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.

2016-08-31

A Road of Oak

A few weeks ago, during a holiday in Ireland, we took a fascinating trip to the Corlea Trackway in County Longford.  This is an amazing piece of archaeology: a well-preserved section of a walkway constructed in the 2nd Century BC, that has been painstakingly preserved and put on display in a really nice visitors' centre.  The trackway is a road built from oak planks, designed to traverse sections of the bog and was both a marvelous feat of engineering and something of a failure, as it appears to have sunk into the bog under its own weight after only a few years.  If you are in the area, I reckon it is well worth a look as it is a pretty unique site with a fascinating history.

After this visit I couldn't help thinking about the box of lollipop sticks I have sitting in my stash of stuff at home, and pledged to myself that I would try making a game based on the trackway.

There is some (to say the least) debate about the actual purpose of this trackway.  It seems like overkill for simply allowing the locals easier access to or across the bogs (after all, it was built from oak, which was normally reserved for higher purposes).  The alignment and positioning of the route suggests that it might be part of a path connecting major royal sites in Leinster and Connaught.  Of course there are suggestions of a spiritual or religious purpose too.  I have proposed an alternative theory, based on extensive ludological research: it could have been a race track.

So my first attempt at a game had me marking lolly sticks with colours so that there were six colours (matching the six colours of meeples I have in the general stock), and on each side of the stick there were two different colours.  I then got the relevant meeples and asked Miss B to help try the game out.

Play basically involves pulling one of the sticks out of a bag and adding it to the growing trackway as a plank, and you get to choose which way up to put it.  You then move the meeples of the two colours showing on your new stick: one of them moves one space, the other moves two.  Each of us was secretly supporting two of the colours (randomly assigned) and we scored points for the race position we were in when the sticks ran out.

Miss B loved the game.  I have no illusions that this would entertain hobby gamers for more than the first couple of seconds, but I think impressing a 9-year-old, who is not afraid of being very critical of my games, is a good start.  I think we may have a viable core mechanic, but something far more is needed here.  In particular, I don't think that there is either enough room for strategy or enough chaos in the game; it may seem contradictory, but the game probably needs more of both.

So, some things that I may experiment with include:
  • Some sort of board which may provide some sort of restriction on how planks get played.
    • Possibly the board could grow and be made from cards or tiles.
  • Another class of sticks which may do something different to just moving two meeples.
  • Maybe "legs" to the race, so moving along stretches of trackway between islands.
  • Sections of the track might sink.
  • The different meeples could have special abilities.
  • Drafting sticks/planks instead of pulling them from the bag.


2016-08-24

Still in London: Shifty Gifts

After the boardgame design talking day, I stayed in London for an extra night so I could attend this month's Sunday playtest meetup, though my commitments elsewhere meant that I was only able to stay for half of the afternoon and had to leave after the first two test slots.

The game I brought with me this time has a bit of a story.  You see, each November our family attends a big banquet event.  These banquets started off being medieval, but have mutated into a series of weirdly themed events; the last few have been based on, respectively, A Midsummer Night's Dream, Firefly/Serenity, and A Game of Thrones.  This year it is to be a soiree hosted by the Addams Family.  One of the traditions amongst some of the regular attendees is an exchange of small gifts, many of which are things made by the givers, and in the past, my wife, S, has exercised her crafting and knitting skills towards this.  This year, I have been thinking that there is something I make, so why don't I take a more active role in the gift making and giving process and make a small game, themed for the event?

Anyway, I've been bouncing assorted ideas around, on and off, for most of this year, but I have finally managed to put a playable prototype together (there have been other prototypes but they were dire), and so I took along a little 18 card microgame with the codename Secret Satan.
For prototype purposes I couldn't help but scribble together some simple illustrations.
I'm rather pleased with some of them.

The idea of the game is that there are six characters from a family of weirdos, and they are sharing out gifts.  There are six types of gifts (two of each -- stuff like puppies, cakes, and electrodes), and each character has one gift they would really like and one that they would like a bit less.  Play involves swapping cards around between players and revealing cards, which may then no longer be swapped.  At the end of a round, players score points according to whether their character has received their desired gifts.

