Saturday, May 23, 2015

Further reflection and design revision

Following my initial thoughts on the first playtest of my boardgame design, I've been reflecting on the revisions necessary to my boardgame. As pointed in my earlier post, I highlighted the core tension that I hoped to elevate in this game.

In order to focus on this central tension, there are a number of questions that I need to ask myself about this game:
  1. What is the nature of the resources that players need to acquire?
  2. How will players acquire this resource?
  3. How will players utilise this resource?
  4. How will the acquisition and expenditure model simulate demand?
  5. How will the game simulate the degradation of this resource?
Nature of the resource
Is the resource inert and passive, and serve no other purpose than to be moved from one location to another? Or perhaps the resource itself can impact the game (through the use of dice, or other means of affecting odds)?

In my original design, the resource was passive, other than to be moved from the marketplace, onto to players board, and then recycled.

Resource acquisition
In the original design, players obtain resources through open auctions. Further consideration needs to be taken on whether this mechanic is best suited to my game. Perhaps other methods might be better suited, such as closed auctions, random distribution, or a purchase model.

If I decide to maintain the open auction mechanic, further refinements will need to be introduced. This includes varying number of available resources, or introducing minimum bids.

The trade mechanic from the first design will need to be scrapped, to increase the tension, impact and consequence of acquiring resources.

Utility of resources
Initial feedback suggested that using resources to satisfy customer cards might be highlight of the game. But I remain unsatisfied by the initial design. At present, players only move resources from one location to another in order to resolve customer cards. But this process is ephemeral. 

Demand for resource
The nature of the resource, the acquisition model, and the utility should inherently simulate the demand for resources. But maintaining a balance will be key.

Degradation of resource
One mechanic I am keen to maintain is the degradation of resources. Meaning players will lose resources if not properly utilised. This mechanic has two purposes: 1) building into the theme of a restaurant, whereby unused food will be wasted, and 2) increase the scarcity of resources, which should loop back into the central tension of acquiring resources.

Saturday, May 16, 2015

First play. Putting a boardgame prototype on the table.

I'm resurrecting this blog to talk about my recent experiences in conceptualising, designing and playtesting my first ever boardgame design.

I've been playing boardgames for a lengthy period of time. During this time, I've come across many different themes and mechanics in boardgames. But it was only in the recent months when I stated contemplating crystallising fleeting thoughts into a coherent design. After making a pact with some friends to actually create a game by a specified deadline, I presented my first prototype, Smokehouse, yesterday for playtesting. 

Smokehouse is a game where players manage a barbecue restaurant - buying ingredients, cooking up delicious meals, and feeding the masses of hungry barbecue enthusiasts.

The resulting playtest was not unexpected. While there might be a kernel of playability within this early design, there were issues with fundamental mechanics that either created complexity without depth, or diminished the impact and cost of meaningful player decisions. There were also issues of balance, but in light of the aforementioned problems with mechanics, these are less of an immediate concern.

Upon reflection since yesterday, I've come to realise that the core tension I had hoped to introduce to this game is a trilateral pull between:

  1. the supply and availability of resources/ingredients,
  2. the demand for resources from customers, 
  3. and the degradation of those same resources.

The intended focus on this core concept was diluted by the introduction of unnecessary mechanics. The original design included worker placement/assignment, and trade mechanics. The worker placement/assignment had minimal impact upon decision making. The trade mechanic diminished the scarcity of resources (allowing players take what they want from each other). 

The initial design sought to emulate the workflow of managing a restaurant. The result of this is a game that is mechanically linear, and does not offer players a puzzle to solve, or a tension to make decisions meaningful.

There were other issues of concern, including confusion with phases and turns, allowable actions, and being overly "fiddly" (having far too many components). 

Going forward, this game will need to focus on the trilateral tension as outlined above. Any additional mechanics or systems must be in service of that - to increase the tension, impact and player cost/stakes to make decisions meaningful.

