Tuesday, June 16, 2020

Don't kill the messenger! A game about the post-funding KS process?

TMG in in the process of manufacturing and fulfilling 5 different Kickstarter projects right now. They are delayed, some much more than usual, and as I have taken it upon myself to handle Kickstarter updates and comments, I am pretty familiar with the kinds of things some backers post when a project is overdue, or when a project update is overdue.

Maybe I can make a game out of this dynamic! I don't think this is limited to KS projects, but for starters let's use that as a setting:

Play as a publisher working on crowdfunded projects. Get info on those projects, make progress toward completion, and post updates to your backers. Each of those steps informed by the real-world dynamics of running a post-funding Kickstarter.

PROJECTS
This game would be from the POV of a publisher, so the logistics of design and development, even the quality of gameplay, could be abstracted away. Perhaps there's a way to pick up future projects (representative of taking submissions or pitches). And maybe the more effort you put into it, the more possible points the project could be worth in the end (representative of quality/sale-ability of the game).

These projects, maybe tiles or cards, could show a combination of different types of work that needs to be done (development, rules editing, blind testing, art, graphic design), represented by different colored cubes. One thing you could spend time or effort on (worker placements/action points) is getting those things together, and the more you have before launching a crowdfunding campaign, the better prepared you are, so the more backers you garner, and the more money you collect.

This could be an interesting sub-dynamic. Ideally, you'll have all the pieces in place, so you'll get the maximum cash when you launch crowdfunding (in this game, your project would automatically succeed, but the extent to which is exceeds would depend on how prepared you were when it launched). However, you may need money to do other things, so it might behoove you to launch early, a little less well prepared, to get less-than-the-max money, but get it now.

The other consequence of launching a project early could be the time it takes to deliver... if you've already completed everything but the manufacturing, and you have everything else lined up nicely before launching, then you'll deliver the game in the minimum amount of time, which would result in a maximal score for it. The more stuff you need to do after crowdfunding, the longer that delivery takes, and that could end up reducing your score (or some other attribute, such as backer satisfaction? Probably easier to just say "score").

Again, the ideal situation would be getting everything ready before launching, however the crux of the game could be finding ways to manage launching early, so that you can afford to do more things.

WORK FORCE
Worker Placement is an excellent mechanism because it encompasses a few different things: it offers interaction with regards to blocking (as players take the actions that other players were hoping to use), it provides a user friendly way to represent budgeting of actions/effort, and it does an excellent job of introducing opportunity cost.

Action Point Allowance is similar, but without the interactive blocking. Depending on the theme, it might not make much sense to have limited access to actions anyway - Agricola and Stone Age famously having the "Family Growth" space limited to 1 player per round, which just doesn't make any real-world sense.

In either of those cases though, it makes sense to be managing your own personal work force (whether or not they directly interact with opponents' workers). One extreme could be a company with a minimal work force, that concentrates on 1 project at a time, maximizing gains from it. The opposite extreme could be a company with a bunch of employees, that take on many projects at a time, even if they launch the early (to get faster income) and therefore don't score the maximum for each. Many economic games have this sort of "quality-vs-quantity" dichotomy, and in those I sometimes refer to the "quantity" side as a "Wal-Mart strategy" :)

CROWDFUNDING
As I alluded to above, the main (only?) source of income in this game would be launching crowdfunding projects. When doing so, the project would automatically "fund" -- so you would immediately receive money. The amount you get would depend on the project itself, and how "prepared" you were to launch it (how many of the required cubes are already on the project).

In an ideal world, you would have all the possible cubes at launch time, thereby maximizing your income for the project. However, just like in the real world, the realities of scheduling and of stretch goals and things like that mean you seldom see projects launched wen they are 100% ready to print. In this game, the abstraction would be that you need money to operate, and the only way to get it is by launching a project, so you may have incentive to launch early if the economy of the game is nice and tight.