So far, so boring.  The twists come from two sources.  One is that the gifts all have actions which take place when they are revealed, allowing additional swapping, revealing or un-revealing.  The other twist is that one of the types of gift is a bomb, and if you have a bomb at the end of the round you score nothing, except for one of the characters, who scores major points for having bombs, and revealing a bomb instantly ends the round.

We had a couple of plays of the game, one with five players and one with six, with a little tweaking of rules between plays, and I was delighted that the game was pretty fun to play.  We identified a couple of flaws, and it is clear that there is not much depth here, but a game with 18 cards which takes 5 minutes to play a round doesn't necessarily need much depth.  And yet, when we finished, there was some discussion about the various possible ways to bluff or misdirect the other players, so I felt really positive about this.

I actually need to finalise the game pretty quickly as I don't have all that much time to improve on it and actually get it printed, so I may have to settle for something less polished than I would like, but I'm pretty sure that, with a little more testing and revision, I'll have something that I am happy giving away.

Of course, I wasn't only playing my own game at this playtest session, and I got to play three other games in the time that I was able to stay: one was about creating (and foiling) evil and convoluted plans for world domination, one was about manipulating the political system to be in the winning faction when the incumbent dictator gets overthrown, and one was about smuggling dodgy goods past customs at an airport.  Three very different games which all show great potential and were very enjoyable to play as they were.

2016-08-23

Talking and Improving Knowledge

I've just had a big weekend.  On Sunday it was another Playtest UK meetup, which I'll write about later, but Saturday featured something special: the snappily titled, "Convention to talk about Board Game Design and improve our knowledge", which ended up on Twitter with the hashtag #BGDevCon.

This event took place thanks to the efforts of Bez Shahriari and Andy Yiangou, building largely on the Playtest UK network.  I didn't do a head count, but there were between 25 and 30 attendees, with a wide variety of backgrounds and skills, but all with the common interest of tabletop game design and development.  While many of the attendees meet at other times for playtesting sessions, the rule for the day was that there was to be no playing of prototypes until after the end of the scheduled programme.  We would just be talking and listening for the day.
I seem to do weird things with my hands when giving a talk.
Thanks to Matthew Dunstan for the pic.
The doors opened, and for the first hour or so there was an opportunity for chat, grabbing a drink and a biscuit, and to work through a "getting to know you" puzzle that Bez had prepared, which was an amusing little diversion to get us to find out snippets of trivia about each other in order to crack a code.  With that done, we assembled in the main meeting room and got into a series of 5 minute microtalks given by about half of the attendees.

Subjects for the microtalks varied widely.  I gave a very quick (and somewhat gabbled) look at nanDECK, the software I find very useful for creating prototype cards, but other folks were talking about things like Kickstarter (from a couple of different perspectives), graphic design in games and the way it seems to be underused, and experiences with pitching games to publishers.  One of the attendees, Matt Evans from Creaking Shelves, has already written up a good summary of the microtalks, though he misses out his own talk, which was very helpful advice on getting reviewers to look at your game.

The microtalks were, for me, the highlight of an excellent day, giving a good idea of the breadth of interests within the room.  The pace was really kept going, and the lack of time for questions on the talks worked very much in the meeting's favour, as the session was followed by lunch, which quickly burst into discussion as groups formed up to discuss the various subjects introduced during the morning.  I really hope that future events, if they happen, also use a microtalk session like this.

In the afternoon there were longer talks, with associated discussions: again, a couple on various aspects of Kickstarter, one on the past, present and future of Playtest UK, and one on some of the design decisions that led to the creation of the Really Rather Good game Waggledance.