Thursday, November 29, 2012

A Marauder for a MechWarrior

I've always felt that Grayson needed a mech, much like his BattleTech namesake. And getting the right mech companion has never left my mind.

And what could be more appropriate than a Marauder?

I know some Macross fans might like to contest the origins of this design, and I do recognise its beginnings as a Zentradi Officer's Battle Pod. 

But to me, it'll always be a Marauder, piloted by Grayson Death Carlyle, MechWarrior and Commander of the Gray Death Legion.




Friday, July 22, 2011

New boardgames purchased!

I'm inviting several friends over in a couple of weeks so I thought it'd be appropriate for me to refresh my games collection with a few new additions. As I'm expecting a fairly large group to turn up, the primary consideration for these games is the ability to take more players.

In light of that, I picked up the following:

7 Wonders











Formula D











Space Hulk: Death Angel: The Card Game

Friday, June 24, 2011

Games for sale

I'm paring down my collection of games, so there's a whole bunch of games I'm looking to get rid of. Friends get first pick from the list below, at the listed price or the next best offer. If you aren't able to help me get rid of them, then it'll be going up onto eBay. So get right in with some quality games at low low prices.

DS ($10)
Dragon Quest IX
Final Fantasy IV
Front Mission
Grand Theft Auto: Chinatown
Lego Battles
Puzzle de Harvest Moon
Scribblenauts
Sonic Colours

Wii ($15)
Batman: The Brave and the Bold
Red Steel 2
Super Mario Galaxy
Tatsunoko vs Capcom: Ultimate All-Stars

Playstation 3 ($20)
Red Faction: Guerrilla
Two Worlds 2

Xbox 360 ($20)
Banjo Kazooie: Nuts & Bolts
Bayonetta
Brothers in Arms: Hell's Highway
Bulletstorm
Burnout Paradise
Call of Duty 4: Modern Warfare
Crackdown 2
Crysis 2
Fable 2
Ghostbusters
Ghost Recon: Advance Warfighter 2
HAWX
Smackdown vs Raw 2011
Mafia 2
Medal of Honor
Mercenaries 2: World in Flames
Prototype
Rainbow 6: Vegas
Rainbow 6: Vegas 2
Street Fighter IV
UFC2009: Undisputed

Friday, March 18, 2011

Playing Command & Colour: Napoleonics for the first time

Playing Battles of Westeros reignited a desire to play Command & Colour: Ancients again. Though both games are nominally based on the same system, there were a number of things that I preferred in C&C. Namely, I felt that the way units moved, and were encouraged to stay in formation, was very true to era depicted.

So when Shawn brought round the latest in the series, I was interested to check it out. I was curious to see if my opinions about Ancients carried over into the Napoleonic iteration. Just as we started a game, I took a few snaps:








Wednesday, March 16, 2011

Unboxing Battles of Westeros

It's now a habit for me to participate in Boardgamegeek's annual Secret Santa during the Christmas period. It's a great little deal: I anonymously purchase a gift for a person on Boardgamegeek, and someone else does the same for me.

The Battles of Westeros must be a popular game in 2010, because this was the game that I received AND gifted as well. It's easy to see why it'd be so popular: It's based off a well-regarded game system (same as Battlelore and C&C:Ancients), and uses a popular fantasy setting (A Song of Ice & Fire).

I was so excited when I received this game, so I took a few snaps as I unboxed the game:










Tuesday, January 04, 2011

Building a home

It's the first day back at work. And things are looking pretty swell, I think. Work looks to be fairly rewarding, and things at home are shaping up.

Over the Christmas break, we starting dressing up the house with decorative items and photos. It's been a long time coming, but the house is starting to feel like a home. It's been a year since we've moved in, and we hadn't even put up any photos of family and friends. That's already looking to change.

The next order of business is working on the lawn, and laying down a decent bed of grass. That's a project for the tail-end of summer, I think.

