few turns for two players. The balance of actions isn't right, and there are some big holes in the gameplay, but I think it is worth extending the decks to allow for more play.  As with most of this year's game design work, I'm building the prototype online (in this case, in Tabletopia), which means that I don't need to be doing printing, cutting and sleeving, and also that I can get nicer pictures of the work in progress, but it is missing the immediacy of physical components. 

With several other projects also ticking along, this is a few down in priority, but it at least has some pretty straightforward tasks to do with it for now, so it might keep moving along for a while.