2017-07-19

Lessons in Perspective... and Invaded

This weekend just past was another Playtest UK Sunday afternoon session in London, and once again I took Invaded along to see how things were going.  On this occasion, things went a little differently.

We had a four player game (including myself), and I settled in to explain the rules, acutely aware that partly as the game has been changing a lot recently, I haven't really developed an effective rules explanation.  This is something I really need to work on.  I was a few minutes into this ropy rules run-through when I started getting questions from the player to my left.  These weren't the typical request for clarification that I am used to, but more fundamental, calling into question the game from a very basic level and my assumptions about what the players would understand.  

I really should start thinking of a way to tidy things up and make the game look neater on the table.
It quickly became apparent that this particular player was not a hobby gamer like the rest of us around the table and did not have the shared vocabulary that the rest of us knew.  We ended up being a bit derailed into a conversation kicked off by questions about why anyone would invent a game as complicated as this one and what families I thought would be interested in it.

While frustrating at the time, this is actually an interesting point to ponder.  Invaded, by hobby game standards, is not a particularly complex game, but it takes a lot more explaining than the sort of mainstream games you can buy in high street shops in the lead-up to Christmas.  If it was given to the average non-geek family, it might be opened and the rules looked at, and then put straight in the pile of stuff to be sent to the charity shop.  It is important to keep in mind who the target audience for a game design is, and who it is not.

Despite being hit and slowed down by the Sledgehammer of Perspective and the Cricket Bat of Confusion, we did get a couple of rounds of the game played, during which I saw evidence that my new system for controlling the colonial power worked well in general (though some actions were too frequent and became dull and repetitive as a result) and, pleasingly, I saw the two more experienced gamers in the group grokking the rules easily and being able to explain them to the non-gamer.  I identified a few other small issues, but I think this test was mostly more evidence that I really need to start moving into a new phase of playtesting.

So the plan now is to fix the issues we identified in the current version of the game and then start to work on more intensive playtesting.  Yes, I know this game's development has actually been pretty intense (by my standards) over the last couple of months, but in this case I mean that I need to have people playing the game multiple times, look for balance issues, try all the different combinations of finale/mission cards, really concentrate on finding and fixing any areas where people get confused or disengaged.  Basically, it's a matter of turning what I think is now a reasonably decent game into a good (and hopefully great) one.

As Matt Leacock might say, the first 80% of the work is done.  Only 80% more to go...


2017-07-11

Those objectives...

We're over half way through the year and I figure it's appropriate to look back at those objectives I posted in January, which were basically:
  1. Have at least a couple of pitchable games by the end of the year.
  2. Submit a game for Wyvern's Lair at UKGE.
  3. Work on at least one collaborative design.
  4. Help with more other people's rulebooks than I did last year.
So, how am I doing so far?

Well, it's too early to say on the pitchable games, but Invaded is moving along and is getting quite a lot of work done on it, so I think that should be on the pitch list within not-too-many-months, plus there are several other projects ticking along more slowly, so a little more concerted effort on one or two of those should yield some results.

Wyvern's Lair...  OK, I failed on this.  With a couple of weeks until the submission deadline I had been working mostly on Shooting Party, so hadn't managed to get anything else to a state where I was willing to throw it into the ring. As a result I decided to save my sanity a little by abandoning this objective.  Maybe next year...

The collaboration is looking good.  I am in the early stages of collaborations with two other designers at the moment: one is waiting on me to pull my finger out, while the other is currently being worked on by my design partner.  I'm looking forward to seeing how these very different games develop.

Finally the rulebook work.  I make a note of when I read, review or edit a rulebook, and I recorded eight such jobs last year, which wasn't bad, and only three so far this year, so I've fallen behind, but I could still make the target by the end of the year.  Opportunities do come up on a regular basis, so I just need to push myself forward a little more.

Really any objectives I set myself are pretty arbitrary at the moment, but I'm happy with the progress I have been making, and content that abandoning one of the objectives was the right decision.  And all this ignores the fact that I actually have two signed games now (I'll be shouting about those a lot when release dates are firmed up!), which is hugely cool from where I am sitting.  Also, I have managed to attend a decent number of playtest meetups as well as getting fairly regular playtest sessions where I live thanks to some amazingly tolerant local gamer friends.  It's all moving in a great direction; I just need to keep working and keep the morale up.

