The not-so secret Blog of T.C. Petty III

Monday, January 2, 2012

2011: The Year Before 2012 PODCAST



This year has been amazing.  I've played a ton of new games. VivaJava: The Coffee Game is getting published (in 2012) and the Kickstarter campaign is nearly upon us.  Good 'Ol Punchin' Planes was spawned and is available now on The Game Crafter.  Flummox, by my very supportive friend John Moller, is getting published (in 2012) and the Kickstarter campaign is creeping up quickly.  Carnival was released upon the world and had an extremely successful Kickstarter campaign.

So, I created the aforementioned podcast, with my friend Tim Hing, to kind of usher in the new year give my top picks for last year.  Which, honestly, is poised to be the best year of my increasingly adult life.  It's a Best and Worst List that is filled with surprise, disappointment, and awesomeness!  

Stay tuned for more VivaJava news in the coming days and weeks as we approach our mid-january Kickstarter.com kick-off date!  And thanks to everyone (real life and twitters) who helped to make this a year that I will remember until the Alzheimer's gets too bad and I forget it.



--------some quick things that were cut out of the podcast due to technical errors...
>> Tim & I both thought that Darrel Louder's game Compounded was one of the best games we'd played in 2011, and it's not even completed yet.
>> Tim listed every Martin Wallace game ever created and said it was the best game ever.
>> More love for Paris Connection, and a mention of Colorado Midlands, Glen More, Fresco, Macao...

And Finally...  I'll be at the Unpub 2 Event in Dover, DE on Saturday, January 14th.  VivaJava will be there and so will Carnival and Flummox and Compounded and all your favorite new designers and publishers.  Make the trip, it'll be worth it.

Happy New Year!

Monday, November 7, 2011

Good Ol' Punchin' Planes: A True Fiction

So, a lot has happened since my last post.  I'm not going to try to sum up the last few months with a list of intricate details, but I will take the time now to compose my thoughts on the birth of Good Ol' Punchin' Planes, and then in a post later this week, I will explain why DeveJava's name has been changed to VivaJava, and why the board game geek listing states that it is to be published by Dice Hate Me Games in 2012.  It's actually a pretty simple reason, but I prefer to devote an entire post to Punchin' Planes before I completely overshadow and explode this blog with coffee and the sweetest feeling a bitter substance can give a man such as myself.

The World Boardgaming Championships were held during the first week of August this year, and I happened to (for some reason to be explained later) convince Chris of Dice Hate Me fame to bring his wife Cherilyn to Lancaster, PA and showcase their new game Carnival.  This game was not at the time the 7th highest grossing board game on Kickstarter, in fact, they were still finalizing the design and play-testing Pulsar.  And this is truly where the idea for Good Ol' Punchin' Planes was born.

Pulsar was being created as an entry for a Vehicle Game Design contest on The Game Crafter.  I had recently been introduced to both The Game Crafter and Kickstarter, so when I played Pulsar and realized that a Print-on-Demand publisher was having a contest that could provide me with much-needed advertising, the cogs in my well-oiled geek brain, began to turn.  

But, I lie.  I believe it was more important that Chris was also play-testing his entry into the contest "Aces", which was a multiplayer dog-fight fest for kids of all ages.  The game was played on a dynamic grid of cards which depicted multiple looping flight patterns that connect to each other in a carcassonian fashion.  Each player could alter the position of a card on the grid and then move their plane along the flight path to different checkpoints.  If other planes were in range and within line of sight, players could jam away on the machine guns.  It was fun, but the game felt a bit too "open" and I could see some mean-spirited gang-ups occurring.  But, since we decided the game could support up to 80 "ghost" players, I felt this could be forgiven.  

We also focused on one aspect of the game where two players flying on the same flight path could collide head-on.  In the game, this gave each player a damage to their plane, but the imagined joke was that both players would jump out of their cockpits as they flew by and quickly fight it out on the wing.  Ding!  My head rang.  "And what if the planes were so old that it was actually necessary to fight this way?" Shaun Purtell postulated.  Ding!  So, really, our joking conversation led to the initial theme of the game.

And it never would have become a reality if my mind had not immediately created a logical abstraction of flying.  Because the early planes could not turn, and because the fighters were standing on the wings, all the game would consist of would be two wings, two fighters and cards showing whatever terrain they were flying on.  Players would control their pugilist and their pilot with one card played simultaneously.  Genius!

