Showing posts with label WorkerLearning. Show all posts
Showing posts with label WorkerLearning. Show all posts

Friday, January 14, 2022

2020-2021: A playtesting retrospective

 A couple of years ago I posted a playtesting retrospective spanning late 2017 through the end of 2019, and I thought it as interesting to see the breakdown of time spent on various games, especially while considering the state that I know those games to be in now.

Now it's a couple years later, most of which has been spent in a global pandemic. Let's see what I managed to get playtested in 2020 and 2021...

2020

January
Throughout January, after a break for a Disneyworld vacation, we iterated a few times on the All For One revamp, and I brought Apotheosis back out after 6 months on the shelf.

All For One seemed to be working well, and I remember being pretty excited about the new updates. Unfortunately I haven't played it since, though in the interim I did create a Tabletop Simulator mod for the game, and I've even pitched it to a couple of publishers that way.

Apotheosis progress was coming along, and we ended up playing it a few times a month throughout 2020.

February
In addition to Apotheosis, February saw the debut of an Isle of Trains board game. First we played Dan's first draft version. Then a few weeks later I brought my own take on his concept, which was a lighter, more straightforward game, and we played that a few times.

March
March was weird, because I had to cancel most weekends for my Anniversary, and then a COVID scare. The 1 time we did play, we tested Apotheosis one more time, and enjoyed a published game: Glen More. Beyond that, I did play Apotheosis one more time at home with my wife.

April
Sadly, I had to cancel my weekly playtest meetup indefinitely due to COVID. I didn't test anything at all in April, but I did figure out how to implement prototypes on Tabletop Simulator, starting with Apotheosis.

May
Thanks to the technology of TTS and the internet, I was able to get a test in now and again online. In May we played Apotheosis a couple of times.

We also played the Isle of Trains boardgame once, and I think I've come around to thinking that maybe Dan was on the right track wanting to make a heavier game.

Finally, we played an updated version of Automatown which designer Michael Brown joined in on as a co-designer. He made a TTS mod and we were able to see his updates.

June
I was still getting the hang of making digital prototypes, and getting online playtests together. Unfortunately I didn't get any tests in June at all.

July
In July I pulled couple of older prototypes out of the woodwork. I played Reading Railroad at home with my wife, I played Exhibit online with my testers, and I got together with a designer who had come on board to work on Kilauea with me to check out his ideas for the game.

August
I got an online tests of Reading Railroad in August, as well as a couple games of Crusaders at home with my wife to test new faction powers I was developing.

I had an online pitch meeting for Apotheosis, which seemed promising. The publisher wanted to set the game in their fantasy universe, which was a perfect fit, so Rick and I reskinned the prototype with their art assets.

September
I kicked off the month with another test of the new Crusaders factions with Michelle. 

A few weeks later I had a prototype of a brand new game, Keeping Up With The Joneses, which I played twice with Michelle, and twice solo - and solo testing is something I almost never do!

Online I played one more game of Apotheosis with Rick and Aaron, my two main testers since going digital.

October
October was a busy month for testing, mostly on account of solo testing for Keeping Up With The Joneses - I played 6 solo games in.

I got in three online tests of Keeping Up with the Joneses as well, and three tests of Apotheosis too.

November
I revisited a couple more older games in November via digital prototypes with Rick and Aaron: Exhibit and Dice Works. I also played one of Rick's prototypes called Cwen.

December
We finished off the year with 4 tests of Apotheosis with some significant changes based on playing with the publisher who had showed interest, and the game got better and better.

2021

January
I started out 2021 playing games by a couple of my testers' latest games: Andy's Gemstone Pylons, and Rick's Stardock (later renamed Starlight).

We played Keeping Up With The Joneses once, and Apotheosis twice (once with the publisher)

February
I only had 2 test sessions in February, and we switched gears and played Sails & Sorcery, trying to figure out how to fix the issues with the Plunder action.

March
I didn't test any of my own stuff in March, but I played Rick's Starlight game a couple of times, as well as a skiing game that Andy was working on as a developer.

April
In April I revived another prototype, Deities & Demigods, to reacquaint myself and my players with the game. We also played Exhibit again, then later in the month I had the opportunity to pitch it to a big publisher (unfortunately, they passed on it). 

May
I started off the month with two more pitch meetings: Apotheosis and Keeping Up With The Joneses with one publisher; Riders of the Pony Express, Deities & Demigods, Sails & Sorcery, and Apotheosis with the other.

I played Rick's Starlight once more as well, then missed the rest of my sessions due to a vacation to Hawaii, lack of players, and technical difficulties.

June
Another tough month for playtesting... I had a first test of a new I-Cut-You-Choose game idea (later titled Division of Labor) with Rick, and a pitch meeting for Sails & Sorcery, then missed the rest of my sessions for one reason or another.

July
I got a 2nd test of Division of Labor and found some fundamental issues that would need to be addressed, and finished off the month with 3 tests of another revived prototype, Skye Frontier.

August
Another rough month for test sessions, I only got 1 playtest in: I got a gig developing expansion content for Amun-Re, a classic Eurogame from 20 years ago, and I tested some early content for that with Rick.

The rest of my sessions were canceled, but I did have a pitch meeting for Eminent Domain: Chaos Theory (unfortunately that didn't go anywhere)

September
I started September with a solo test of Keeping Up With The Joneses, then spent the rest of the month working on the Amun-Re expansion - 3 live tests, and 6 solo.

October
Six more solo tests and 5 live tests of Amun-Re took up all my testing time in October.

November
One more Amun-Re test in November, then I switched gears to Deities & Demigods because (drum roll please)... it got signed by a publisher! The publisher requested some changes, and I spent November working on those.

December
I finished off the year with 3 more tests of Deities & Demigods iterations as I worked on addressing the publisher's concerns.


The switch to online playtesting was a setback in my playtesting throughput, and it cost me some of my regular testers, but TTS has allowed me to continue testing, and pitching games, through the pandemic, and I've got at least a couple of regular online testers.

I miss testing more, but the good news is that I am finally making a little headway with pitches. Over the course of the pandemic, Isle of Trains got picked up by a new publisher who's going to do the base game as well as the expansion Dan and I made what, 7 years ago now? Deities & Demigods has been picked up, and I got that development gig on Amun-Re. I've had a few meetings recently to try and find a publisher to ick up the EmDo and Crusaders game lines, hopefully one who's willing to pick up the entire line (base game, expansions, and as-yet-unpublished content). No luck with EmDo an Crusaders thus far, but I just had a promising meeting or two about them, so hopefully something will come of that.