2017-07-07

Back to the Trees

In a change from the recent obsession with one game, I recently dusted off an old design and gave it a test play at work.  The game in question was An Angel On Top, which was my entry for the 24 hour game design contest back in December 2015.  I just figured that it might be worth a look to see if it had any merit.

An Angel On Top (previous post here) is basically a simple, area control game where you score points for putting the most decorations onto Christmas trees, and more points for putting angels on top of them to finish the tree off, with your opportunities and choices constrained by a bit of dice rolling.  I tidied the old prototype up and tried it out with a friend at work, Phil, who happens to also be a game designer.  We sometimes play each other's prototypes over lunch, and this was what I brought in one day.

The game sort-of worked, it was a bit of fun, but got frustrating when the dice ended up combining with the available tree cards to give little or no choice on your turn.  We had a useful discussion and ended up with a few ideas for improving the game.

A bunch of components that comprise version 2 of An Angel On Top.
The trees could do with being coloured in.
A week later we got to try an improved version: bigger cards (tarot sized) with different sized trees on them, decorations that you could add as long as you could physically fit them on the tree without touching another decoration, special actions you could take when you placed an angel, and a few more dice to increase the available options.

The improvements were definitely improvements, and there was definitely more of a game there, though it still felt like it was missing something.  I think that the main issue is that the dice selection mechanism is a bit dull.  Our discussion on this suggests that maybe if you could use different sets of dice to take different actions (a pair does one thing, three-of-a-kind does another; a run-of-three is something else, etc.) you might have some more interesting decisions to make.

So, that's what I will do for the next iteration.  I doubt this game will ever be particularly unusual or groundbreaking, but it might be nice to have a half-decent, light Christmas game in the collection.

2017-07-04

What's in a Name?

Names have a lot of power, and I had a reminder of this recently when a playtester was giving me feedback about Invaded.  To him, the game's title suggested that there would be armies and fighting, and in practice, an entire game of Invaded can go by without any actual combat happening.  The mismatch of expectations with reality was a problem for him.  (He also had some other very interesting bits of feedback, but I'll focus on this one for the moment.)

So, as the game has developed, I've started to think that the combat side of things is not really the default focus.  I think that the threat of violence is probably more important than the violence itself, and if there isn't actually any fighting, that is fine, particularly if the reason for there being no combat is that the players were actively working to avoid it due to the danger it promises.
Turns out it wasn't just the British getting up to this sort of thing.
By Anonymous French engraver 1883 - "Histoire de la France" Milan Jeunesse, p.209, Public Domain, Link
On a related issue, I have been calling the players' mobile forces "warbands", but was called out on this by another playtester at UK Games Expo, who suggested that a different name would align better with their usual function within the game.  He's absolutely right, and at his prompting, I have started referring to them as "hunting parties", which is starting to feel a lot better.

I'm really not sure about the best way to address colonialism.  In the real world, colonial invasions often ended up with some real atrocities being committed, and at the very least, indigenous peoples were forced to take part in systems that were not in their own long-term best interests.  The atrocities and injustices were considered to be justified in the pursuit of profit (or in order to bring civilisation to the savages, the classic bogus rationale), rather than being the objective.  With colonial invaders typically having such a huge technological advantage over the indigenous peoples, though, any resultant violence can inevitably be blamed of those holding the power rather than those who feel threatened and fight back.

A game exploring these themes, where humans are considered to be resources, obstacles, and even animals that need to be trained, could get really dark and heavy.  The problem is that I want this to actually end up being a game, something that people can enjoy playing and hopefully helps to generate stories.  Anything above that is cool, but I'm aiming at having a game rather than a history lesson or a polemic.  That said, I keep thinking myself round in circles, as the theme of Invaded is so influential in what design decisions I make, and the invaders need, at the very least, to treat the natives unfairly.