1st Play-test with Rob & Julie
On Monday night, one day after WBC, I created the entire game from scratch.  I took  a sheet of thick watercolor paper and cut it up into a pile of cards.  I then drew on every card with three different colors of marker, black pen, and sharpie to create a simple but relatively pleasing prototype.  The next day, we play-tested it for the first time.  Success, I thought!  All the elements worked.  The game was fast, and appeared to be somewhat fun and accessible.  

That week, I began working on some mock-ups for actual card art, knowing I was facing a time-crunch and continued play-testing with friends.  This was considerably easier play-testing a 2-player game as compared to the monster of an 8-player game I had created in VivaJava.  Sure, the game had to play well, but i also knew that if I waited to get all the kinks out, I would never have time to create all the game art after I realized how much effort it took to create this... 

1st Artwork for Good Ol' Punchin' Planes

I made an outline/timeline for progress and a template for the main artwork, systematically assessing which pieces of art were standardized and would not be changed as the prototype progressed.  This was easy in some cases, as pretty pictures of terrain would be needed, but proved difficult as I changed certain aspects of the game to improve the balance.  Players went from having a communal deck, to each having their own deck.  A "PASS" card was created to make hand-management an important issue to consider, also completely changing  the terrain card layouts.  The terrain cards merged, now having two pieces of terrain on each card instead of just one.  But, on the whole, the process was very business-like and structured, and I spent multiple weekends indoors, without exercise, being all artsy.

By the time the game hit it's final iteration (which I can lovingly dub as the 4th prototype version) and was released on TheGameCrafter in October, I knew I had created something unique and special.  Sure, it was specifically created as a resume-booster with in-game advertisements for VivaJava, but the game stands on it's own as a testament to what I can create given limited time and resources.  It's something that people literally cannot compare to other games in it's genre; that is a huge compliment.  And it was essential to have close friends that supported me throughout the entire process.  Some were even given their very own Pugilists in the game.  Oh, and while I didn't win the contest, I won an award for Best Art.

This is really the first time in this blog, that I'm not truly speaking to myself.  I could list the statistical averages I viewed during my 25+ observed play sessions, or show each specific failure and stumbling block, but really it all boils down to the fact that I could stay completely focused on one project for a good amount of time and see it through from start to finish.  That's huge.  And I'm ready to tackle VivaJava again and get it to 100%.  

And one final thing.  The cost of components for each copy of Good Ol' Punchin Planes is $10.62.  I sell the game for $10.99.  Board games are not about making money.  If someday I can rake in a cool $40k a year doing this I'll make it a full-time gig, but I know the odds are slim.  Right now I'm just happy that my game is in someone's hands.  I'll do whatever I can to make that happen.  So, buy a copy.  If I sell 3000 copies, I'll make enough to pay someone to pat me on the back once or twice.

Next up, for a long time, the continuing adventures of VivaJava!

Saturday, July 2, 2011

The Post-Origins Post

"We all know the Government is raping us..." ~ man on stage

Comm-fest in Columbus, OH, happens to share the downtown space with Origins Game Fair for a few days this year. It's debatable whether the name is intentionally sharing the same four letters as both Community and Communism. But, the Socialist party has a recruiting booth stationed between a stand selling pit BBQ and another tent with screen-printed rocks for your stoner garden. "We all know the government is raping us," was the first statement we heard over the loud-speaker as thousands littered the streets completely oblivious to the organizer crying out about some bland cause, most likely the legality of medicinal marijuana. I was hoping to buy a kebab, but the lines were long and sweaty and stinky.

In fact, it's kind of sad that one block away is an air-conditioned convention center packed with people playing, buying, demoing, talking, and possibly eating board games and this sweaty throng of unfocused semi-protesting carnival-goers are just as oblivious to the speaker ranting about the government as they are to the goings on inside the pastel building enclosure that is the home of Origins. It's the golden age of board gaming. Don't they know? Pale is the new bronze. Fear the sun, people. Come inside and play some DeveJava.

Exhibitor's Room
The Story of Origins

The beginning of my origins origin story starts at the end of April when I decided to include Wednesday-Friday, June 22 - June 24, in my vacation schedule. I hadn't decided whether I would actually make the trip to Columbus, but I figured that even if I didn't find anyone to go along, I would at least have a few extra days of sleep. Then, my friend Alison said that she would visit me on June 25th. And soon after, John Moller emailed me tentatively, then once discovering that I was attending, he offered a hotel room-share. I think I spent about $150 for four nights on the tenth floor of a nice hotel with a vertigo-inducing view of downtown Columbus.