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

Tuesday, November 24, 2020

At an impasse -- a peek at The List and where some of my designs are at the moment

I'm at a bit of an impasse when it comes to my game designs right now... I feel like I can't make meaningful progress on any of my current designs, and with playtest sessions being so few and far between (not to mention more of a hassle on Tabletop Simulator), I feel a reluctance to start anything new. Maybe if I take a look at my active designs and their current status, it'll help me figure out what to do next. Here are some excerpts from The List:


Finished But Unpublished Games:
Eminent Domain Origins [Ready to print]
Eminent Domain: Chaos Theory (dice game) [Art on pause]
These EmDo universe games may yet see the light of day, but due to some issues (that it would probably be inappropriate for me to talk about), they are on hold at the moment. Too bad, because I was really excited about the prospect of releasing the Terra Prime revamp on TMG's 10th anniversary, and the dice game has been done for a pretty long time now.
- Crusaders: Crimson Knight (expansion) [Ready to print - fix faction powers!]
- Crusaders: Amber Knight (expansion) [Ready to print]
These Crusaders 5th and 6th player expansions have been ready to go for months, but the 1st expansion (Divine Influence) has just been sitting in China, waiting to be shipped to the US and released. Crusaders continues to be talked about (thank goodness), and I hope it remains in the zeitgeist at least until Divine Influence drops, so that doesn't end up being completely wasted effort. If that works out, then it could revitalize the game, and create some demand for these 5th/6th player expansions as well as a reprint (there's already been demand for a reprint of Deluxified Crusaders).

In the meantime, I looked at the files for some reason, and noticed that we were duplicating a couple of the new factions (because Crimson and Amber Knight expansions were supposed to be identical except for player color). That didn't make sense to me, so I developed 2 more faction powers, and we just need to swap those in before going to print.

Olympus on the Serengeti  (FKA Deities and Demigods) [Art on pause]
I was excited to have a big name artist work on this one, but due to some of the issues mentioned above, Olympus on the Serengeti is on pause now too. Also, I'm becoming skeptical of the odd theme choice, and I wonder if just leaving it "normal" Greek mythology would be better.

Exhibit (BGG) [Unlikely to be published due to conflict] [Abandoned]
Dice Works (BGG) [Abandoned]
Wizard's Tower (BGG) [Abandoned]
- Isle of Trains: All Aboard (expansion) [Abandoned]
Suburban Sprawl [Abandoned]
Watch It Played [Abandoned]
Now Boarding [Abandoned]
These are all basically abandoned. I did make a TTS mod for Exhibit, and played it once with my testers a few weeks ago (and again yesterday). I think it holds up, and I'm tempted to try pitching it around. It's been several years, and the person instigating that ambiguous conflict I mentioned has disappeared as far as I can tell, so that might not really even be an issue anymore (I'm skeptical that it was ever REALLY an issue, TBH).

I also made a TTS mod for Dice Works as well, and finally gave it a partial playtest yesterday. I was surprised how well it actually worked on TTS (like, physically), so maybe this one could be tested or pitched that way now. Comments from the players led to the idea of loosening up the specificity of the board spaces (like, "[ ] < 3" as opposed to "[1]", or "[ ] < [ ] < [ ]" as opposed to "[ ] = [ ] = [ ]"). The players were also concerned about the possibility of an all-out scrap strategy being sort of dominant. I don't think that's the case, but it might ruin the other player's fun, which would be a problem all its own.

Maybe for something to do I could make a TTS mod for Wizard's Tower - that might be fun to revisit.

Current Active Designs:
Alter Ego (BGG)
After a lot of testing about this time last year, I had made a lot of progress on this one. I had made a TTS mod for it a long time ago, and had been meaning to update it with all the most recent files, but never got around to it. I guess that's something I could be working on.
Apotheosis (Co-Design with Rick Holzgrafe)
Most of my playtesting time (such as it has been) lately has gone to updating Apotheosis. I pitched the game virtually to 2 different publishers... the first wasn't interested, but the 2nd did show interest. They have a line of games in a particular universe, and Apotheosis fits pretty perfectly into that universe, so Rick and I have (a) revamped the prototype graphics and set the game in their universe, (b) addressed some items the publisher commented on after our playtest with them, and (c) fixed a major issue that came up in our pitch. I just reached out to the publisher to set up a time to show them the game with the updates again. I'm excited about the prospect of getting a game published by another publisher, just to sort of get my name out there more, and also to see how the process goes from the designer's end with another publisher.
All For One (BGG) (Co-Design with David Brain)
I was feeling pretty good about the latest playtestes of All For One, almost a year ago at this point. I have been wanting to make a TTS mod for it and play it online, but I have been waiting for my co-designer to do some updates to the maps and missions. He had said he was working on it, but I suspect he got sidetracked, and he didn't even reply to my last email about it.

Maybe my best bet is to go ahead and either take a stab at the board/card redesign myself, or just upload a version like my physical prototype so I can at least play!
Riders of the Pony Express (BGG)
I'm pretty happy with the status of Riders of the Pony Express content-wise, I think one of the biggest things I wanted to do was try and make it less physically fiddly to play. I had an idea for that, but I am stalled out on trying to implement it. Maybe the thing to do is to forget about that for now, and create a TTS mod so the game can be played.
- Isle Of Trains: The Board Game (Co-Design with Dan Keltner)

I had prototyped a version of this, even made a TTS mod and played it online once or twice with my testers since the Pandemic hit. But I haven't had much opportunity to get together with Dan about it, and I was starting to shift my feeling toward what he wanted for the game -- for it to be a more complex, deeper game than what I had put together. So I kind of stalled out on it and haven't thought about it in a long time. I don't really know what I could do with this one right now.

- Keeping Up With The Joneses

My latest game project, which came together pretty quickly, has taken up the rest of my recent playtest and design time. At this point I feel like the game is stable, and I don't really see how I could make progress without more, ideally more widespread, playtesting (if you want to PnP/blind test this game, leave a comment below, or email sedjtroll@gmail and let me know!). I do have a TTS mod, so I could theoretically set up more, and more widespread, playtesting, but the logistics of playtesting online are difficult for me right now, so I don't see this happening anytime soon.


That's about it for my active designs. I guess I could take a look at some of my back-burnered designs as well:


            Automatown [Michael Brown on board]

When Michael Brown came on board as a co-designer on Automatown, the game took some great leaps forward. However, it's been quite some time since I've heard from him, and since I played the TTS mod he'd made with my testers. I guess I'm not sure what I can do for this game at the moment.

    
        Odysseus: Winds of Fate (BGG) [a designer has showed interest]

A friend showed interest in Winds of Fate, but ultimately got busy with other life events, and the pandemic hit as well, making playtesting much more difficult. So unfortunately, this game did not get revitalized as I had hoped it might.

            Reading Railroad

For the first time in AGES, I broke out my old prototype for Reading Railroad and not only made a TTS mod for it, but even played it in person with my wife!

I was excited to revive this game, but after a couple of tests and some consideration, I kinda realized that using word-building as a mechanism just didn't seem to be that big of a deal after all. So my interest in Reading Railroad waned again, and it's back on the back burner.

            Moctezuma's Revenge

Nobody really showed interest in Moctezuma's Revenge, which I thought was too bad because I like the theme and idea of this one a lot -- it really sounds like something that I could imagine existing. But without someone jumping in as a co-designer, I'm not sure this game will ever go anywhere. At least not anytime soon.

