Showing posts with label brainstorming. Show all posts
Showing posts with label brainstorming. Show all posts

2016-09-28

Being Invaded

I was listening to the always-interesting Perfect Information Podcast the other day (episode 25) and enjoying the deep, opinionated discussion (also loquacious and somewhat sweary) about some of those tricky subjects that get glossed over, ignored, whitewashed or romanticised in games.  Like slavery, or representation of indigenous peoples in colonial settings.  There are a lot of interesting thoughts there, but the one that really caught my attention was the assertion that while there are many games where players control colonial powers, there aren't any which treat the indigenous peoples as anything other than an obstacle to be overcome.  Okay, so there is Archipelago, which is a little more nuanced, but I think the point still stands.  The general assumption is that the colonial powers are the "good guys" at some level.

So why are all the games from the point of view of the colonisers and never about the colonised?
I gather it doesn't always go well for colonial powers.
Source: By Melton Prior (1845-1910). - The Illustrated London News May 14, 1881, vol. 78, p. 469. Scan provided by The Library of Congress., Public Domain
So this got me thinking.  Can I make a game where players actually control indigenous tribes in a land, getting on with whatever alliances and rivalries they have, and then an external colonising power arrives to steal their lunch?

This is still early stages, but I think I can go somewhere with this.  I'm writing this post largely to just put something into a more tangible form which might encourage me to actually turn it into something playable.

Just as some rough notes for now...

  • Tribes can have a number of possible strategies:
    • Fight the invaders.
    • Trade with the invaders.
    • Collaborate with the invaders.
    • Flee.
    • Aim to get rich.
    • Try to use the invasion to wipe out a rival tribe.
  • I'm not sure about overall objectives, but presumably being in a better position than other tribes at a certain point is important.
  • The invaders can be assumed to be almost unstoppable and with technologies that the tribes can't really compete with.
  • This could be cooperative, but I would like it to be competitive.  Maybe there could be different play modes.
  • Basing this on a historical period and location (colonisation of Africa, North America, South Pacific, etc) could offer some really great opportunities for a really interesting game.
That's about what I have right now, but I've had a chat with a game designer friend about this and some more ideas are starting to swirl around, so the next step is probably to put something basic on the table.

2016-04-26

Cooperating With Your Enemies

So I was having a discussion on Facebook, which started about whether there are any cooperative boardgames that are best with, or specifically designed for, three players.  This quickly developed into a bit of a design brainstorm about a possible game that could fit that bill given that people were suggesting games that were good with three, but nobody seemed to find one that was best with that count.   Huge thanks to Tim Cox and Koen Hendrix for throwing around some really interesting ideas and making this into a really fun evening's diversion.

One of the participants suggested Dune as a setting, and this got me thinking about how to create a true cooperative game, with no traitor mechanic or anything like that, but based in a universe where everyone is trying all manner of underhand tricks, including, but not limited to, assassination and nukes.  Once we got that far, I had fallen down a rabbit hole and I found there were ideas bouncing around that wouldn't let go.
A dune. Not sure those guys have properly set up stillsuits.
Pic yoinked from pexels.com

I don't feel inclined to create a game that relies heavily on an IP, but I'll use Dune as an example for what I am thinking about right now...  (I'll confess here that it is a long time since I have read any of the Dune books -- and I did lose the will to live before getting through the entire series -- so my thoughts here are based mostly on incomplete memories of the first book and subsequent screen adaptations.)

So, regardless of player number (it would be nice to hit that magical three, but this discussion is on to something else now), there needs to be a common goal which, if achieved, means that everyone wins.  In Dune terms, let's say that there needs to be a spice harvest to bring in enough spice, and at that point no single house must be in control of Arrakis. We will basically assume that, for the overall good of everyone, a stand-off is what is most desirable, even if the noble members of the various houses don't actually see it that way.

There also needs to be ways to lose.  As a first pass, lets say that if any house gets all their influence completely removed from Arrakis, that sufficiently destabilises things to end the game, as does one house becoming sufficiently powerful.

So if everyone wants stability to be maintained, surely that is easy.  And isn't it unthematic to think that there is any possible universe where a Harkonnen won't stick a knife into an Atreides back given a reasonable opportunity?

Yes, true.  So we will force this.

My thinking at the moment is that each round, every player is forced to make at least one move that is nasty and obnoxious and would work against the interests of maintaining a balance.  You know, I invest in this city, harvest some spice, negotiate with the Guild, and assassinate one of your leaders; yeah, sorry, I didn't have much choice there.

How can we make that happen? Well, maybe the game is card driven and you need to play all the cards in your hand each round.  Each card has a nice, positive effect that nudges the game towards victory, and also something unpleasant that screws everyone in general but one player in particular; then you have to decide which of your cards (or maybe more than one) you play for its bad effect.  So there may be some effects that are absolutely essential to provide any chance of winning, but that means that you have to deploy the house atomics against the last player who looked at you funny.

Combine that with some external challenges that need to be overcome and we may have a game here.  I'm on it and will see if I can get a basic prototype playable soon -- though I probably won't be using the Dune setting.  I have an idea for an alternate setting, which then suggests a load of developments.  I'll start building that and will post about it really soon.

To be continued...