7 VP - Swinging Jivecat Voodoo Lounge
Skip the driving part. Skip the getting lost in town part. Skip the getting acquainted with new friends, the oohs and ahhs of the huge dealer room, the burgers across the street. I'm there and all I want is to try every NEW game and find like-minded individuals, preferably those with an inclination towards publishing, to give the elevator spiel and entice them to play my game just once, so that they are overcome with happiness and offer me millions on the spot! Or something similar that involves a much more conservative "send me the rules and a prototype" type discussion. "This game is relatively fun." They might comment.

Age of Dinosaurs - OMG the pieces!
John Moller was instrumental in setting up the first hasty meeting where we sat down with Ross Fleming of Tartan Grizzly (a relatively new, small-scale publishing company out of Canada). I can't be sure, but I wildly waved my bits at him and he seemed moderately interested. His main concern was keeping the cost of components down, which gave me cause for concern. Being new to the whole "pitch" thing, I'm not a person that can easily gauge another person's level of interest, but from reading up beforehand I knew that the "cost of components" discussion is something that should occur much later. So, I shook hands and we pledged to stay in touch. It was exciting. Thursday morning and already one full pitch down.

I spent most of my convention time walking from booth to booth in the dealers room and relaxing with late-night boardgaming in the "board" room.

Core Worlds - prototype
Quick list of new games I played and my impressions: FlashPoint by Kevin Lanzing; relatively fun coop game about firefighting, can easily be played by one player and needs fine-tuning. RoboDerby by Clint Herron; excellent idea to make a dice game of RoboRally, fun, fast, and works well. Times Up! Title Recall; people always say this is the best party game, I see why they enjoy it so much. Core Worlds by Andrew Parks; deck-building game with engine building and a final purpose that is intriguing but doesn't necessarily make sense as a deck-building game since you reshuffle maybe 4 times during the game. Family Reunion by John Moller; a memory-style match-up game with interesting card interaction (hope there are more juicy combos added).  Carnival by Dice Hate Me Games; a fun set-collection game with customizable turns determines by dice, amazingly polished and elegant for a game only weeks old.

Sadly, I did not get a chance to play Kingdom of Solomon, The Road to Canterbury, or Swinging Jivecat Voodoo Lounge. All these lovely prototypes and not enough time to force out a demo.

Playtest 1:

This occurred on Thursday night at covered tabled near the entrance to the Board Room. I played the game with my temporary roommate, Jon from Kentucky, and 4 other drafted players who just happened to be walking by in a group.

Positives:

This was the closest game I've ever played. Three players ended the game tied for 27 points, while the fourth place player had 26 points.

After the rules explanation, all players (with the exception of one) had a good understanding of the rules and were assisting with setup by the end of the 1st round. The game was relatively fast-paced as the group didn't over-think each step and blending was a popular choice. Smiles all around.

Negatives:

Virtually no reaction. The game ended and the 4 drafted players stood up and left. I bid them a quick goodbye, asking if they enjoyed themselves, and one of the group nodded. Cold as hell. Also extremely confusing. Jon confirmed that he enjoyed it very much, but the inexplicable tepid reaction from the others drained me. It was a close, competitive game where all the elements seemed to work together nicely. One of the players, however, was having troubles managing the beans within their bag. I think the next time I explain the game, and when writing the "strategy hints" section of the rule book, I will be clear that this is not a game about collecting beans, but being selective about what is in your bag. Still don't really understand the reaction.

Playtest 2:  << click for to John's write-up

This started with us trying to entice Philip DuBarry, designer of Kingdom of Solomon to play. He instead chose to leaf through the rule-book as he had some business to take care of. So, this play-test included John (cartrunk.net), Chris (dicehateme.com), Shawn, and another innocent bystander whom we drafted from the Board Room. It was strange how many people walked by as we played.

Positives:

There is a HUGE positive from this game (more on this later). Also, David from Clever Mojo Games sat in for the end of the game and he seemed genuinely interested. I really believe it was Shawn & Chris' positive reaction that allowed David to flip from disinterested to explaining that he just couldn't fit in another "big game" on his release schedule, but would love to see more updates. After the first playtest went over so stale, this was a definite ego boost.

Negatives:

Shawn used a very good strategy to run away with the game a bit. He was able to get an early lead with a good blend 1st turn and a judicial use of investment chips carried him on to the win. While he won the game by only one point, it does emphasize how powerful investment chips can be. However, no one exploited the Flavor track in order to counter this.

There were still 5 cards remaining in Blend Slate deck, which means I need to further readjust the distribution. The "sliding cards" mechanic for replacing blend slates may need to be nixed. Notes, notes, more notes.