            Kilauea [a designer has showed interest]

I met online with the designer who contacted me showing interest in Kilauea. He had made a new version, and I made a TTS mod for it so we could try it. We gave it a partial play, then discussed what worked and what didn't and came up with some ideas for him to try in the next iteration. Unfortunately, I haven't heard from him since then, and I haven't really thought about the game since then either.

            Joan of Arc [a designer has showed interest]

A strong design duo showed interest in Joan of Arc, which gave me some hope that it would see some real progress, but as yet they have not gotten to it. Time is in short supply, and I know they have their own projects to work on, and I'm still hopeful they'll get to it eventually. In the meantime, I have left the game on the back burner.

            Dynasty

One of my oldest ideas that I think is any good, I've been re-reading my old posts about Dynasty, and thinking that this might be the game I work on next. As always, it seems like it would be so easy to put together a prototype and try it out... now that I'm not doing regular playtesting anymore, it might be harder to actually get the game to the table, but I could probably make a TTS mod for it fairly easily if I just got some prototype files together for it.

I'll start a new post to describe a couple of new, or recently revived games that weren't necessarily on The List.

Sunday, September 06, 2020

Designing with competitive vs NON-competitive play in mind

No catchy title this time, just wanted to talk about how we should design games that hold up to competitive play… AND to NON-competitive play.

I've said before that all things being equal, games are better if they hold up to competitive play. That is to say that they don't break down when a player "tries to win." For many games, that's not strictly necessary, for example, many party games are not really played "to win," but just to facilitate a fun time. That's well and good, but my point still stands: the game would only be better if it did not unravel when one or more players do play competitively.

I've stumbled across a new observation that is related to this, and may be even more important. Not only should a game strive to hold up to competitive play, but it must also hold up to NON-competitive play! By this I mean simply: if one, some, or (worst case) all of the players do not aggressively pursue the winning condition, the game must not stop working, and it must still progress toward an end.

Case Study: Apotheosis


This has come up on my current design, Apotheosis. In every playtest of that game, at least one player (myself, if not my friend Dave) would treat the game as the race it was intended to be. We both strive to do tier-2 adventures as quickly as possible, as they're much more efficient then tier-1 adventures, and we press as hard as we can toward reaching the win condition (the end of a track). As a result, the duration of the game was always acceptable, and I thought the game was in pretty good shape.

The other day I had a test with 3 other players on Tabletop Simulator, and I decided to sit out and help facilitate instead of playing because TTS is kinda fiddly, and I thought it would go faster that way. This turned out to be fortuitous because it revealed what I'd consider a fatal flaw in the game: all three players went for even advancement to obtain the "consolation" level-ups I'd added, effectively spending too many turns building up rather than pressing to get to those tier-2 adventures and racing up a track. As a result, perhaps not unexpectedly, the game dragged on and ended up taking about 2 hours -- fully twice an acceptable duration!

Thinking about this problem is what turned me on to the axiom above: games must hold up to non-competitive play. First time players will not necessarily notice that you're intended to push up the tracks as fast as you can. In fact, the current incentives kind of suggest the opposite. And many players just play games to explore their systems, and don't try doggedly to achieve victory. Therefore, it is definitely appropriate to address this game-dragging problem in some way.

Brainstorming solutions 


My first thought was to remove or reduce the "consolation" level-ups. I'd added them to ensure that simply picking one track and ignoring the other two wasn't necessarily the best path to take. To be honest, I'm not sure they were really necessary in that respect, but I did like having a reward for even advancement in a game where the goal is to advance any 1 track to the end. While that might have reduced the problem, it would not have eliminated it, as new or bad players could still dilly-dally too long and make the game drag. This might not be a practical problem, but it's certainly at least a theoretical one. The game should naturally push toward an end, no matter how players decide to play.

My next thought was to make some of the rewards on the tracks "1st come, 1st served" to encourage players to race for those. This might be good to do, but I'd also like to see players get those rewards more often, so limiting them might not be great after all.

Finally, the 3rd thing that came to mind was the biggest, and possibly best solution: add a game end condition that would trigger when players dilly-dally. Such a game timer would keep the game from dragging by definition, if players don't progress the game themselves, it will still come to an end. In general I'd say this is an obvious choice, except in Apotheosis, the win condition is reaching the end of a track. So what happens if the time runs out and nobody has achieved the win condition? How do you decide who wins? In some games it's easy to assess relative progress, and award the game to the player who's closest to winning. But here that is thematically odd because topping out a track is supposed to represent a big, momentous event.

Another option is to say that if time runs out, then nobody wins. This is an interesting thought, however it may be out of place in this type of game, and it's likely to make for a bad first play experience if players all lose in the first game.


Settling on a solution? 


What I have decided to try is this: add a game timer (the king will return, and once he does, your opportunity to steal the throne will be gone!), and if you win before time runs out, great (the king returns to find you on his throne, controlling his army, or backed by a demon, or with his court turned against him)! But if nobody has won by the time the king returns, then the player with the best reputation across all of the guilds (evenly advanced up the tracks) is the winner.


Tangentially related: game end dynamic 


In addition, I'm considering a variable, slightly random game length, something like this... When the adventure deck runs out, the king is ALMOST home. Put a King marker on a short (6 space) track that's revealed under where the deck was. Give the triggering player a marker as a reminder, and for the rest of the game, after that that player's turn each round, roll a die. On a 1-3, advance the king marker 1 space. On a 4-5, advance 2 spaces. On a 6, advance 3 spaces. Therefore when the deck runs out, you have 2-6 turns left to win by getting to the end of one of the three victory tracks. This way, if you don't think you can reach the end of any the tracks by the time the king returns, or if you think someone might beat you to it, you can advance your track markers more evenly in case nobody else achieves the win condition in time either. This gives you something to do if you feel you can't win, and it might also extend the tension (until the last minute at least) even if you know you can reach a track end before anybody else.


The game must communicate its dynamics to the players


This brings me to another recent observation, which we could put down as another axiom: The game must communicate its dynamics to the players. I have talked about this in the context of the "Alpha Player Problem" and what I call "Solitaire by Committee", or committee-style cooperative games, but it applies more generally as well. In SbC games, this axiom suggests that it's important to let players know that the game is not about making your own choices and having full agency with some incentive to coordinate with or help the rest of the group, rather in an SbC style game, the whole point is to have a little committee meeting to decide on a course of action, and then do that.

For the new perspective alternate end game trigger in Apotheosis, this axiom would suggest that it's important to make clear the "most evenly advanced" win condition is a secondary condition, and that the primary and most common way to win will still be by reaching the end of a track. Without clearly communicating this, I can see how it'd be very easy for a player to assume both win conditions are equally viable to go after, and I can just see reviewers now complaining that "the game is not well balanced, not all win conditions have the same win rates" (duh, they're not supposed to!)

