Showing posts with label SuburbanSprawl. Show all posts
Showing posts with label SuburbanSprawl. Show all posts

Friday, October 01, 2021

A development gig, and a list of games I'm pitching


It's been a while since I've posted anything in my game design blog, but I've actually been doing a little bit of design/development work...

Development Gig


I got a gig working on a secret project (ooh, secrets!) - an expansion for a well known, classic Eurogame that's coming on 20 years of age. That's a fun project so far, even if I'm not always seeing eye-to-eye with the rest of the team on different aspects of it. As part of that gig, though it wasn't requested, I started thinking about how a solo mode might work, and so I tried a couple of things. My first attempt was just OK, but then I got inspired by a comment from a friend on Twitter (thanks Ariel!), and now I think I have something even better! Still could use some tweaking, and I'm not sure if it's exactly the kind of thing a solo player would be looking for, but it seems to work in general.

Re-licensing my Games


With TMG in the state it's in (effectively out of commission), I've had a few people come sniffing around, looking to republish the Eminent Domain and Crusaders lines. I'm hopeful that whoever does so will include everything:
Eminent Domain [Base game]
Eminent Domain: Escalation [expansion]
Eminent Domain: Exotica [expansion]
Eminent Domain: Oblivion [expansion]
Eminent Domain: Promos [Bonus Planets, Elusive/Exclusive Victory, Cygnus Planet (from Joel Eddy), maybe even Mars]
Eminent Domain Origins [standalone prequel]
Eminent Domain: Microcosm [standalone microgame]
Eminent Domain: Chaos Theory [standalone dice game]

Crusaders: Thy Will Be Done [Base game]
Crusaders: Divine Influence [expansion]
Crusaders: Amber Knight [expansion]
Crusaders: Crimson Knight [expansion]

Art for almost all of that new content is done and ready to go, so it would be a shame not to print them. And if a company chooses not to print, for example, Chaos Theory, then I don't know what I'll be able to do with an EmDo dice game :/

Pitching to Publishers


I've been trying to find ways to pitch some of my unpublished games to publishers. This is strange for me, because despite 12 years in the industry, I never really had to do much pitching. TMG was an avenue to get my stuff published, and that was good enough for me. Isle of Trains came out from another publisher, but that was because it was a content entry. A new publisher did sign Isle of Trains, as well as All Aboard, so maybe the expansion will finally see the light of day (6 or 7 years later)!

I've taken a zillion pitches from designers wanting TMG to publish their games, but I've only ever pitched a few games, and that was years ago. One was even signed by a European publisher, but that ended up falling through for ridiculous reasons.

This year I've made a few pitches, all online via Tabletop Simulator. One publisher showed a lot of interest in Apotheosis, but in the end they passed on it. A couple other publishers passed on that one as well, but I've got one who's still testing it with their fans to see if it's one they'd want to pick up.

Another publisher passed on Exhibit, which was a bummer, as that's probably my best unpublished design at the moment -- and I even had a cheerleader in my corner for that one (thanks Richard!). But at least now I'm passed the gate with that publisher, and they're going to look at my other games now.

I've put together this list of games (with super-brief descriptions) that I've got ready to pitch, and I'm hopeful I can just show that to publishers and they can ask me for more info on the ones they're interested in:

All For One [with David Brain]:
Thematic Euro-style Shared Piece Movement, Pickup/Deliver game about the Three Musketeers.
3-5p, ~60 mins

Alter Ego:
Cooperative Deck Learning game about vigilante heroism.
("Deck Learning" is a form of deck building as used in Eminent Domain. Could maybe use a little development polish)
2-4p, ~60 mins

Apotheosis [with Rick Holzgrafe]:
Worker Placement game where your workers level up and get better over time. Generic Fantasy (D&D) theme, since adventures level up with experience in that genre.
2-4p, ~60 mins

Deities & Demigods [with Matthew Dunstan]:
Sort of like a Deck Learning/Role Selection game where the game chooses the roles, and there's a single, common deck. Greek mythology theme: bribe gods of Olympus, then have them do favors for you.
2-4p, ~60 mins

Dice Works:
Real Time Dice Drafting game. Theme is about making inventions (originally was going to call it "Eureka!"), but it's mostly pasted on.
(This one could use a little development polish)
2-4p, ~30 mins

Exhibit: Artifacts of the Ages:
"Bluff Auction" game that's like 6 simultaneous games of Liar's Dice. Theme is collecting sets of artifacts to display in your museum.
2-4p, ~60 mins

Harvest [with Trey Chambers]:
Compact Worker Placement game about farming. Originally set in the Gullsbottom universe by TMG. Draft turn order+bonus, placement spaces change round by round, wildly diverse player powers.
(Small footprint, play time, and price point, but as satisfying as a bigger game. Could easily expand to 6 players and wouldn't take much longer to play)
2-4p, 30~60 mins

Keeping Up with the Joneses:
Rondel game about showing up your neighbors in various parts of life while trying to keep up with the Joneses down the street, who seem to be so good at everything.
(The title is an idiom: https://en.wikipedia.org/wiki/Keeping_up_with_the_Joneses)
2-4p, ~60 mins

Riders of the Pony Express:
Low Bid Auction, Route Planning game about delivering parcels for the Pony Express.
3-5p, ~60 mins

Sails & Sorcery [with Michael Mindes]:
Deck Learning, Area Control game with a pirate theme (including monsters, like a kraken, a ghost ship, blackbeard's ghost, etc)
("Deck Learning" is a form of deck building as used in Eminent Domain.)
2-5p, ~60 mins

Suburban Sprawl [with Matthew Dunstan]:
57-card, Sim City style dexterity game where you toss cards into play.
(Lighter and quicker than the others)
2-4p, ~20 mins

Wizard's Tower [with John Heder]:
Little abstract-ish game of placing pieces on a grid and moving them to form (or attack) towers
(An older design, lighter and more abstract than the others)
2-4p, ~30 mins

Monday, October 26, 2015

Suburban Sprawl makes first cut!