Overall, I was impressed by Origins and by the sheer amount of talented designers attempting to drum up interest for their games.  It was daunting and anxious and fun.  Hundreds were walking around with cardboard and plastic boxes discreetly labeled with a single "Title" sticker, hoping that some wayward publisher would shake their hand enthusiastically.  I felt like a number at times.  Here I am, another unknown, wandering from prototype to prototype in some lame attempt to network.  

I'm not a salesman.  I don't know how to small-talk.  I can only analyze.  I know that a proper conversation is an exchange of ideas that usually includes one party speaking for the equivalent of 2-3 grammatical sentences and then the next party reciprocating with information that pertains to the previous party's desired topic.  There is usually laughter; this is optional.  And the most important aspect of a positive conversation is the non-verbal cues.  The flash of teeth.  Leaning back in the chair.  Moving forward with hunched shoulders to emphasize a point.  A lack of animation can spell disaster, just as much as a 5-minute pitch can be construed as a 5-minute negative conversation (a lecture).  I hope I can be engaging.  I hope my gap-toothed smile is overshadowed by my reality-based enthusiasm.

Friday, February 11, 2011

Step in the (scary) Right Direction



So, I just hit the "sent" button.

Last week or so, I contacted Asmodee's Montreal office in order to get more information on how to submit a game. Today, I finally rearranged my guts and words enough to send their representative "Croc" and extremely professional Query letter. I must have re-read the thing to myself at least fifteen times, making grammatical changes, switching around information for impact, and many times just staring blankly forward wondering if I really should send the email. It all seems so "shot-in-the-dark." Here is a designer from France with a one-word name, who designs a popular dungeon crawl game named Claustrophobia, which looks immense, and I'm sending him a proposal to review my completely euro-style boardgame about pulling coffee beans from bags. It seeming more and more like "no chance in hell" as opposed to "shot-in-the-dark."

But, I've sent the email. And a big shout-out to Mario Arnold and to Brian Tinsman's book "The Game Inventor's Guidebook" for giving me some examples and guidelines as to how to approach something this odd. Devejava is taking the first step towards publication.

(terrible pic of me btw)
Also, thanks to John Moller for hosting a big prototype gaming event in Dover, Delaware. And thanks to the fortune cookie that said "this could be the best day of your life," which forced me to force myself to go to this meeting. Guy to my right in the pic, Wes, was very enthusiastic about the game, so were Lesley (righter right) and Darrel (invisible across the table) but they were already pumped up by John. I really think this night was the kicker. I also have a lot of good "action" shots.

Whether I want to take compliments seriously or not, I've been getting too many compliments to ignore that there may be something to this game that is not just me "dreaming." Next Tuesday, I'll be playing this with 8 people again. I hope I have good news to share from Croc. An email that says "sounds interesting, tell me more." I'm assuming this process will not be easy, but here's to hoping I strike it big with my first attempt.

I'm just very relieved that I pushed that button.



Monday, August 17, 2009

WBC - Coffee - Starbucks

I'm a month or two late for expounding upon the virtues of the World Board Gaming Championships and my complete week's vacation at the event, but since this blog is inherently personal and updated as frequently/infrequently as needed, I feel no sense of immediacy or regret. The week was wonderful. And while I had scheduled out my tournament schedule weeks ahead of time, as I expected the most entertaining times came outside of competition (when I wasn't forced to play games with total douches), and usually involved random people looking for a game. It's great to have an open atmosphere where someone can feel invited to every game available, just as long as they time it right. I learned Die Macher, Through the Ages, Race for the Galaxy, Tichu, and a few more less memorable game experiences that I'm not recalling at the moment. I sat down with a few fellow game designers, one named Josh, on the verge of having his deceptively simple game, "Battle Time," picked up by a publisher, and the makers of "Wits and Wagers" played a few frustrating games of Dominion Intrigue with me.

If I was in the business frame of mind, I probably would have exchanged information, but at the time, I was much more content to make new friends and basically interview them about the whole process. It's terribly interesting to note that "Forecaster" was created early last year as a prototype, and that while it almost feels shelved to me because of the lack of development, these guys are working on their games for five years and still not ready to send them to the production floor.

An entertaining week, and surprisingly not a very expensive week as I pretty much bought one small meal and a coffee-flavored drink each day. I bought nothing at the dealer's tables, only really missing out on an opportunity to buy plastic game components and some sweet dice. By the last night, I was beat, and the final marathon 5 hour session of Through the Ages (losing by 1 point), almost killed me.

But, most importantly, I was courageous, and I did get to test out my coffee game on a group of 7 people.

