Monday, September 26, 2016

General update to The List

About a year ago I revisited The List to take stock of the status of my game projects. I thought it might be nice to update that list a little bit, as some of the games on it have made some progress...

Published Games:
Terra Prime (BGG)
Eminent Domain (BGG)
Eminent Domain: Escalation (BGG) (expansion)
Eminent Domain: Exotica (BGG) (expansion)
Eminent Domain: Microcosm (BGG)
- Isle of Trains (BGG)
Crusaders: Thy Will Be Done (BGG)
- Isle of Trains: All Aboard (expansion)


Finished But Unpublished Games:
Exhibit (BGG link)
Eminent Domain: the Dice Game
Dice Works (BGG link)
Wizard's Tower (BGG link)
Now Boarding
Suburban Sprawl

Current Active Designs:
Deities and Demigods
Eminent Domain: Oblivion (expansion)
The Pony Express
Odysseus: Winds of Fate (BGG)
Alter Ego (BGG link)

Old Standbys - games which have been around, 1/2 done and untouched, for years:
8/7 Central
Hot & Fresh
Dynasty
Kilauea
Reading Railroad
All For One (BGG)

Old Ideas that Haven't gone Anywhere (Yet) - some of these have been getting stale as well:
Rondel Role Selection
Investigative/Tabloid Journalism
Red Colony
Clash of the Kingpins
Time = Money
Dating Game
Ticket Please
Moctezuma's Revenge
Scourge of the High Seas

Let's take a closer look at some of these:
Published games:
Crusaders: Thy Will Be Done (BGG)
I'm excited to say that Crusaders is moving forward at TMG! Adam McIver, now a full time TMG employee, has been spending some of his time working on the art and graphic design of the game (I shared the box cover recently), and it looks fantastic!
Isle of Trains: All Aboard (expansion)
Dan Keltner and I finished our expansion to Isle of Trains for Dice Hate Me/Greater Than Games almost a year ago, and we've recently been told that it will finally be on Kickstarter in the next week or so! The final title of the expansion is Isle of Trains: All Aboard.
Terra Prime (BGG)
In the near future (perhaps for TMG's 10th anniversary) we will be bringing back Terra Prime as a 2nd edition, with updated rules, expansion included, and set in the Eminent Domain universe. It'll be called Eminent Domain: Origins.

Finished But Unpublished Games:
Exhibit (BGG link)
I'm disappointed in the current status of Exhibit. A European publisher was very interested, but a difference of opinion between me an another designer on "IP rights" sort of nixed that deal. I checked with an IP lawyer to ensure that my understanding was correct, which it was, but the whole thing has left a sour taste in my mouth.
Now Boarding
I worked on this with Tim Fowers (Wok Star, Paperback, Burgle Bros, and most recently Fugitive). Since we made this game he has taken it in a bit of a different direction, and I think he might be making that version of Now Boarding his next project.
Suburban Sprawl
Based on another DHMG/GTG contest - this time a dexterity game (which uses 57 cards, plus score sheets)- I designed Suburban Sprawl with Matthew Dunstan. In Suburban Sprawl you toss cards into play to build Residential, Commercial, Industrial, and Civic buildings. I was going for a light, quick game with a sort of SimCity feel that's easy to learn and play, and at that I think we succeeded. Unfortunately, we didn't win the contest :(
Current Active Designs:
Deities and Demigods
Another attempt at Deck Learning, Deities and Demigods is like a role selection game, but the game calls the roles, and in random order. Players will have some control over which roles are in the deck, and can upgrade their efficiency at each role. The effects of the roles will allow players to move armies around a map in an effort to complete quests and control cities. Matthew Dunstan has been working with me on this one, and it has taken shape quite well, dare I say it's nearing completion. I still would like to add some more interesting board elements (terrain, or at least water), and I have yet to try the "expansion module" featuring Hades, a deity that was cut from the base game.
Odysseus: Winds of Fate (BGG)
I keep circling and iterating on this one. I need to implement the mot recent change ideas and try it again.
Eminent Domain: Oblivion (expansion)
3rd expansion to Eminent Domain. I worked out how this would play several years ago, and once Exotica was in production I finally started prototyping and trying it. I've gone through an iteration or two so far, and I think I'm close to something I could call the final phases of development, but I've been concentrating on other games lately so this one hasn't been played in a while.
Alter Ego (BGG link)
Mike's always been a fan of this one. Alter Ego was finally shaping up, but it hasn't hit the table in a while now. I think with a little TMG Utah input and some nice art, this could potentially be ready for a GenCon 2017 release, but looking at the release schedule, that seems really ambitious (I don't think I can count on TMG development help on this one... too much going on over there).