Monday, November 22, 2010

Pixel Hunt Issue 12



The Pixel Hunt website has been hacked, which has forced us to re-construct it. But activity is still happening with the crew. Issue 12 has just been released, with even more gaming goodness.

I've got an editorial in there, as well as a feature on Child's Play (a charity by the folks at Penny Arcade). So check out the latest issue here, and keep an eye out for the new site!

I'm also on the latest episodes of Pixel Cast, our fortnightly podcast. Episodes 24 and 25 are now available on iTunes.

Monday, October 18, 2010

What have I been up to?

It has been just over a month since I last posted anything here. Which, I admit, is a dramatic drop from my regular pace. I've endeavored to maintain a minimum of a post a week, but obviously I haven't kept to that promise.

Since the last post, a new issue of Pixel Hunt had been released, with contributions from myself again. I will have a couple of items in the upcoming Issue 12 as well. The podcast front has been fairly quiet as well, though we did record another episode a few nights ago.

The Pixel Hunt site has been hacked (again), so keep an eye out for new content once the site is restored.

I've also just submitted my first review for Hyper magazine. I'm hoping that my writing is deemed strong enough to warrant future opportunities. I've got my fingers crossed.

I've also really happy to have gotten the chance to get back into boardgames on a few occasions in the past month. I played some new hotness and some old favorites, and I'm really satisfied. Now my fingers are itching again, and I should probably get something onto the table some time soon.

Monday, September 13, 2010

Dragon Quest IX: Sentinels of the Starry Skies - Review

My review of Dragon Quest IX has gone up at Pixel Hunt. Here's some snippets from my review:

Dragon Quest IX is my first foray into the series. Given my relative inexperience with Japanese-styled RPGs, I wholeheartedly state that DQIX has been a welcome introduction to the genre.

Narrative and character are two key attractions to JRPGs, and within the opening sequence detailed above, players will be sufficiently compelled to embark on this adventure.

There is ample opportunity to maximise usage of the party, with plenty of combat for players to engage in. Thankfully the combat is actually quite fun, with a couple of mechanics that help reduce the tedium.

As each member of the team are created and customised by the player, it sadly means that there is a lack of memorable characters within the story.


You can check out the rest of my review here.

Friday, August 27, 2010

Starcraft 2 - Review by Community

A community review of Starcraft 2 has just gone up at Pixel Hunt. Whilst the primary contributions were from our community members, I did do the compiling and editing for the piece. And the idea was also mine originally.

So I'm going to claim ownership of the piece, and hope you all enjoy it.

You can read the full review here.

Sunday, August 22, 2010

PixelCast 22 - Pixelcraft

I catch up with the boys again for our fortnightly recording of the PixelCast. 22 episodes in, and still going strong.

In this episode, we talk about Starcraft 2 (and little else) for the games we've been playing. We talk about various news piece regarding PC sales, piracy in indie gaming and engage in more R18+ discussions.

The topic of the episode looks at the stellar year in gaming so far, and the games we'll be looking forward in the remaining months.

You can listen to us here or subscribe via iTunes.

Monday, August 09, 2010

The Nintendo Basement Podcast Episode 2

The boys at The Nintendo Basement invited me to join in their second episode as a special guest. It was extremely enjoyable, and I look forward to joining them again in the future.

In the episode we talk about a variety of Nintendo-related news, games that we've been playing, and express our opinions over a range of other topics.

You can listen to the episode here.

Thursday, August 05, 2010

PixelCast 21 - Pixelstain

Brand new episode of the PixelCast is now up. This episode, we have a special guest: Daniel Staines, from Eegra and Total Gamer. He joins the regular crew of Tim, Dylan and I as we pick his brains about morality in videogames.

We also talk about Persona 3 PSP, Limbo and 3D Dot Heroes, as well as Blizzard's RealID debacle, gaming schools and Metacritic's influence on game development.

You can listen to us here or download from iTunes.