Starbucks

While buying a coffee at Starbucks, sometime around closing, I immediately had this grand scope of an idea. Why don't I design an accessible Euro-style board game about coffee, that Starbucks would distribute throughout each of it's stores during the holiday season? This was many months ago, possibly around March or April, when the idea first sprang into my head. I happened to have a pen and paper in hand, and started jotting down some notes.

If I was going to design a game about coffee that carried the Starbucks brand name, the theme had to be solidly positive towards all of their brands. I quickly threw out the idea of competing coffee chop baristas, because why would Starbucks want to compete with itself, and why would one Starbucks store be better than another? It wouldn't send the right message. Cooperation seemed to be the way to go, but there had to be a point to it all.


When I checked out Starbucks' website, I found that they had sectioned the world off at the equator, and talked about three distinct regions where coffee was predominantly grown. This sparked an idea that fueled the game's basic premise. Each player is a field researcher, traveling the world and searching remote locations for the best new coffee beans for Starbucks. Since the world was split into three, I decided quickly that I wanted three teams to be created because of the choices made by the players. These teams would work together to blend their coffees, and the good blends would become top sellers at the stores, continuing to stay on the menu with each passing week. The theme was set in place, and from what I can surmise, it still appears to be safely competitive, while keeping a consistent, positive image for the store.

I was missing a major component though, what would you actually do? Because of my intensive work on the Burrito Game, I pushed the idea to the side, letting it fester in the back of my mind. But, it wasn't until sitting down with Tim Hing at Denny's, that the main mechanic was stumbled upon. I explained my idea to him, as roughly and quickly as possible. He really enjoyed the game, "Thebes," and within minutes had contradicted my idea of using cards as beans, instead throwing beans into each player's personal "roaster" bag. They would later work as teams, pulling their beans from their sack to make blends. This created an environment of simplistic compromise and teamwork. Shortly afterward, I realized that one of the main issues I was having with my previous games is that there was no consistent building mechanism that gave the player options that would pay-out in the long-term. I love games where the player feels like they are getting better and better. So, I created a personal research track for each player, allowing them to gain abilities that would aid them in creating better blends and obtaining specific coffee beans.

Play-tests (3 so far):

#1

The first official playtest occurred at Mario Arnold's house for the July 4th weekend. We were able to rope in two of his cousins to sit down and play for a good three hours, creating a nice 6-player game. On the fly, I suggested we start the game with three beans in our roasters; 2 white, 1 yellow.

I was extremely nervous while explaining the game. My three friends are avid board gamers and could intuit most of the game's mechanics as I explained, but the game is complex enough that it almost alienated the two casual players. To their credit, they stuck it out and made it through a complete, studdering (almost 30 minute) explanation of the rules. I knew before I had even begun explaining that a player-aide is definitely required and some of the more specific research abilities and symbols needed to be listed for quick reference.

The first round seems to be the key. The initial placement system is a life-saver. All a new player has to do is pick ANY space on the board and place their marker. It is very easy to understand, and after one round all but the "swap" symbol were easily understood. Then comes the first dual choice; to blend or to research. Again, once people knew who their teammates were they immediately began planning their turns. On the first round, I made sure to guide them through some of the confusion, showing how to score, where to move blends and best-sellers. By the time the second round began, they had already grasped the general concept and were helping to score and set up the next round.

I was impressed by the play-test. The game never fell apart and I never read a look of agony on anyone's face even as the game stretched into the three hour mark. It didn't fail miserably or have some insurmountable hiccup that required a rules update. This always makes me happy because the game proceeded how I had envisioned; but it is more difficult to discern the major problems, since nothing pops up. All players were constantly talking and involved, possibly even more so than later play-tests, and scheming and laughing. So, the mechanics worked and created a nice rubber band effect on the victory point track that I had really hoped I would see.

The game ended by three research tracks becoming filled by Mario's cousin. He ended up losing by one point when adding all victory points by a slight miscalculation.

After the game, we sat around and I asked some questions about where I should focus my attentions for the next playtest. Mostly positive. The negative feedback was almost all related to length and balancing issues. I had misjudged the amount of blend cards needed to trigger endgame (too many). I had misjudged the amount of victory points needed to trigger endgame (too many). And I had artificially enhanced the game's length by not giving out enough research points. All easily altered. But, shortening the game even further would require some more adjustments.

#2

WBC provided the location for my second play-test, this time with 7 players (5 had never played, 3 were strangers), allowing me a chance to see how the game would scale when three-player teams were involved. (Sadly, a really nice guy stopped by and listened to a complete rules explanation, but since our game started later than expected, he ended up having to leave before ever playing. However, this helped me streamline my stuttering immensely for when the big group gathered later). The rules were explained within twenty minutes, and the now standard 1 white, 1 yellow, 1 light brown, starting roaster was implemented.