A couple of months ago I entered Suburban Sprawl into Dice Hate Me's Dexterity Challenge. On the latest episode of The State of Games they announced the finalists, and  I'm happy to report that Suburban Sprawl was among them!

I have shipped a copy of the prototype (comfortably tucked into an Isle of Trains box) to Chris Kirkman so they can try it out. Who knows, maybe Matthew and I have a better chance of winning than I thought.

Wish us luck!


Monday, August 31, 2015

Suburban Sprawl Submitted (Greater Than Games / Dice Hate Me Dexterity Challenge)!

Recently I posted about the Dexterity Challenge being put on by Greater Than Games / Dice Hate Me Games. In short, I had an idea for a dexterity based city building game where you toss buildings into play, and depending on what lands where, you score points... I imagined interactions such as "people don't want to live by factories, so there's a disincentive to put Industrial buildings near Residential buildings" and "Commercial buildings are better off near lots of Residentials, because then people will shop there."

Soon after that post went up, I was contacted by designer Matthew Dunstan (Relic Runners, Empire Engine, Elysium), who said the idea really struck a chord with him. He even asked if I wanted a co-designer on the project... "why not?" I thought - I like co-designing!

With Matthew on board, we iterated through 2 titles, 3 major revisions, and several versions of each revision. Each major revision was better than the last, and today as I sent in the submission email, I'm happy with where the game ended up. I'm not sure if it'll win the contest, but one of the initial design constraints I put myself under was to make the game fit Dice Hate Me's Rabbit line - the small box line of games in which Isle of Trains is a member. So Suburban Sprawl is merely 56 cards, and optional score sheets!

Here's a short description of the game:




Wish us luck!

Tuesday, June 30, 2015

Dexterity / City Building

I saw an image on twitter of a city building game someone (someone named Steve Caires) is making, and it looked kinda like the cards had been thrown onto the table, in the same manner as Maximum Throwdown or the upcoming Monstrous.

When I asked if that was the case, the designer said no... but I thought it was funny and so joked that I should make a dexterity based city building game where you toss the cards into play. He joked back: "That would be about as much urban planning as a lot of older cities got..."

A day later I found myself thinking about tossing building cards into play, and the fact that Dice Hate Me Games has a Dexterity Challenge on right now - and wouldn't you know it, now I want to enter the contest... with a Rabbit eligible (I co-designed a 54-card game that was published as a result of Dice Hate Me's last design challenge) dexterity game based on the likes of Sim City, where you toss residential, commercial, industrial, and civic buildings into play, and gain points or card draws based on which buildings you have in play and their relative proximity to other types of buildings.

Keeping it to 54 cards is a low priority, and I already think each player should have a starting card that should maybe be oversized (though could still fit in the Rabbit sized box, I suppose). Here are my current thoughts on how the game could go. These are recent thoughts, only germinated since this morning, so I don't know if (a) I'll really pursue this as a contest entry, or (b) what will change by the end if I do.

* The game would need to be easy, not a hassle to play. As a result, I can't have players checking every card in play every turn in the manner Suburbia does.
* However, each card could have a "comes into play" type of effect (i.e. it's acceptable to have players always check the card they just played.)
* Cards could reference or score for other cards touching it, as well as maybe the first card in each direction, or in certain directions. This should include opponents' cards.
* Any sort of measurement should be relative, players shouldn't need any sort of equipment to figure out if a card is "within range" of another card. The only measurements I should require should be "touching" and "nearest."
* The game needs to deal with the interdependence and interactions between building types - such as the obvious "residential doesn't like to be near factories."
* Each player should probably have their own deck of cards, which reduces luck of the draw, and also helps identify which buildings belong to which player once in play.
* There could be (at most) 1 type of card which is checked every turn. Maybe this should just be the Starting card.
* There could be (at most) 1 type of card which is checked at game end for bonus scoring (such as "1vp per Residential building")
* Players must ALWAYS have a card to toss on their turn.
* Cards could have prerequisites, making them harder to play, and therefore be worth more.
* Cards should never be unplayable - every card should be playable no matter what.
* Cards could be double sided, potentially with a "harder to play" card (with prerequisites) on one side, and a basic (can always toss it) card on the other.
* Perhaps I could use the idea of Zoning to create legal places to play cards (if you miss the legal zone, the card is discarded?)
* I'd like there to be strategies based on concentrating on particular building types.
* I'd like there to also be cross-type synergies.

As I mentioned, I think there ought to be 4 suits or types of building: Residential, Commercial, Industrial, and Civic. Each of those should have something it's good at... 2 obvious things would be gaining cards, and gaining points. I think cards could represent population, and maybe points represent Approval. But what else could there be? I was going to have a 5th category for the endgame bonus points (Landmarks?) - probably just a "1vp per card of this type" for each type. I suppose I could make those the "Civic" buildings though.

I figure the better cards could have a 'cost' associated with playing them - a prerequisite number of specific types in play. For example, maybe a Landmark requires 2 buildings of each type in play before you can play it.

I like the sound of this stuff, and I've always wanted to do a Sim City style game... I think I'll give this some more thought.

What do you think about city building? What aspects do you feel are "must haves" for a city building game? What about for a dexterity game along the lines of Monstrous, Maximum Throwdown, or Flower Fall?