We then split into a couple (or was it three?) of groups for smaller discussions.  The group I was in was led by psychologist Christian Nica, who presented some of his thoughts on how we can use psychological principles to examine the development of boardgames and challenged us to think about how we design games in the context of these ideas.  We didn't have enough time to fully explore this subject, but there was some really interesting chat about interaction, trust, uncertainty, skills, and more.  I would have been more than happy with another hour in this group.

Finally, the day was rounded off with some thoughts on the subject of collaborative game design from Matthew Dunstan, himself a serial collaborator, and an opportunity for us to discuss some ideas within the group to see if there were any potential teams in the room.  I wouldn't be surprised if one or two collaborations emerge from that session.

So this isn't really the most insightful write-up of an event, but hopefully I have managed to communicate my enthusiasm for the event.  This was the first time that I have really been able to talk shop with so many game designers (and others) or in such depth, and it felt good.  It also felt great that, as a relative newbie, I was still welcomed as a peer and my input listened to with as much respect as the seasoned, published designers in attendance.  There is a real sense of community at events like this, and it is a real honour to be becoming part of it.  Hopefully there will be more of these -- if there are, I will do my very best to be there.

2016-07-24

Four Houses on Trafalgar Square

I have, for many years, been quite forthright in my dislike of the classic board game Monopoly.  I am also aware that this is a majority view within the hobby games community, so my view is not exactly shaking the foundations of the establishment.  Another view I have often expressed is that I would far rather play a bad game in good company than vice versa.  So this weekend when I was at a games evening at the local civic hall and I was sitting with a group who fancied playing Monopoly, I figured I should hold myself to my own standards and play the game and try to enjoy it.
Image by William Warmy yoinked from flickr.

The last time I had played Monopoly must be something close to 20 years ago, and I have a feeling that the game was played in the Welsh language (which none of those around the table knew more than a small amount of) and involved quite a lot of alcohol.  Memories of that particular play are somewhat hazy.  Having now tried the game again, I feel I can, and should, think about what does and does not work for it.

Many criticisms of Monopoly centre on its "roll and move mechanic": you simply roll the dice and move accordingly.  I think that this is indeed a weakness, but it isn't as bad as I had remembered.  Sure, you are at the whim of the dice and have no control over where you end up (the only decision you make regarding movement is whether or not to buy your way out of Jail), but the focus of the game is not really movement around the board: this is effectively just a random event generator.

Thinking a little deeper about the dice rolling, it becomes clear that the interest actually comes when you are considering on which properties to build houses, as if you have a limited budget for development, you look at where your opponents are most likely to land on their next turn.  If you can put a house on a space that is seven away from another player, that would be a strong place to build.

That said, you cannot underestimate the level of frustration when you, for the second time in a row, land on Income Tax and have to pay back the £200 you have just collected for passing Go.

The other sources of randomness are the Chance and Community Chest cards.  These just tend to compound the chaos from the dice, and effectively mean that six squares have many different personalities that may help or hinder you on the whim of the fickle finger of fate.

As an aside, there is another old game (the Game of Nations, first published in the 1970's) that I played quite a bit as a teenager, which has no random elements other than a deck of event cards which you can easily avoid all game should you wish.  I was never entirely sure about these cards, but they were an interesting twist in that they only really made sense to use if you were doing poorly, as they gave you a chance to get some bonuses, at the risk of maybe having something nasty happen to you.  They were justified because they were an opportunity for losing players to have one last chance to keep in the game, while very rarely overturning skillful play.  Just saying.

Back to Monopoly, and we're at the point where I have to say that the real core of the game is pretty good.  Buying and collecting sets of properties, having the freedom to cut deals and trade with other players, and increasing the value of properties by building houses, all works well and is a compelling focus for a game.  And the oft-overlooked rule that if a player declines to buy a property then that property is sold to the highest bidder ensures that the pace of the game ramps up quickly and it is not long before most, if not all, of the properties have been purchased.

BUT...