Five cards were removed at random from the Blend deck, a few new cards were created for the Flavor deck, and the victory point total for end-game was changed from 30 to 20.

Even though there were more players and even more tense table-talk/negotiation in this game, it clocked in at about two and a half hours. The VP total was the catalyst to bring the game to a stop.

Sadly, this play-test emphasized more of the problems that had surfaced slightly within the first play-test. And even more sadly, I can't remember the names of all the players. The main issue was the power of the rainbow blend versus the 5-of-a-kind. What I hadn't anticipated was that when the game scales to teams of three players, it becomes much easier to create a rainbow blend then when there are teams of two. This caused a situation where a team was able to create a bestselling blend very early in the game and stay at the top of the list for an extremely long and unfair amount of time, before it was knocked down. Also, because of this and other similarly unbalanced reasons, there was a very clear winner and a large disparity between first and last place.

After the game was over, I received more genuine compliments than complaints however, and a pledge to play again. Considering the game was on it's second playtest and barely two months old at the time, they were impressed by the progress. I remember feeling dread when I was cleaning up. I thought that it might be a while before I could figure out a way to fix the looming issue of the bestseller list being unbalanced.

Gladly, I spoke to Tim a few days later and he suggested something which I initially deemed too fiddly, but quickly began to acknowledge as sound advice. Instead of bestsellers sitting on the list forever until they are knocked downwards by a better blend; they should degrade each round. More crazy rules! I complained. But, I knew he was right, and the next game I would test it out to see if anyone noticed.

#3

The final play-test was Game Night @ Comix Connection in Camp Hill, PA. This was another 6-player test, and went extremely smoothly.

Ten cards were removed at random from the Blend deck, a few new cards were created for the Flavor deck, two new country tokens were added (+2 VP & -2VP), and most importantly two major rule changes were implemented to balance out gameplay. After each scoring round, all coffee blends degrade in popular opinion and one bean is taken from each bestseller. Second, the rainbow blend is ranked as just above a three-of-a-kind, but never degrades. Also, to improve play-time, all teams were required to choose whether to Blend or Research at the same time, which ends up being very key in moving the game along at a steady pace.

The game-play last under two hours. Exactly what I had always wanted for this game. The end-scoring spanned 10 points between first and last place with a 1 point margin between first and second. The VP track ended the game, but there were 5 cards left in the Blend deck, and Jim was one point away from completing three Research tracks.

Every turn of the game (except for the first), Jim chose to research. I give this a special mention because it did not break the game. He did not win. And I'm very happy he didn't, because that would have been a big stumbling block.

The best compliment of the night came in the form of Brian saying, "I really like this game. This is your first game that I can safely say I would play again for sure." Sadly, this comment meant that he didn't really like the Burrito game, but it also meant that I had a truly good thing going. On the negative side, one of the irregular visitors seemed indifferent to the whole experience, possibly finding it silly or too fiddly. There are always things to fix.

...and more things to fix will come soon.

Saturday, May 2, 2009

MemoryPLUS - Another unnamed prototype!

“The palest ink is better than the sharpest memory” - Chinese proverb

Sometimes people don't understand the weight of their own casual comments. I was reading a post on the BoardGameGeek Game Design Forum, responding in my usual helpful manner when I realized that a game based on Memory could actually be somewhat fun if there was a sense of involvement and strategy. I became giddy when I discovered the first few game mechanics, and positively livid when I realized that I could force people to draw without them getting sick of it.

Each tile has one side that is laminated & blank, and one side that shows a picture with the number of tiles that are included. Just like in Memory, the tiles are shuffled and arranged face-down in a grid. But, instead of only two matches, each tile turned over could have up to 5 matches that need to be collected in order to take them from the grid and receive points. This makes it cool.

Every turn, a player flips over two tiles, and instead of showing it to everyone like in normal memory, they keep it secret. Then, they grab their color dry-erase marker and write a symbol on the back of the tiles, hopefully something that will help them remember what's underneath, and return them to the grid. If they pick up two tiles that match (and they are not a 2) they many flip them face-up for all players to see, at this point they press your luck and look at a third tile, if this is a good match, they may flip it over and continue flipping until they've found the entire set. If they do not find a match, they flip over all tiles and write a symbol on each of the flipped tiles. Now others have an advantage. This makes it not boring.

And when four other people are trying to do the same, it becomes a nice, tense party game.