Monday, July 26, 2010

Split Second: Velocity - Review

My review for Split Second: Velocity has just gone up at Pixel Hunt. It's a game I'd highly recommend, regardless whether you're a fan of racing games or not.

Here's some snippets from my review:
Imagine a vision that is about speed, precision, split second timing (pun intended) and no margin of error. Where a car must be in the exact spot at the exact time; a second off could spell disaster. The windows of opportunity to get into that spot are ever diminishing. This is the vision of Split Second: Velocity and the way it has been implemented is truly unique. Though there may be comparisons with Blur, another arcade-style racing game released in the same time window, it is this vision that sets Split Second apart from the rest of the genre.

Deciding when to use a Powerplay and what level to unleash is crucial to prevailing. Trigger a trap too early or too late, and opponents’ cars will be nowhere near the collapsing building. Time the opening of a shortcut perfectly and it shuts the moment opponents go for it.

It is the intensity of every single fraction of a second that makes Split Second: Velocity so exciting. It is the difference between victory and defeat, and it is the game’s vision that communicates so brilliantly through the gameplay.

You can read the rest of the review here.

Thursday, July 15, 2010

PixelCast 20 - Pixel to Pixel

Another fortnight, another episode of the PixelCast. The regular panel of 3 are back once again to talk about games and gaming-related news.

In this episode, Dylan, Tim and I talk about Transformers: War for Cybertron, Uplink and various arcade games. In the news, we chat about internet access as a basic human right, Starcraft themed aeroplanes, and the dwindling appeal of Farmville.

We also talk about the clutter in our lives, filled with boxes, books, boardgames, instruction manuals, jewel cases and discs. And about getting rid of all that junk.

Listen to us here or subscribe via iTunes.

Wednesday, July 14, 2010

Red Steel 2 - Review

My review of Red Steel 2 (Nintendo Wii) is now up on the Pixel Hunt website. So go on over there to read what I thought about the game. But here are some tidbits:

Red Steel 2 features cowboys and ninjas in a futuristic, Asian-themed Wild West, which is every bit as outrageous as that statement sounds. The fantastical setting allows the game to be creative in its application of the visual style, influencing the look of characters and environments.

The star attraction in Red Steel 2 is the sword wielding, and brandishing your sword can be immensely satisfying. There are a wide variety of moves, and a large number of combos to pull off, giving the fighting system a real depth.

There are moments when everything falls into place, and a truly brilliant moment of gameplay shines through.

Click here for the rest of the review.

Tuesday, June 29, 2010

PixelCast 19 - Three Little Pixels

It's said a lot, but Tim literally fell out of bed and went straight into recording this episode. This wouldn't be so bad were it not for the fact that it was already post-1pm at this point.

Fortunately, there was a panel of three others to back him up. Michael, Dylan, and I keep the show in check and make sure that things remain (mostly) focused on gaming. Lots of gaming. Apparently we all love Nintendo again. Go figure.

You can listen to us here or subscribe via iTunes

Tuesday, June 22, 2010

Electronic Entertainment Expo 2010

E3 2010, the largest showcase of video games and other forms of electronic entertainment, has recently closed. As always, there are a whole slew of news and announcements about past performances, as well as new plans and initiatives. And always accompanying are post-expo reactions and responses.

It seems that this year's E3 is focused on the short-term, with many announcements related to this coming holiday season. Very few products break the mould, and most are retreading familiar ground.

Sequels are an accepted reality in videogames; we always want more of a good thing. But even in sequels, there are innovations. That seems lacking in the sequels we are seeing this year. Halo Reach, Gears of War 3, Killzone 3. There may be improvements in the technical aspects, but there's a general lack in bold imagination and and inspiring creativity.

I want to see more games like Journey, where the imagery is evocative, and about "singing, sand, hiking, cloth, surfing, astronauts and feeling small". My expectations for the game could ultimately go unfulfilled, but the developers have a such strong track record that I feel justified to be hopeful.

If nothing else comes of the game, at least they have given us some truly beautiful art.