When it comes down to it, there is only really one strategy: buy whenever you can, and mortgage if you need to as it is better to own a heap of mortgaged properties than for those properties to belong to other players.  That's about it other than to ensure you get a monopoly on a set of properties as quickly as you can, then start building houses.  All else is just minor detail, like many houses is generally better than hotels as it prevents your opponents from accessing the limited pool of buildings.

So there aren't multiple paths to victory, just that one.  And this is not my biggest problem with the game.  The game is long, and can continue for ages after a winner is obvious (our group called an end when a couple of players needed to go home and I got to the point where I was all but unstoppable), and a player can be knocked out way before it finishes, and all that is seriously problematic, but again this is not what rubs me up the wrong way the most.

My biggest problem with Monopoly is that, if you want to win (and you do, right?), you need to ruthlessly bully the weakest player.  You need to force another player into a position where they are forced to give you all their properties.  It's not just about bullying, it is often about looking magnanimous while you do it, but basically you have to be mean to succeed.  In our game, other than myself there was one guy who was playing assertively, plus a couple of women who were a bit less certain.  The other guy hussled one of the women into making a trade against her interests, and she soon ended up having to mortgage most of the rest of her properties to pay him rent, leaving her nothing but hope.  Soon she landed on one of my heavily developed properties and I kindly agreed to take all her mortgaged properties in lieu of rent, leaving me controlling 2/3 of the board and having a huge stack of cash; game effectively over, thanks to my rival getting too greedy and me being able to pick over the bones.

I have nothing against games where play is ruthless and competitive, but this is a game where you need to bully and manipulate the weakest.  Either that or the game goes on for many hours as you all slowly chug along accumulating stuff -- particularly if you are using that terrible Free Parking house rule.  If you are playing in an environment where everyone is equally aggressive in play style and have the same desire to win, that is not necessarily a problem, but in a social gaming setting this seems like the very opposite of fun.  Even as the de facto winner of the game I gained no pleasure from it, knowing that my choices were either to grind the weak into the dust, effectively concede to the other competitive player, or allow the game to run inconclusively into the middle of next week.  I felt like a total shit for taking the opportunities I did, but I felt like the alternatives were no better.

I think that in future, if a similar situation occurs, I will just have to try a load harder to offer alternatives in the form of different games to play.  Maybe it's just me being selfish, but I don't want that sort of experience again.  Mind you, the experience has given me a nice little learning opportunity, so it's not all bad.

2016-07-20

My name is Rob and I love playtesting

So here is something new to the blog, though I have been sitting on it since May.  I took another trip to London on Sunday for a Playtest UK meetup (no problems with trains this time, and the bits of the underground I used were running fine) and took along a little game that I call "My Name Is...".  This is something that has only been played once before, during an evening at UK Games Expo, and showed some promise there, but I just haven't really got round to doing more work on.  But this weekend I fancied trying something fresh at the meetup.

The idea is based on the sort of icebreaking activity that you might have come across on training courses, large meetings, theatre workshops, or any number of other places, where everyone is meant to introduce themselves along with a little tidbit of information. Then conversation occurs where everyone is meant to remember the names and information they have been given.

My name is Rob and I design board and card games as a hobby.
Cards for this game happen to be the simplest I've made yet.

In order to turn this into a game I made a deck of cards with a number of subjects, like dogs, cats, movies, and vegetables.  Then each card had one of these subjects along with an attitude, "love" or "hate".  Game play is then to pull a card, introduce yourself by name, and state your opinion as defined by this card.  The card gets added to a growing stack in front of you, and play passes to the left.

What actually makes this a challenge is that you need to state when you have an opinion on a subject that another player has already declared on: "My name is Ermintrude and I love comics, unlike my friend Zebedee, who hates them."  You can challenge other players if you think they have missed something or made a mistake, and if you mess up you take an "oops!" token, the aim being to have the fewest tokens at the end of the game.

Oh, and to mess with heads a little more, there are "I've changed my mind" cards, which reverse the opinion on all the other cards in your stack.  Hilarity ensues.