I'm not exactly sure how to go about that communication outside of explicitly stating it in the rulebook, which is not ideal by itself, because it is too easy to overlook or forget about.

TL;DR summary 


Games are better if they hold up to competitive play, but they MUST hold up to non-competitive play. Don't allow your game to drag on or fall apart if players don't pursue victory as aggressively as you expected them to.

Wednesday, July 29, 2020

Revisiting old titles -- Reading Railroad and Exhibit playtests

Every once in a while I review The List and take stock of my active, back-burnered, and abandoned game projects. Early this year, in an effort to make progress on some of the stale games, I solicited co-designers - this has borne fruit in a couple of cases:

Kilauea was picked up by Thiago Jabuonski, who follows this blog. He had some great ideas to revive that, one of my oldest designs on the list. He made some prototype files of his new version, and I imported them into Tabletop Simulator, and we're going to meet online this week to discuss it.

I've probably posted before about Mike Brown coming on board for Automatown, and he made some big strides forward. I've played his latest version with my testers on the TTS mod he made for it, and he entered it into a contest recently where it unfortunately didn't fare too well in the first round.

And I've definitely discussed how Rick Holzgrafe has helped immensely to bring Apotheosis from pretty-well-thought-out-idea to basically-finished-design (to the point I've pitched it to a couple of publishers).

In addition to getting co-designers on board for some of my old games, I have decided to revive some of my old favorites on my own as well. At the tail end of last year, I finally revisited the first real design I ever worked on: All For One. It was fantastic to get that one back to the table and fix some niggling problems I've had with it for literally years!

More recently I got another couple of old favorites back to the table: Reading Railroad, and Exhibit: Artifacts of the Ages.

I had a rare playtest opportunity with Michelle a few weeks ago, so I brought out Reading Railroad for the first time since probably 2008 when I submitted it to the KublaContest (it didn't go over well in the contest as I recall). The rulebook in the box didn't sound quite like I remembered it, so we played the way I remembered -- I'm not sure that made any real difference though. The game went OK, but revealed a few things worth changing, or at least looking into:
* I could use some more buildings (like Factories) that do different things. As Factories are "size 4" (they take up 4 City Tile spaces), perhaps I should have a building of each size 1, 2, and 3 as well. I may be over enamored with symmetry :) I'm sure I could figure out 3 more effects to add... for example, "treat one of your City Tiles as wild." 
* Maybe allow buying ANY letter, not just vowels. This would make the word building even more forgiving, but it would still be much more efficient to use the tile you've drawn. This could even be a building effect!
* Instead of 1 letter per turn, players should probably draw at least 2 -- that would speed up the recharge and make the game more consistently fun, I think. You'd still get additional letters for every 4 City Tiles you have collected.
* Michelle suggested having multiple different endgame word sets, which could be worth doing, though I'm not sure if it will actually change the game at all.
* I'm unsure whether it would be better to "take 1 City Tile from each city you add to your network" or "take 1 City Tile each tine you build track" (this was the rulebook discrepancy I mentioned). The implication of the former is that you can get 2 City Tiles in a turn by starting a new network, but you can never get 2 Tiles from the same City, which might be annoyingly frustrating. The implications of the latter are that you CAN get 2 tiles from the same city, but only ever 1 Tile per turn.

I enjoyed playing this one again, and having made a TTS mod for it, I was excited to play it with my playtesters as well. Sadly, a TTS error made it so I couldn't play Reading Railroad with my playtesters after all, so last weekend when I got the chance to playtest, I revived another old game instead: Exhibit!

Exhibit is kind of a finished game, I even signed it with a publisher at one point (7 years ago!), but it never came out due to dumb reasons. At this point I think it's been long enough, it's time to revive this one, and maybe see if I can't get it signed once again!

I played Exhibit with Dave and Aaron on Saturday, first time since 2014. The game still worked, went well, and felt good. I've been hemming and hawing over the Art effect (+1vp vs +2vp), unsure whether one is too little a reward to matter or the other is so much it will destroy the set collection mechanism. During this last game, I thought of an alternative... instead of additional points, maybe art should score as if the set had +1 tile. This would make art worth +2vp on a 1-tile exhibit (on par with what I was already considering), and +3 or 4 on a bigger exhibit. This might overvalue Art in the late game, but I'm not sure that's necessarily bad. I'll give that tweak a try next time I play, but other than that, I think this game could be considered finished.

Wednesday, July 08, 2020

Prototypes out of the woodwork and onto Tabletop Simulator

I've spent a few hours recently modding some of my prototypes on Tabletop Simulator (is that how you say that?). Some of them are older designs that I have decided to dig up and revive a bit. I thought I'd take a moment to talk about the prototypes I can currently play on TTS:

Apotheosis

This is my most recent project, a co-design with my friend Rick Holzgrafe, and I've talked about it a lot already. I even shared a screenshot of the TTS mod for it:


Apotheosis is a worker placement game where each of your workers have a type and a level. Many of the worker spaces care about one, the other, or both of those attributes. Blocking is a big dynamic in worker placement games, and in this one you are allowed to use a space as long as your worker is at least tied for the highest level there when you place it. This means there's not as much blocking at the beginning of the game, but as players level their workers up, blocking (and therefor placement tension) becomes more and more of a thing. I like that dynamic in this game.

Another uncommon (though not unheard of) twist on worker placement in Apotheosis is that it's a race to the finish line. Doing adventures advances you up three victory tracks, and the first to reach the end of any one of them wins the game. Players can spend as much time as they want collecting resources and leveling up their workers, but if they are not focused on reaching the end of a track, they will lose to a player that is.

In the TTS mod, there are little tiles indicating the worker's class, with a die sitting on top showing the worker's level as well as the player color of the worker. In my physical prototype, those tiles have squares cut in them, so the dice nestle into the tiles so there's no risk of them falling off when moving the worker. In production I could see these pieces going a couple of different ways. The two front runners in my mind are:

1. Use dice as workers to track levels as I am now, but with a molded plastic holder (much like Coimbra) to set the dice in:

Attached to the die holder could be either a sculpted mini, or a flat plastic standee onto which a full art sticker could be placed to indicate the worker type. Two potential down sides to this... the standees/minis might obscure players' view of the board, and as has been discussed on this blog and elsewhere - when given dice, players want to roll them. It's not unheard of to have dice in a game that solely track status, but there are players for whom rolling the dice is the most fun part of having dice at all, and giving those players dice that they do not roll sort of takes that fun away from them (or fails to deliver on the promise of fun die rolls).

2. Instead of dice, in production I could see the game using a mini or standee with a Heroclix style dial at its base.

This would resolve the concerns above about using dice, it would make leveling p workers a little easier (no searching the die for the next number up), and it would also open up some design space with the adventures, because the max level wouldn't need to be 6 (currently I'm using 6-sided dice, so the max level is 6, and that works out well for this game, but I could open that up if I wanted to).