Thats the gist, and at the end, the last remaining set of tiles on the board is worth minus points to the person that is stuck with it. The key to scoring is that every tile a player collects is worth 1 point if it has their own symbol and 2 points if it has someone else's symbol on it.

Observations (1st Play Test):

This week's Game night included a game of League of Six (which received a mixed, confused reception) and then a "quick" play-test of my new memory game. The simplicity of this game seemed to be appreciated after the confusion of the former, at least until we realized that writing symbols on the back of tiles makes it "harder" to remember the tiles than just memory itself.

Players: 4 (Rob, Jim, Tim, & TC)
Playlength: Approx. 30 Min.
Scores (approx): Jim 14, Rob 12, Tim 9, TC 5
Tiles Used: 1x5, 1x4, 3x3, 4x2 = 26 Tiles

After playing the game solo a few times, I realized that 39 tiles was way too many for a first game, and made it drag. I was afraid that using too many highly numbered Tiles would make the game longer and less fun, so I nixed a few of the 4's and 3's. My first decision was correct, but getting rid of 3's and 4's ended up being the opposite of what is good.

The game dragged for a while as we each flipped over tiles and spent time thinking about what symbols to write on the back. There was pretty much nothing to do except watch for funny pictures and phrases. Tim wrote "This is a Dolphin" on one of the tiles, which called more attention to that particular tile as it was picked up by others and erased 3 times (which brings up the strategy of calling attention to a piece you've picked up, in order for others to become curious about it). Tim was also the first to find a pair of matching tiles, and he immediately flipped them over and searched for the next tile, which failed, but gave him an extra pull.

Once some tiles were revealed, and there was a different colored symbol on every tile, the game picked up considerably and the tension mounted. Someone would flip over three tiles in a set of four to start their turn, then usually have a 50/50 shot at remembering where the last piece was. This would then cause the next person to have a huge advantage. It seemed close until the end.

The game hit a very interesting point when there were only 5 tiles left on the board and we each had one clue as to which set was which. Two matches were left over, and everyone hoped that person before them wouldn't have the lucky pull and stick them with negative points. Sure, there was bluffing and luck, but it ended up being a -2 for Tim, which wouldn't normally be insurmountable.

A note on the strategies of each player: Jim created a system for remember tiles that was usually just two letters; no abstract symbols or phrases. He won the game, so maybe there is something to a subtle symbology that may be hard to crack. Rob seemed to adapt to the situation, similar to what I was attempting, drawing symbols that sort of looked like the tile underneath and other times was a phrase or play on what someone else had drawn. Tim had no crackable code. Sometimes he would draw a circle, sometimes a sentence, sometimes a sun, but when we looked underneath, normally I could not find a reason to them, but usually they somehow correlated to the rest of a set.

I can't wait to try the TEAMS version of this game next time we play.

Changes/Suggestions:

Tile distribution- The 2's actually turned out to be the least fun tiles. They were hard to find, and when found, were only found by complete luck. There was no way to push your luck and try for more; there was no strategy. The next play-test, I am going to completely nix all 2's from the game to see how it plays. It's much easier to find a pair when there are less possible groups on the table (i.e. I could have 50 tiles on the table, if there were only two sets). Finding a pair and pushing for more seemed to open up new avenues of fun and depth to the game.

Finding the right amount of tiles will also be difficult. I will just have to playtest until it makes sense.

Starting Knowledge- It seemed like a "cold-start," where everyone had no knowledge of what was on the board, made the game drag. There was some fun to be had in watching others, but I think the best idea might be to have a bag that players grab maybe 3-5 tiles to start the game with, and everyone writes a few symbols. This way the game starts with a little more flash, and the "press your luck" mechanic may even happen on the first turn. Sure, someone might pull a lucky set, but that just means that they have less info to work with for the rest of the game.

Variants/Other Rules: I could probably make a million rules and variants. I already have included the "slowest player" award. A -1 Tile awarded by vote to the person who took the longest to write their symbols. Tim suggested special ability tiles that someone could hold for points or use during the game to interrupt and affect other people's turns.

Which brings me to the question of how adaptable I want the game system to be. A "classic" game thrives without expansions and extra content. Is it classic enough in it's current state, or should I go crazy and include separate rules and tiles for about 5 different ways to play the game? Expansions and alternate rules seem like niche gaming ideas. I think it's too early for the debate right now, but I'll to see how thematic I want the game to appear, and how many iterations I'd like the game to have in the future.