And the playtester's comment about the title has made me think.  Based on a 10 second description of the theme, this game could go in a number of different directions, and the way it plays at the moment could result in several of them.  I normally don't worry about game titles: for the most part they are working titles, and can change later, but in this case, the title is instilling expectations that often are not fulfilled.  If it was called "Game 2016-K", or "Steve", there would be no such baggage.

"Invaded" as a title might be best consigned to history, but what to replace it with?  Some of the ideas people have come up with over the months might be better, like "Colonised", "Colonialism", or "Indigenous" all have their own potential implications.

I guess that at some point I need to just choose something that seems to do a reasonable job of representing the game and its theme, and just live with it.  After all, if this actually ends up being published it may well get renamed or get a specific historical setting, so it's not really worth losing sleep over.

I realise that this post is a little incoherent as I am partly using it to help me think some things through, but I would love to hear anyone's thoughts about the subject.  Particularly if any of you have any insights into any of the periods of history where a colonial invasion has taken place, but general thoughts and opinions would be great too.

2017-06-27

Run to the Hills!

I've had another period of fairly intensive testing of Invaded.  This little wave kicked off with a trip to the monthly Sunday afternoon Playtest UK meetup in London on a baking hot day. 

As always this was a great get-together, and I played three really interesting games, all very different, created by other players (a dice allocation thingy, a timed co-op, and an abstract tessellation game), but also had a 3-player play of Invaded.  

Now, this test went a similar way to the second game at UK Games Expo: one player attacked the colonial power a bit too early and was smacked down for it, only this time the retaliation was not quite as overwhelming, so the player in question was left dangling in the wind, feeling helpless, while the rest of the game completed around him.

The end of a 3-player game where red got themselves into a world of pain.
This all led to a very interesting discussion about what the game should be: should it be punishing and realistic, or should it be more easygoing and forgiving of mistakes?  To be honest, I'm still not entirely sure where on that line it should fall, but I'm getting more of a feeling about it.  I think it should probably be pretty punishing, but hopefully have players able to see the likely outcomes of their actions, even on their first play, and that latter part is somewhere the game is currently falling down.  It also shouldn't be a war game, though violence should be an option that could be a plausible route to victory.

Another thing that came out of this was a thought that, perhaps, under certain circumstances, players should be able to escape from attacks or have options other than trading in favour cards (gained from supplying the colonials with their resource demands), which is currently the only defense.  I labelled this approach the "Run to the hills" strategy in my head, then went home to sleep on it.

Sleep is an essential ingredient in game design.

What this feedback, thinking and sleeping resulted in was a few cards that I labelled "finale cards" (I hate the name, but I'll think of something better later), which effectively provide special bonuses, either in victory points or in capabilities, which can be claimed and used in specific circumstances, and each player may only claim one of these cards during a game.  One of these, for instance, allows you to abandon your villages and be more mobile for the rest of the game, while another protects you from colonial attack as long as you keep them sweet.

Over the following few days I had a couple of two-player games and then went to another Playtest UK meetup, this time in Oxford, where we had a three-player game.  Distilling the key points from player feedback and my observations, I think the key things are:

  • The "finale" cards look like they could well be the making of the game.
  • BUT they absolutely are not right at the moment, neither in their form, how they are gained, or how I handle the opportunities for players to collect them.
  • For a first game, there really needs to be a "standard" start, a bit like used in Catan, as new players rarely have a clue about where to set up.
  • Villages are a bit boring: they need something else to do.  In fact there probably need to be one or two more things to do, though these could easily link to whatever the finale cards evolve into.
  • Remembering to flip colonial movement cards can be a problem with some play groups. 
I'm churning over ideas at the moment about how to address these.  I'm looking at a fairly big change now which mostly has a go at the last of those bullets: flip a colonial move card on every player's turn.  This would require a lot of rethinking, but I think I know how to do this, and along with some reworking of the finale cards it could yield interesting results.  I'll be working on this over the next few days, and then see where this takes us...