Automatown

Automatown is another game for which I took on a co-designer. I had largely stalled out on the game, and Mike Brown has taken it to the next level. He also implemented the game in TTS:


Automatown is another worker placement game. In this one your workers are robots, and you use them to get, swap, and upgrade parts to build more robots (more workers), in an effort to raise a robot arm to take over the city!

The twists on worker placement in this game are that the workers you build can have abilities, and so there's some combo-building or engine building going on, and the worker placement spots cycle through from round to round, so each spot will only be there for a few rounds, and then will disappear.


Dice Works

An older design, from 2011, Dice Works (FKA Eureka!) is a real time dice drafting game ostensibly about building different inventions. Your player board has 4 columns, each representing a different possible invention, and the winner is the first player to make ANY discovery. This is kind of the same win condition I used more recently in Apotheosis (see above). The way that you advance on these "victory tracks" in Dice Works is by drafting sets of dice - in real time. Each round you roll a handfull of dice, and players, at their own pace, grab them one at a time and place them onto their board. When those dice are gone, you check your board for errors (in case in your haste you accidentally placed a die in an illegal space), then advance your marker up the columns if the next space is complete. You win by reaching the top of any of the columns, but there's a reward for advancing evenly on all columns.


This one might be difficult to play on Tabletop Simulator due to the real-time nature, and the physical fiddliness of the virtual environment. Then again, it may be even MORE challenging in that environment! However, I suppose a turn-based version could be played... I suspect it may be less fun than the real-time game though. Now that there's a TTS mod for the game, I may be able to find out!

Exhibit: Artifacts of the Ages

Many years ago (2007!), I discussed the idea of using Liar's Dice as a main mechanism in a larger game with a then-friend of mine. We worked together to try and build a game based on that main mechanism, and in the end we never finished. A few years later (2011), I decided that the main Liar's Dice mechanism (which we were calling a "bluff auction") was going to waste just sitting in that unfinished game, so I started over and made a different game using it. That game is Exhibit: Artifacts of the Ages:


In Exhibit, you are bidding for artifacts at auction before their true value has been assessed, and if you bid more than the assessed value, your funding will not come through, and you bid won't count! So the goal is to bid highest without going over the true value... but you only have partial information about that value, and you'll have to deduce the rest from the behavior of your opponents.

I think this game is great, and it was even signed by a European publisher at one point (circa 2014, I believe), but never got published due to that "friend" claiming I'd stolen his intellectual property and was trying to claim it as my own :/

At the time, that person was a big deal in the game industry, and the publisher didn't want to piss him off even if he didn't have any legal standing (and though he used legal sounding language, I am unsure he would have pursued any legal action if they'd published the game). That is no longer the case now, so maybe one day this game could potentially get published after all.

In any case, now it's on Tabletop Simulator, so maybe I'll rustle up a game of it sometime, so at least *I* can enjoy the fruits of my labor, even if nobody else will get to!

Isle of Trains boardgame

Dan Keltner and I took 3rd place in a game design contest, some 6 or 7 years ago now, with a multi-use card game called Isle of Trains. The prize was publication, and the game did well enough at the time that the publisher had asked for an expansion. Dan and I submitted something, but as of 2020, the expansion has not seen the light of day. In fact, a couple of years ago the publisher asked if we could do something a little bit different, they were interested in a bigger-box version.

So Dan and I set about making a board game version of Isle of Trains. We did some brainstorming, and after a little iteration I think we've made some headway... we're unsure whether to try and keep the game on the lighter, more accessible end (like the card game), or make it a deeper, more complicated game. I made a TTS mod of the "simple/accessible" version, but I think I'm coming around to agreeing that it ought to be different (specifically that the train car effects might ought to be more unique):

Kilauea

Another really old design of mine that is being given new life by way of a co-designer is Kilauea. In Kilauea, you use a Mancala mechanism to spread your tribesmen around the island of Hawaii, and make sacrifices to the volcano goddess Pele in hopes that she'll spare your tribe when the volcano erupts. In the original version (pre-2006), you scored points for all the spaces your tokens occupied, but spreading out made your tribe (a) more vulnerable to attacks from opponents, and (b) more vulnerable to the lava flow. Moving tribesmen onto a Altar allowed you to sacrifice them, and the player with the biggest sacrifice each round got some control over the direction that lava turned when the volcano erupted at the end of the round. The game might have had some potential, but it had been on the shelf for so long that I really haven't considered working on it anymore.

Thiago Jabuonski liked the sound of the game, and offered to jump on board as a co-designer when I put out a call for them at the beginning of this year. He has proposed a big change in how the board works, but the game still features most of the same details it always did. I haven't had a chance to play his version yet, in fact i'm not sure he's even written down the rules, but he sent me some files, and I made a TTS mod so that maybe one day I'll be able to give it a try:



Reading Railroad


Yet another one from the back catalog... I've always been enamored with Reading Railroad, a connection game with word building as a mechanism:


Since deciding to try and revive it recently, I've been describing it as "Ticket to Ride meets Scrabble," but that's not terribly accurate - the word building is simpler and more forgiving, and you don't place the letters on the board like yo do in Scrabble. Rather, you spell words to get coins, then spend those coins to build track connecting cities. When you add a city to your network, you collect one of the Alphabet blocks in that city, which you ill use to score points in the endgame by spelling specific words (i.e. collecting a specific set of Alphabet blocks). The number of Alphabet blocks you can use to score is limited by your largest network, so it matters a bit where you build (or at least hat you connect up your network before game  end), and you can build a Factory, which blocks up spots to store Alphabet blocks (limiting your endgame scoring potential), but allow you to draw more letter tiles to make words with - and longer words pay out much better than shorter ones, and leftover coins are worth points, so if you're good at word games, you could pursue that strategy and end the game with a bunch of points from coins saved up.The point of the game however is that if you're NOT particularly good at word building, you can still get along fine (so long as you can at least spell some short words!).

Friday, May 15, 2020

Tabletop Simulator, digital prototypes, and online playtesting

A Virtual Tabletop

Tabletop Simulator is a virtual tabletop with working, realistic physics, which exists to facilitate tabletop gaming over the internet. There's a similar app called Tabletopia that is browser-based, while TTS is a $20 app on Steam.

People have created TTS "mods" of many tabletop games. Somebody even made a mod for Crusaders!


Unlike online portals such as BoardGameArena, Boiteajeux, and Yucata, Tabletopia and Tabletop Simulator do not enforce the rules to these games. They are literally just a digital version of the game on a table, and players can move the pieces around however they want to. So to play a game on TTS, you need to know the rules.

I am not too familiar with any of these programs yet, but designers all over the world are turning to these or other online options in order to accomplish much-needed playtesting, since gathering in groups is ill advised these days (for future readers, we're talking about COVID-19 here, a worldwide pandemic that has people self-quarantining for the most part).

About a year ago I tried to make a TTS mod for my game Alter Ego, and while I got it set up, I did not know how to play it with anybody. By now, the game not only has pretty much finished art, but there have been significant rules and structural changes, so I really need to re-do that one before I can try to test it out. At the time, I was playtesting weekly, so the pressure to create online versions of my games was not there. For the last couple of months though, I have been able to make no progress whatsoever with my games, and that's just not going to work for me!