There are a few more details, but not much, and the couple of test games I have now done resulted in much laughter as well as very furrowed brows, which is all pretty much what I was hoping for.  The group of other fellow designers at the meetup, however, after giving me a general thumbs up, were kind enough to keep me engaged for a good little while with great observations and suggestions.

One of the key points was a suggestion that, from a psychological (and marketing) point of view, it might be better to find a way to have players requiring high scores to win the game rather than low.  Plenty of good games award victory to the player with the lowest score, but it still seems more natural to aim to get more.  We discussed assorted ways of doing this, but as is often the case, it required sleeping on the matter to come up with a plan that I liked.  In the game as it has been so far, a penalised player discards her stack of cards, thus simplifying the game state a bit.  Well, I thought, how about if the discarded cards were given to another player to add to their score pile?  This has the attraction of reducing the components required for the game, as counters would no longer be needed.  However, I need to figure out if the score gained in this way is one point per pile of cards, or one point per card; at least in this case I can run playtests, record both scores, and see which seems to work the best.

Another very interesting thought was that some of the subjects on the cards go in pairs which occasionally get confused.  So Ermintrude declares an opinion on dogs, and remembers that Zebedee likes some sort of mammal, but can't remember whether it was dogs or cats.  I was encouraged to have more pairs like this.

A theme of discussion throughout the afternoon was varying levels of difficulty of play, and this thread came up in most of the groups I was involved in.  For my game, it was observed that if the "I've changed my mind" cards were taken out, the game should be a lot easier, so possibly more friendly to families, beginners, or drunk people.  It's always nice to have simple options like this.

Other games tested during the day were a few different variants on a colour-based card deck, a game of mining gems from asteroids, and a competitive deduction game of hunting for an alien.  All very enjoyable, and I missed out on some great looking other games as well.

2016-07-10

A game on the table is worth two (hundred?) in the mind

Over the last couple of years I have increasingly been giving advice to game designers who are even newer to the craft than I am that they should stop thinking about and planning their first game and make a minimally functional prototype that allows them to try out some small part of the game which can then be built on.  It is probably the biggest lesson that I have learnt and it has stood me in good stead.  But I still get caught in the trap myself.

Take the "TheoDemocracy" game I posted about a couple of times in May.  You might remember that this is intended to be a cooperative game with the feature that players are forced into attacking each other by external forces. I was spouting all sorts of ideas and trying to refine them and make a plan on how to build a worthwhile prototype.  I even started work on cards and player boards, but was struggling a bit of getting the full picture together.  Then I had to turn my attention to preparations for, and the aftermath of, UK Games Expo, and I have only just managed to get the brain cells back in line to work on this particular project.

WHAT WAS I THINKING?!  I was going against all the good practice I have learnt, and spent more effort planning and talking than actually doing.  To be clear, planning and talking is also really useful, but not as much as actually making a physical thing that can be played with.  Time to correct that mistake.

So I stripped most of the ideas away and pulled out my trusty piles of filing cards, flashcards, and random tokens and counters, and got to work.
Not much to look at, but that's not the point.

Within minutes I had three player boards, greatly simplified from previous plans, and a pile of 10 cards with simple objectives on them like "control 3 provinces" and "build a temple".  I had given up (for now) on the whole multi-purpose cards idea, and was simply turning up an objective for each player on each turn and seeing if they can fulfill the requirement; if a player fails, they gain an "unrest" token.  I basically made the rest up as I went along.

And, hurrah! This all basically worked for a dull and unchallenging game.  I am actually extremely happy with how that went for the couple of rounds I played solo.  What I can now do is add a few more objectives, add necessary economy/building/military rules to support these, and figure out a way to give a little more control to the players.  One idea for that latter requirement might be to deal everyone a hand of cards and you each get to choose one or more cards to send to each of the other players and yourself, and possibly discard a card or two that will come back later in the game; then everyone gets to deal with the cards that they have acquired in this way.  Just a thought.

So that is where I am now: the basics of an engine, with a few features that mostly work, and actually something that I can start building on.  Let the iteration commence.