2017-06-08

Invaded in Birmingham

I said I would go into the results of my playtesting at UK Games Expo, so here we go.  I had two 90 minute slots for playtesting, and as Invaded tends to run for approximately an hour at the moment, one slot is just about perfect for playing once, when you figure in rules explanations, discussions and feedback.
Blurry, blurry, blurry, but I used the good pic in the last post.
You aren't here for the quality photography are you?
My first game was on Friday afternoon when the Playtest Zone was having a slightly slow recruitment period.  I had two people volunteering to play, Amy and Kevin, and I decided to join in to make it a three.  This isn't really ideal, as my taking part means that I can't observe other players as well and may influence play more than I would like, but at this stage I am still building up a feel for the game, and I wanted to get more plays at three or four players if I could.

Overall the game went pretty smoothly, but the start of the game felt a little slow and aimless, partly because of the lack of initial demands, and partly because of the colonial power being slow in its initial advance.  Still!  The end of the game felt a little abrupt and there was a feeling that the colonial power could be more aggressive.  This latter point keeps coming up, and I keep tweaking, but I never seem to get it right.  I think I have probably been to gentle with the tweaks.  I remember some experienced designer (I have a feeling it was either Matt Leacock or Rob Daviau) talking about how when you are adjusting values in games you should go large on the changes, either halving or doubling rather than just tweaking the numbers.  At least to start with.  I clearly haven't internalised this.

I didn't want to change too much before the next test, but after a little thinking I figured that I could make a couple of small changes to the colonial attitude chart to hopefully accelerate the start.  The game at this point involved one colonial move after each player move until the colonial power got very aggressive later in the game, so I thought that possibly I could just up this to two cards at a time at the beginning, so the first few moves would involve the regiments expanding quickly, and then settle down to a more steady pace.  Alongside this I brought the first drawing of an attack card to an earlier stage, meaning that, particularly given the increased pace of movement, there was a chance of an attack at the end of the first round of play.
Can you spot the changes I made?

The Sunday test was astonishing.  As I mentioned in my previous post, I had a group of four players, Connor, Helen, Heather, and Derek, queueing to play before I was even set up, and they sat attentively through my inexpert rules explanation.  As an aside, at this stage of a game's development I find explanations difficult as the game is in a state of flux and I haven't yet got a handle on the best way to explain it.  Later on, when the game is relatively stable and I am teaching the game multiple times between revisions, the explanation can get a lot smoother.  Hopefully we'll get there with Invaded sometime soonish.

Anyway, the game started and over the first few turns I found myself needing to intervene or answer questions less and less.  One of the players wasn't quite clicking on some of the rules, but the others were able to put her straight without my help.  The game seemed to be flowing nicely, there was a little table talk, and the players all seemed well engaged.

Then something cool happened.

One of the players figured that they liked the idea of the victory points available from attacking he colonial power.  I had to clarify the attack system a bit, but the attack worked fine, knocking out a couple of colonial units and earning a couple of points of enmity.  Then the counterattacks started, and at the end of the round the attacking player, who didn't have many of the favour cards which are used as defences, got knocked back to just possessing a single village, and the following turn got wiped off the board.  He was logically eliminated one round (about 10 minutes of play) before being actually eliminated, triggering the end game condition I wasn't expecting to see for some time.

This whole turn of events was treated as a good bit of fun by the players, but revealed a part of the game that hasn't really shown up before.  We have now seen that the enmity system can result in devastating attacks from the colonial power, meaning that a player must think hard before attacking them and be ready for the potential counterattack.  I need to think about this and whether I need to protect players is some way from making a boneheaded move like attacking when they are not ready, but at the moment I am inclined to leave things more or less as they are and hopefully just make it clear in rules explanations just how dangerous attacks are.  On the other hand, it would be cool to make it so that the potential gain is enough to make players willing to risk it, so perhaps the victory point payoff for enmity tokens could go up.

More generally, I think the colonial behaviour is moving in the right direction, but is not there yet.  I am planning to make use of the different location terrains (the map cards are currently different colours, but this is purely decorative so far) as an input for deciding what moves the regiments make, which will make things rather less predictable than they are now.