My Digital Prototypes

I currently have three digital prototypes that are ready to go:

* Apotheosis



I often feel uncomfortable trying to do something I'm not familiar with, and I've been really strapped for time lately anyway, so the first thing I tried was paying someone to make a TTS mod of Apotheosis. It was a snap for him to implement the game, and while the cost was more than I would have wanted to pay, I consider that it essentially included some TTS consultation, which has helped me gain the knowledge and confidence to try the next one on my own.

Once implemented, I was able to get online with my co-designer and my main playtester and give it a play. It worked! We spent some time familiarizing ourselves with the user interface, and fumbling with the components was more fiddly and took longer than simply grabbing things with our hands, but we were able to do the actual game in about 2 hours, and it went pretty well, all things considered!

One nice thing about a portal like this that doesn't enforce rules is that I can change the rules on the fly, or between games, and nothing has to be done with the prototype before playing again.

* Isle of Trains boardgame



Now that I had gained some familiarity with Tabletop Simulator, I thought I'd try my hand at inputting another prototype myself. I chose the Isle of Trains boardgame [side note: this needs a good title. I am fond of Isle of Trains: All Aboardgame, but it's a bit silly for a real title, and also that implies passenger trains, whereas this game is about freight trains], because I thought it'd be the simplest one to do. It wasn't too bad, and I had the whole thing ready to go in a couple of hours...

...until I realized that I did not have updated prototype files for the most recent changes after the last playtest.

Last night I spent another couple of hours updating some of those files and re-creating the TTS mod, and now it's just about ready to play. I haven't added uncoverable bonuses for building (like Crusaders has), which is something we might want to have, but the game is technically playable without that, and that would be pretty easy to add to the mod (once it exists).

* Automatown


I took on a co-designer for Automatown a few months go, and nether of us have had much time to focus on Automatown lately. However, Michael had done some work re-configuring the structure of the game, and I think he even got a test or two in before Stay At Home orders came into effect. Since then, he created a TTS mod of his new version of the game, and I'm ready to give it a try, as soon as I can carve out some time!

Saturday, February 15, 2020

Apotheosis - recent challenges and possible solutions

I have been testing Apotheosis quite a bit lately, and on a coarse grained scale, I think it's going pretty well. The structure of the game works and has improved with iteration, and the game action is fun (for me at least). One of my regular testers doesn't seem to love it (I don't think it's really his type of game), but the others still seem to enjoy it.

But games don't get finished on a "coarse grained scale." At least, they shouldn't! When talking about some of the finer details of the game, there are some challenges I'm still facing with it. Until these challenges are overcome, I cannot call the game finished. However I do think these challenges are overcome-able! Here are some of the bigger challenges I'm currently facing, and what I'm planning to try to do about them:

Challenge number 1: The Endgame

One of the biggest problems this game has been facing is an end game dynamic that is disappointing. The game is basically a race up some tracks, and players can see how many turns it will take them to "finish" the race, and can sometimes tell whether anybody can stop them. It's super anticlimactic to hear your opponent say "I can win in 6 turns. Can anybody do better than that, or should we just stop now?"

In an effort to keep this from happening, I was looking for a way to add uncertainty to the end game. I thought I had found something, but in my first attempt I implemented it wrong so it didn't work. But after trying it, I started to think it wouldn't be quite right even if implemented better.

My next attempt was a more subtle thing, which won't stop a player from figuring out how many turns it'll take them to "finish," but might obfuscate whether or not someone else can beat them to it (thereby keeping the game interesting enough to play out the last few rounds):

  1. Give players a face-down adventure which they could do instead of one of the face-up ones. This way you can't be sure whether your opponent can advance on a track, or what they need to be able to do so.
  2. Try player screens to hide resources, so it's harder to tell what your opponents can do.
  3. With player screens, maybe add more instances of getting things at random (resource cubes, equipment, Side Quest cards, etc) so that it's not all Hidden Trackable Information (HTI). There are already random equipment draws currently, and we could easily hide the Side Quests in hand, maybe that's enough.
In addition, we required a Tier 3 adventure to actually win the game. That way the final push to win couldn't be sort of cheesed with a surprise bump from a side quest (because that's kind of anticlimactic), or using the worker space that inefficiently moves you up a track (because that's not only anticlimactic, but also basically unblockable, which means you can see it coming several turns ahead, leading to the problem I'm looking to solve)

Having tried this format once so far, I think it has helped a little bit, but may not have completely solved the problem.

One thing that occurred to me as I was thinking about this challenge is that there are games -- popular, well received games -- that have a similar dynamic. Just about every time I played the 2014 title Istanbul, by Rudiger Dorn, I was able to see that I could "finish" the race to 5 gems in 4 or 5 turns, and often I could see whether or not anybody could stop me or beat me to it. That made the last 4 turns or so feel like something of a slog, but the game hasn't seemed to suffer from it.

So maybe I'm overly concerned about this "problem" in my game. I think if you can call the game in 4 turns or so, it wouldn't be so bad, but 6-8 turns out i maybe too much. So maybe I don't need to solve the problem 100%, but rather make sure that if it DOES happen, it only happens within 4-5 turns of the end of the game.

Challenge number 2: Equipment not pulling its weight

Equipment in this game is basically a secondary resource, a little harder to get, and useful mostly for one particular aspect (an aspect that players could mostly neglect if they wanted to, but theoretically is more efficient if they don't). I think Equipment is nice thematically, but the mechanisms for getting it are a bit overblown and maybe too random for the relatively small role they play.

One solution is to cut Equipment altogether, reducing the number of resources (by 4, technically, since there are 4 types of equipment). Some of my testers seem to think there are too many resources in the game, and cutting equipment would certainly help that. But I fear that would just mean you use the stuff you're already collecting to pay for the valuable stuff Equipment was supposed to buy you, which seems lame to me.

Another solution is to make Equipment a bigger deal in the game. My first attempt at this, partly to try and salvage Equipment, and partly because removing it would mean I'd need to do more updating to the prototype and design work before testing again (and I had other things to test), had to do with the attempt mentioned above to add some uncertainty to the end game. That may work in some format, but having tried it, I'm not sure I like it as much as I'd hoped.

My next attempt was to add Equipment as a cost for the 3rd adventure tier. The 3rd tier requires a few worker levels of any type in addition to what's needed for tier 2, and currently has no additional resource cost (but I think it should). The rewards are a handful of Blessings (which are a flexible commodity), and a track bump (vp) of your choice. Originally, instead of Blessings, the reward was a Spoils -- a special resource you need to do a certain thing (it's kind of like 2 points and a power). The only other way to get those is by (a) Side Quest cards, which cost Equipment, or (b) spending a large number of blessings (which is hopefully inefficient by comparison). So maybe putting the reward back to a Spoils instead of Blessings (which is kind of thematic anyway), and adding an Equipment cost, then it makes some sense: Equipment is always for getting Spoils -- if you do it through an Adventure, then you also get VP, if you do it through a Side Quest, then you maybe get something else with it.