Overall:

Jim seemed to be relatively pleased with the game, althought I'm never sure if he's enthusiastic or borderline on a lot of games. Rob seemed to realize a few turns into it, why I had thought this was worth making and seemed pretty enthusiastic. Tim had a "good, but missing something" attitude about it, and had a million ideas for rules and expansions.

Me, I'm excited about it. It's easy to learn, fun to play, and pretty much anyone could play and enjoy it. I have no grandious notions about it, however. It is hands-down a "filler" type game, that can and should be played more than once in a hour's time. And that's not a bad thing. In fact, I love Pit! because it just works and is terrific fun for a group. It has fun-factor and scheming, over longevity and resource management.

Now I need a name and a theme.

Monday, March 9, 2009

Round One of Burrito Troubleshooting

We were able to play three four player sessions, and one three player (trial run) session over last weekend, so improvements are finally racing through my head. I also won every game, which clearly means that this game must require a very high level of strategy.

After the three-player game for the first time ever saw someone actually lose money on the first round, we decided to up the original ingredient buying funds from 20 to 30 dollars, just in case. I'm still bitter about this decision. And immediately after we did this, people are spending more than $20 on burritos during the first turn. Ridiculous! That cuts right into their profit margin! I'm appalled and confused and will have to play-test this much more thoroughly. Does it invite new players to make confusing plays like this?

So, here's the BIG list.

Main Issues to be addressed:

Money exchange-

During play-tests there have been multiple times where a miscount, or "bad math" has occurred when money is taken from or given to the bank. It happens in almost any game, but it is more noticeable when a group of people are all grabbing for cash at one time. I could actually blame a lot of it on impatience, or the suggestion of the "group" to just pile up the cash in the center, which pretty much made double-thinking impossible. BUT, these things have to be planned for since there have got to be worse, more impatient, more disorganized gamers somewhere in the world. We kept a running tally for some games, and if things seemed odd (i.e. if someone made $50 in one turn), we actually went back and figured out the exact math and adjusted totals accordingly. Since money is essentially victory points, it is never kept secret, which is a plus.

While not essential, in my opinion the use of dollar bills is thematically sound for a burrito shop. But realistically, it is a game-killer if people are consistently forced to double-check their totals. It's also kind of confusing given the main mechanic of investment versus return on investment, and then is further complicated by the use of special modifiers each round and having to buy extra ingredients later for double the cost.

In the future I will be reprinting the laminated Cooler Order Sheets in full color, and this will give me an opportunity to print out and laminate a simple score track for use with dry erase markers. I'll also replace cash with poker chips. This should make things bearable and easier to track for the time-being. I want to play a few more times before deciding if something more drastic needs to be done.

Because, I believe that once a game board is in place and each player is given a tortilla area in which to store their burritos until cashing in, most of the small issues with counting will disappear. I don't want to jump the gun if the eventual components will make these non-issues.

More Manager's Specials-

The original 5 Manager's Special cards were more difficult to design than intended. And now I will definitely need to add more (probably 5 more)... which means having to add at least 8 more in order to kill any of the imbalanced ones. More thinking is required. How to affect the game without negative effects.

I will be experimenting with the last place player choosing the next manager's special. As of now, we've tried it in two separate games, and the results have been mixed. Usually, it simply makes the game take longer with no tangible reward for the last place player.

(side note: An idea for speeding up the game may be a special token awarded to the player who takes the most time to complete his order that round. At the end of the game, whoever has the most tokens loses $5. (if a tie, no one loses points))

---edited out, but put into memory banks---

Plus, I've already deduced that the way we recently tried this idea, is inherently flawed. So, on subsequent play-tests with more manager's specials, the last-place player will draw a number of manager's special cards equal to the current round of play. This will allow for less choices early in the game when losing a round could have just been sour luck, and more choices later when a consistently failing player needs a BIG boost to put him/her back in the game.

Also, having manager's specials with benefits for the losing player will be attempted.

The Burritos-

I need one more $10 burrito, and one more $15 burrito. They all need names. The colors on the cards need to be brighter. I need a reverse side with some snazzy logo art.

And after that is completed. I may have to just randomly throw in more higher cost burritos. Right now, my ideal deck size stands at 45 cards. Will it stay at that level? Possibly, but for testing I will be beefing it up to 48 cards in an attempt to create more variety. A 50/50 chance of receiving a $10 burrito, or any of the others.

Also, an interesting observation:
We've found (surprisingly) that a burrito with five ingredients of the same type is an excellent burrito to have as a "special" burrito. It's like a magical burrito that always succeeds in being completed and many times nets you a quick manager's special card.


More stats and observations to come... exactly what everyone loves and deserves.