Whoa!  An idea has just come to mind.  If I make a load more movement cards than are necessary and use a subset of them for any given play, it means that there will be a heap of uncertainty about what the colonial power will do at the start, but players should be able to learn the colonials' preferences and be able to predict its movements to some degree.  That has to be worth trying...

Anyway, thanks to all the testers from last weekend: you were all great and have given me a load to think about.  Now can I improve things some more...?

2017-06-07

Completely Expo'ed

Wow, that was a heck of a weekend, with playtesting, wearing a red t-shirt, meeting heaps of people, negotiating rain and Take That fans, quite a lot of caffeine, and not as much actual playing of games as you might expect for a visit to UK Games Expo.

TL;DR: A couple of Invaded playtests, useful feedback, played some other stuff too, met and talked with a lot of people, had a great time.

So, I arrived on Friday morning, having been fortunate to meet friends en route at Oxford station, and had three hours available to explore the hall before my first playtesting slot in the afternoon.  The Playtest Zone was relatively quiet on Friday, but doing steady business, and I ended up joining in a game of Invaded to make a three-player test with a couple of innocent victims.  Normally at an event like this I would sit out and watch, but joining in was quite useful this time.  After this I donned the red shirt uniform of the Zone volunteers and helped pull in additional players for other designers.
A few rounds into the Sunday test of Invaded and it's all gone a bit pair shaped for green.

The close of the trade hall was followed by a trip to a seminar room where I was volunteering to help at the designer-publisher speed dating event.  This was a small and intense event with twelve game designers setting up one of their games on a table and then being visited by representatives of twelve publishers in a series of five-minute pitch meetings.  This was absolutely exhausting to watch, and I'm not sure how well I would do in those circumstances, so I'm really impressed with how all the designers did.  It's also interesting to note that, due to the screening process, which involved the publishers who planned to attend, that all of the designers had at least four of the companies interested in their games, so while nobody was interested in everything, there was already a feeling that nobody's time would be wasted.  (As an aside, I ended up having an interesting chat about these events with Seth Jaffee, who just turned up to see what was going on, and ended up signing my newly-acquired Eminent Domain expansion.)

Friday evening was rounded off by another designer-publisher event, this time an informal networking opportunity.  To be honest, I didn't make the most out of this, though a number of other designers took advantage of the chance to show some of their games to a few publishers, so hopefully someone got a break there.  I did, however, get a chance to play a prototype of a great game about badass princesses defending their kingdom from their evil uncle, which I really want to be able to buy some time soon.  After that it was a trudge through rain and a sea of Take That fans to get to my hotel for the night.

On Saturday I spent the morning working at the Playtest Zone, which started off being pretty hard work to pull in potential testers, but after barely half an hour people were queueing up to join test games, so the challenge was actually to find somewhere for them to play.  This is a fantastic problem to have, and it is lovely to see that so many people are interested in prototypes.  In fact, talking to a few people it is clear that for some of them coming to play works-in-progress is a major part of the Expo experience.

My afternoon was free, so I wandered about talking to people, playing a couple of demo games, and joining in a rather nice prototype about Jazz music in the Playtest Zone.  I was knackered after all this, so returned to the hotel reasonably early, where I stumbled across a lovely group of people who let me play a game of Giants with them for a while.

This seems to be developing into a pattern for me: Saturday evening is the time I just end up having a relaxed gaming session with strangers away from the main convention sites.  Long may this continue -- it is times like this which remind me of some of the reasons I love board games so much.

Finally we get to Sunday, when I started off the day by  with another 90 minute slot for testing Invaded in the Playtest zone.  I got in early and was just starting to set up when a couple of people came around and asked if they and the other couple of members of their family could play.  This was amazing and the upshot was that by the time the official start of my time had come, we were already well into the rules explanation and could get started really promptly.  I'll go into what I learned from the Invaded playtests in a later post.

For most of the rest of the day I was hanging out with S and Miss B, who had come up for the last day, though Miss B spent a good chunk of the time in the kids' roleplaying games corner, which is a highlight of her year.

So, that's what I did with my weekend.  I'm still processing some of what went on, but it was great to build up a little morale and direction.