In addition, I added some worker placement spaces that care only about your worker's class (that was partly to address some other issue I was worried about), and one of them lets you get Equipment, so now there are a few ways to get equipment, and a few ways to spend it. Since you can't always guarantee you get the TYPE of equipment you want, I also added the option at one of the worker spots to trade in any 2 equipment for the one you want.

So far I think this is promising, so I'll try it again. I'm sure those same playtesters will still complain there are too many different resources :)

Related to Spoils, it might be nice if  there were 1 more thing you could do with it. Because currently you only need a maximum of 4 or 5 in the game, and you can technically finish (though I don't know if you could realistically win) with only 1. I don't know if I like being able to buy them with Blessings, because that means you can avoid dealing with Equipment altogether. Is that OK?

Monday, January 27, 2020

Making steps forward ("killing your darlings")

In a few of my games I have started with a specific mechanism or idea that, over the course of the game, has had to drop out, or change significantly. I'd venture a guess this happens in many, if not most, designer's games.

For example, in my first published title, Terra Prime, I began with a "great" idea for a supply/demand mechanism for the value of resources you deliver. Based on Power Grid's fuel market, you would get paid more for delivering Bluium if there hadn't been any delivered yet than you would if there were already some Bluium sitting there on the ships, ready to send back to Earth. Every once in a while, the ships would take off, and the resources on them would clear off, resetting the demand (and therefore the price). Each resource was supposed to have a different curve - maybe Yellium was worth 7 the first time it's delivered, then 4, then 1... so it's super valuable, but goes down fast. On the contrary, maybe Bluium would range from 5 down to 3, and be a lot more steady:


I forget the exact details, but the bottom line is that while I liked the idea, the mechanism just wasn't working in Terra Prime.

In the end I (thankfully) decided to replace the whole thing with a Demand Tile mechanism. Much more simply, each resource had a price, and tiles indicated how many were required. Once all the blue spaces were filled, the demand for Bluium dries up, no more can be delivered. As soon as one of the tiles fills up, it goes away and a new one comes up, which may bring back some demand for Bluium.

This worked a LOT better, and I'm happy that's how I ended up going in that game.

The point of that story is to show how a major mechanism that I really liked ended up changing because it wasn't right for the game. Recently, that dynamic has showed up again on one of my current active designs: Apotheosis.

One of the instigating ideas for Apotheosis was that your workers would level up when played, like the cards in Solforge. The crux of the game was intended to be whether you play out all of your workers before recalling, and leveling up your entire workforce evenly, versus playing just a couple of workers then recalling them and playing them again, and ending up with a few high level workers while the rest remain at low level. That idea being the whole point, survived the first several revisions, and many playtests. However, as of last week, I tried a new version -- instead of leveling up every worker you have played when you recall them, we said you could only level up one worker.

I was hesitant to try this, but I was hopeful it would fix certain issues I was having with the game. As we began the first game with that rule, I missed being able to play an extra worker before recalling in order to level them up, but pretty quickly I could see how certain aspects of the game seemed to be tighter and work better. All told, you're still choosing whether to recall early to level more often, or play more workers first for their effects.

One concern with only leveling one worker at a time was that it slowed things down, but that's just a matter of balancing costs, and could be easily fixed. However, in an effort to try something in between "level one worker" and "level all workers," we tried something that amounted to "level some workers." I had expected that to be better, with some of the benefits of the restricted leveling, and some of the benefits of the original idea. But in practice I found that it didn't really work as well, and it became clear that just leveling once per recall (and maybe a few special rewards for things could get you an extra level-up) is the way to go.

So there you go -- once again I've had to "kill a darling," so to speak, and remove or significantly change an instigating mechanism for a game.

As a side note on this topic, my friend Gil Hova (of Formal Ferret games) has a particularly aggressive auction mechanism from an old, unpublished game of his called Wag The Wolf (one which I thought was good!) that he keeps designing games around. He used it in Battle Merchants, but in the end cut the mechanism. He used it again in The Networks, and again cut the mechanism before the game was finished. And I believe he started his latest game, High Rise, with that mechanism, and eventually cut it from that game too!

Saturday, August 17, 2019

Recent playtesting: Apotheosis (FKA Worker Learning)


Apotheosis

Since I last posted about it, I've had the opportunity to play Apotheosis (the current title for my Worker Learning game) about a dozen times. We've quickly iterated on a couple of different aspects, going from 8 starting workers (one level 1 and one level 2 of each type) to 4 (one of each type, some level 1, some level 2, depending on turn order), adding a space to recruit more workers (I'm torn on this), adding a space to pay a chunk of resources for steps on the victory tracks, and tweaking the resolution of the Recall turns and the requirements and rewards for adventures.

The current version looks something like this:

You start with a Fighter, a Cleric, a Mage, and a Thief, 0/1/2/2 of them are level 2 at the beginning if you are player 1/2/3/4 (the ones that start leveled up are dealt to you randomly, and no two players will have the same combination of upgraded starting workers).

You take turns either placing a worker and gaining the benefit of that space (your worker must be at least tied for the highest level in that area), or recalling your workers and sending them on an adventure. Most spaces are better if you are higher level, or the right class. You can gain resources, train (level up), claim adventures (so nobody can do them out from under you), buy progress on the victory tracks, turn resources into blessings, which are like wild resources, visit the Throne Room to earn royal favors, or visit the tavern to recruit more workers.

When you place a worker, you have the opportunity to play a Side Quest card for either of 2 effects (one cares about what type of worker you are placing that turn, the other doesn't). When you recall workers, you earn steps on the three victory tracks, and if you qualify, you may do an adventure to earn more steps. The adventures have 3 tiers, and the higher the tier you do, the better the rewards. After returning from an adventure, your workers level up, becoming better at their jobs.

When you do certain Side Quests, or tier 3 adventures, you get a special resource called Spoils. You can visit the throne room to turn those Spoils into Royal Favors, which you can use at certain points on the victory tracks to take a "shortcut" as well as earn a Boon (reusable power card).

Design concerns


I'm noticing a real tightness in the design -- a difficulty creating adventures that are both doable by a player who has not recruited any new workers, but also doable by a player who has. The current level cap is 6, and so I wanted the adventures to require max 6 levels of any one class. If you hire a worker, then place it, and recall once, then you have 2 workers who's levels total 4 or 5 -- that's almost maxed out already! I am considering making the level cap 8 instead of 6, but d6s are easier to use in the prototype. Doing so would allow for more variety and more texture in the adventure requirements. It's also possible that not every adventure needs to be doable without recruiting another worker.

With just 4 types of worker, many of the tier 2 adventures require 3 of the 4 types. So you basically need to train up all of your workers if you wan to use them at all, there's not really such a things as choosing a class and neglecting it. I'm considering adding a 5th worker type to help with this -- it would allow the adventure requirements to be much more diverse.