POST FUNDING
I think the crux of this game would be managing your projects post-funding. This means continuing to get the necessary cubes to complete the project, and posting updates to backers to keep their satisfaction high. Perhaps some of the required cubes are only for after-funding, and you can't possibly get them beforehand, but of course you might also still need to collect whatever you didn't already have before launch.

The flow of these cubes would be that they first go below a project card, representing information about the next step in the process for that project, then from there they go onto the tile, representing that progress being made.When posting an update, the relevant thing is the info gathered for the project -- perhaps backers want a particular combination of cubes in the "info" position when you update. If you don't have the correct combination of info to share, then your backers may be less satisfied. If you wait until you do have more info, then your update may be "late," and again, backers may be less satisfied. And as a weird quirk of this game, if you "spend" the info cubes (by making progress, thereby moving those cubes onto the tile) then maybe that actually works against the info you need to update (unrealistic, but could help make the game interesting). Maybe this represents that you had the info, but didn't update until the progress was made, so it's akin to being "late."

WHAT'S THE HOOK?
To be honest, it's been about a week since I thought of this and started writing this blog post. I hadn't gotten far past what I'd written above, and while I can see some game mechanics that might work, I can't really see a hook yet. The idea was to make a game inspired by how the post-funding KS process goes. I guess the management of information and progress, as well as the timing of it, while having to also maintain backer satisfaction would be what the game is all about -- is that interesting enough on its own?

This feels like one of those ideas I'll file away, with little-to-no confidence I'll ever get back to it, so if it does sound interesting to you, then be sure to let me know in the comments below. And if you're a designer who wants to work on a game like this with me in a co-design capacity, feel free to let me know that too!

Saturday, June 06, 2020

Recent gaming, online edition

I'd be lying if I said I didn't miss face to face gaming - even though I haven't been doing nearly as much of it these last few years. But as I've mentioned before, I've been able to scratch that itch by playing online at portals  like BoardGameArena.com and boiteajeux.net. Here are some of the games I've been playing online lately:

Yokohama

This popular TMG title is in private Beta right now, and I've been able to get several games in. It's nice to be able to play before the general release and give feedback about not just bugs, but suggestions to make the implementation better.

La Granja

I played this "modern classic" when it came out, and thought it was fine, but I wasn't sure what all the hype was about. It has recently been released on BGA, and the implementation is pretty good. I've gotten a few games in so far, and while I am enjoying it, I'm still not sure it's worth the fuss. So far, the more I play it, the better I like it.

Teotihuacan

I very much enjoyed Tzolkin, so I had automatic interest in Teotihuacan by one of the same designers, as it was touted as a "spiritual sequel" (I hate that term!). When it came out, I never really had a chance to play it, and pretty soon I stopped hearing about it. When I recently found out it was in Alpha at BGA I was excited to finally get a chance to play! I'm currently about 2 games in  and I am enjoying it pretty well. Interestingly, Teotihuacan sort of scoops 2 of my own designs! It has dice "workers" that level up when you use them, which is the main mechanism of my worker placement game Apotheosis, and it is a big rondel made of tiles, like the latest version of the Isle of Trains board game that Dan and I are working on.

In addition to those newer titles, I have been playing some old standbys on BGA as well:

Stone Age

Every time I play Stone Age, I remember how good a game it really is. I haven't played in a while, so it was fun to explore a starvation strategy again (some say in competitive games starvation isn't viable, but in a casual game I crushed everyone with it), and in another game I did the opposite -- I managed to get a bunch of farms right away.

Race For The Galaxy

Another solid title that I haven't really played much since Eminent Domain came about, RftG is a great game. I still think I prefer it 2-player because of the additional agency and ability to sort of combo plays.

Hanabi

I've even tried some Hanabi on BGA. I doubt I'd enjoy that with random people, but with my two Hanabi friends it was a blast. We played a bunch of games, but kinda stopped when we got a perfect 30 points (including the multicolor suit), with no bombs, and almost all of our clues left -- can't possibly do much better than that!