Recent Designs That Are Not On The Front Burner:
Rondel Role Selection
Another variation on role selection, this one got off to an OK start, but hasn't gotten any attention in a while.

Old Standbys:
Hot & Fresh
I'm a little disappointed I never finished this one, but the most recent changes (several years ago now) seemed like a big step in the right direction. I'm just not sure how excited I am about a press your luck pickup/deliver game anymore.
Dynasty
This is my shelved design that I'm probably most interested in, or at least the one I think might have the most promise as a "mediocre euro."
Reading Railroad
I always think that Reading Railroad would be a fun word-building / connection game, but the truth is that people who like word games probably don't want to play a connection game, and people who like connection games probably don't want to play a word game. Still, I'd like to finish this one day.
All For One (BGG)
All For One might be my single biggest disappointment. It is the game that really got me into the design hobby, and I thought it was good - really good - but it never got any publisher interest. It's suffered some setbacks, and now, almost 10 years later, I feel like it might be a bit old fashioned and in need of an overhaul, but I don't have the impetus to overhaul it.

Old Ideas that Haven't gone Anywhere (Yet):
Investigative/Tabloid Journalism
I think a game where you put together parts of stories and embellish them to make them work would be a cute and fun game, but the theme may not really be very desirable, so I never revisited this idea, even though I think I had the main mechanism completely thought out.
Ticket Please
A game about controlling gates in airports and moving people to their destinations, in the same scope as a Ticket to Ride seems like it could be really successful, I'm not sure why I haven't revisited this yet.
Moctezuma's Revenge
Maybe it's because I don't really like press your luck games or deduction games much, but I never got back around to Moctezuma's Revenge, even though it sounds like a system that could make for a solid game.

Thursday, September 22, 2016

No fun blog post title, just a Board Games Insider interview, and some fancy art for Crusaders.

 A couple of weeks ago I recorded a quick interview with Ignacy Trzewik for Board Games Insider's new special interview episode series. That interview went live yesterday, so check it out and let me know what you think. (Is there an easy way to embed audio from someone else's web page here? Or is that like stealing or something?)

At the end of that interview I mentioned that I was giddy for another Seth Jaffee title (Crusaders) to be moving forward. Adam McIver has started on the art for it, and has been knocking it out of the park (as per usual).

 
I'll just leave this right here...

Yes, I used the word "giddy" (Michelle made fun of me for that), and it's true. I didn't realize how excited I would be to have another designer credit under my belt. I figured with Terra Prime (watch for the re-release as Eminent Domain Origins, coming soon!), Eminent Domain, Escalation, Exotica, Microcosm, and Isle of Trains (watch for Isle of Trains: All Aboard, coming to Kickstarter soon!), as well as all my developer credits (don't worry, I won't inundate you with those here), that the novelty would have worn off a bit.

But no. Maybe because it's been a while, or maybe because most of my design credits are for the same line of games... for whatever reason, I'm finding a feeling of excitement and yes, giddiness, at the thought of my next game coming out.

And it might help that I really like Crusaders. I think it's good. "Good" like I enjoy playing it over and over, but also "good" like I think it has a good chance of going over really well with players, leading to commercial success, and all the riches and popularity that accompanies being a "big name" game designer :)

Yeah, right. Someone on BGG the other day said they were buying Exotica and contributing toward my Lamborghini... I was like "Lamborghini? I am just hoping I can pay my bills this month!" :)

But wouldn't it be cool? Every time I have a game come out, there's a small part of me that thinks it would be so cool if that game somehow blew up, and really did lead to fame and fortune! Realistically though, the best I can hope for is that players do like the game, and that it sells enough to warrant reprints and becomes an evergreen title for TMG. Note that most games DON'T do that, many games don't get a reprint, and those that do may not get a 2nd reprint. If Crusaders warrants a reprint and an expansion, I'll count that as a success!

Thursday, September 01, 2016

Revisiting a classic post: Balancing Game Elements

I've been working on Harvest lately, an upcoming TMG title in the Harbour universe (side note: watch for Harbour on TableTop with Wil Wheaton, season 4!).