Another thought is to add Split and/or Prestige classes:
Split classes would be like regular workers, that count as either one or the other of two types (like a Fighter/Thief would count as either a Fighter or a Thief.
Prestige classes would be like super workers that count as BOTH of two different types (Paladin = Fighter AND Cleric). For these you would probably have to discard your previous worker, therefore they BECOME a dual class worker.

Brainstorming possible solutions


Split/Prestige class workers would be pretty cool. but that sounds like expansion content to me. However adding a 5th (maybe even a 6th?) class to make the adventures more different from each other sounds reasonable. But that idea comes with its own challenges...

In the current game, each worker type is associated with 1 resource, and 3 of them are associated with one of the victory tracks. When you recall a fighter, you advance on the Crown Imperial track, and adventures that require fighters advance you further on that track. Thieves are associated with the Prince of Thieves track, and Mages are associated with the Mastermind track. Clerics are great supporting characters -- they aren't associated with any particular track, but instead give you Blessings, which are sort of like a wild resource that can be used in various different ways.

So if another worker type is added, do we need another resource? That might be a pain, but would be doable. Another victory track? I don't necessarily think that's a good idea (though I suppose it could work). What is another iconic adventurer class anyway?

One possibility is to make this 5th class a sort of Split/Prestige class like I mentioned above. Like a Paladin, which could act as either (or both) of a fighter or a cleric. But that would simply overload the fighter related stuff. So maybe better if whatever the new class is, it doesn't advance any of the tracks, but is otherwise "better" than a normal worker (counts as all types when placing?). Or perhaps it advances the track of your choice, and has some other drawback (doesn't count as any type when placing?).

As for the level caps, one way to fix that situation is to not use dice as workers (even though it's super convenient for prototypes). Instead, perhaps a mini or standee, with a base that has a little pointer, then a dial could be attached to the bottom such that the pointer points to the number on the tile corresponding to the current level. This is a user friendly way to not have to use dice, and therefore not be as limited in their value. The level cap could easily be 8, or even 9!

Another, different possible solution to the over-leveling issue is to limit the level-ups to only 1 per recall turn. This would slow things down considerably, and it would probably matter quite a bit which one you choose to gain levels and which ones you don't. It might also make a much bigger difference between playing 1-2 workers then recalling vs playing 3 or 4 before recalling. I'd be afraid this is TOO slow, but it ought to be easy enough to test. If it works, then that would make a level cap of 6 potentially viable after all.

Sunday, March 24, 2019

Prototype feast or famine

Ever since Corbin was born (last summer), I have felt like I've been in a relative famine with regards to playtesting (and gaming in general). I have tried to make up for that with online play at BoardGameArena.com, Boiteajeux.net, Yucata.de, etc.

In October, Michael was in town for Rincon, and I manages to get a couple of plays in with him. Then I sent 4 of my prototypes to Utah with him in hopes that they would get played in the TMG office.

Finally, after 8 or 9 months off, my playtesting group is back up and running again! This was great news, and it came just in time to finish up last minute development on Eminent Domain Origins, the reboot of my first game, Terra Prime.

Now that that's done however, I've run into a problem. All my prototypes are in Utah, what do I test next? Fortunately, I had something. TMG is doing a Deluxified version of Emperor's Choice (I'm in charge of the art direction and rules updating, like I did for Yokohama), and someone suggested we add a 2 player variant to that 3-5 player auction game. So I came up with something, and the last couple of weeks we've been testing that.

Yesterday, I came home to a box at my door containing my prototypes! They appear to be in fine condition, and now I've got the opposite problem: which of these should I test next?

* Crusaders: Divine Influence (expansion)
* Deities and Demigods (now Olympus on the Serengeti)
* Eminent Domain: Chaos Theory (dice game)
* Alter Ego
* Sails and Sorcery (Michael's mash-up of EmDo and El Grande)

In addition to that, pretty soon I'll have a version of Worker Learning to test as well!

Crusaders: Divine Influence (expansion)

Since Crusaders: Thy Will Be Done arrived a couple of months ago, it seems to be very well received. This makes a perfect window for a Deluxified expansion to go on Kickstarter, along with the opportunity to get the Deluxified base game again, later this year. In anticipation of this, I designed an expansion before my playtesting haiatus, and I'm pretty happy with it so far.
Divine Influence adds 4 new building tracks (16 more buildings per player), a revamped (more involved) Influence action, and a few new knight orders to go with them.

Olympus on the Serengeti (fka Deities and Demigods)

I posted before about the theme of Deities and Demigods changing to re-imagine Greek mythology in an animals of Africa setting. Art is underway on this one, and I'm a little worried how it will turn out. I think that, like Eminent Domain's title, when players see everything in context, it will work well.

This one doesn't really need more testing, unless I want to add that Hades module to the game.

Eminent Domain: Chaos Theory

Last I checked, with the final tweak to 5p (and maybe 4p) games (everyone starts with 1 tech advance), I think this one is ready to go. It is in line to get art done after the more pressing Divine Influence, which will start as soon as we wrap up art for Eminent Domain Origins which is happening right now (about a month late, which means it probably won't make GenCon, unfortunately).

Alter Ego

I finally hired an artist and a graphic designer for this age old prototype, though I haven't seen anything from them yet. The game could use some finishing touches, but nothing that would change the major art pieces, so I figured starting art would be ok. There's no deadlude for this one at the moment per se, so maybe starting art now will mean when it comes time, I'll actually make it for once!

Sails and Sorcery

Michael impressed me with the thoroughness he was putting into his mash-up of EmDo and El Grande when he talked about it on the TMG podcast. He didn't really have a title, so I made this one up for now. He didn't want to let me in on the game until he'd gotten it far enough along - perhaps for fear I'd sort of take over the design (that's kind if my MO). In October, he brought the game with him and we played a few times. I think it was an excellent start! He was ready to let me start doing my thing...

Right away I had a few course grained suggestions, some of which we implemented on the spot. Others Michael didn't necessarily agree with. He left the game with me to work on, but my testing was on hiatus at the time, so beyond editing the rules to include what I wanted to try, I wasn't able to do anything.

Come December, Michael was in town again for the holidays, and I sent his prototype back with him, with my rules edit inside, so they could try it in Utah. I don't think they ever got to it though.

Now that I'm playtesting again, I asked for this prototype back, so we could give it some plays.

Worker Learning

I think I've mentioned that I recruited my friend Rick to help co-design one of my more promising ideas. After some good discussion back and forth, some solo testing on his part, and a couple revisions of the prototype, Rick tells me this game just got its first live playtest! Sounds like it went well, and generated good feedback. Rick will be bringing an updated version to Gamestorm next weekend, and after incorporating that feedback, I'll make a prototype and bring it to my group.

I'm excited to see this game in action! But some of the others have a little higher priority, so it might be several weeks before I get to try this one.