Here's the description of Harvest from BGG:

Mind the fields of Gullsbottom! Plant and fertilize your seeds, tend your crops, and utilize the various buildings at your disposal. You'll need to work smarter, not harder, as harvest season is coming to an end! Who will have the best harvest this year? Will it be you?
Each round in Harvest, you first draft turn order (and the benefits that come with it), then send your two workers into town and into the fields. Plant seeds, tend fields, and harvest crops to make room to plant some more! Utilize buildings and magical elixir to amass a bigger and better harvest than your neighbors at the end of five rounds of play.
Harvest is a worker placement game where you first reveal worker cards (spaces that will only be available this round), then draft turn order (the later you go in turn order, the bigger the bonus you receive), then place your workers and take the associated actions. In developing this game I've been working with the designer to figure out the appropriate power level of the actions in the game -- both the standard spaces on the town board, as well as the value of the worker cards, and the buildings you can build. As that's mostly accomplished, lately we've been working on the power level and balance of various characters you can play in the game.

At several points during this process I've been reminded of an article I wrote back in January 2014 called Balancing Game Elements... re-reading it now I think that might be the best game design article I've ever written. It continues to hold true today, as I have been using the same process to balance the elements of Harvest.

You see, a major benefit of working this way, finding an average value for an element (say, the buildings in Harvest) which incorporates all the costs and benefits of that element including opportunity costs, is that it leaves you with only one variable when designing things that interact with that element. This makes it relatively easy to determine things like the value of an action which gives you that element.

By way of example

Without knowing anything about the game it may be difficult to give you a concrete example, but I'll try:

In Harvest, there's a town board that has 3 main areas that offer a variety of different effects or resources. Each of these areas has a "Choose 2" space (letting you get any 2 of the things on offer in that area) which is limited to 1 worker, and a "Choose 1" space (letting you get just 1 thing) which is unlimited. In addition, each round you'll turn up a number of worker cards which have more action spaces on them. The value each of these spaces confers is defined as follows:

Choose 1 space: 1-2 units
Choose 2 space: 2-3 units
Worker card space: 3-5 units

So ideally you'd prefer to take a worker card space first, a Choose 2 space next, and a Choose 1 space only if you had no other option, just based on the value of stuff you would get.

However, the game is not quite that straightforward. A space that's technically worth 5 value might only be worth 3 to you because you can't use all of it's benefits at the moment. So there are plenty of times that a Choose 2 space is just as good if not better for you than a worker card space. Very seldom do I want a player to choose a Choose 1 (default, fallback) space over a worker card space though.

Note that these values are sort of average values, and they may depend on your situation and whether or not you can make full use of the resources you get from these actions.

That said, there are buildings in the game which can confer abilities, one-shot resources, or an end game scoring bonus. There is a wide variety of buildings, with 6 face up to choose from at a time, each supporting various strategies. It's difficult to evaluate exactly how much each of these buildings is worth, which is where my Balancing Game Elements post comes in handy. If you read that post, you know that step 2 in the process involves choosing a desired power level for the elements and designing the elements to be worth about that much. I'm currently choosing to assign a value the buildings in Harvest at "4". This means that I'm targeting an average value of 4, some buildings will be worth a little more or a little less, depending on whether you can utilize them to full effect or not.

One of the things you can get from the town board, an action that's always available, is building a building. So, if the buildings are worth 4, and the default "choose 1" space is supposed to be worth 1-2, and you can use that default space to build a building... then it follows that there should be a cost of 2 to use the build action on the town board. Also, if the worker card spaces are supposed to be worth 3-5, then perhaps one that just allows you to build a building for no cost is appropriate. Simple math, which can be applied because I wrapped all the variables into the valuation of the buildings.

Now, I may be incorrect in that evaluation. If I've over- or under-valued the buildings then that should show up in playtesting a players recognize and either ignore or capitalize on the imbalance. If that turns out to be the case, then I can easily re-evaluate them and adjust the actions that allow you to build accordingly. Let's say I significantly overestimated the value of buildings, and that they should really be worth only 2. In that case the standard build action on the town board should not cost anything, and a worker card that allows you to build should also come with 1-3 value worth of more stuff. Similarly, if I'd under-valued buildings and they are really worth an average of 6, then the standard build action should cost more, and the worker cards that allow you to build might also need some kind of cost.

An alternative to tweaking the actions is to make an editing pass at the buildings, either powering them up or down until they are more closely averaging the targeted value of 4, which would then justify the cost of the town board and the worker cards.

Hopefully that makes sense, and indicates the usefulness of incorporating all of the costs and benefits (including opportunity costs) into the value of the game element itself (in this case the buildings), rather than trying to think about things separately.