Monday, March 9
They Tried and Failed?
It's been another busy week. Monday I was travelling for work with Ian again, so there was iPad gaming on the train (complete with another game of Galaxy Trucker, towards my ten plays goal) and then Tuesday was Newcastle Playtest.
I was pretty knackered though, so I left about nine o'clock after three games of Zombology and one of Dan's Ming Voyages. It was a really good turn out with eight of us including two new people and it was good to get some games of Zombology in with more players than the usual three or four we manage in my work lunchtime sessions. We played two games with six players and then when the new members arrived we played an eight player game. Because I'd missed the session last month it was the first time these guys had seen the most recent (and fairly large) changes. They liked some aspects of it, but weren't so keen on others, especially the reduction in control. The previous version let you keep a card between rounds. This gave you a lot more control as you could prevent a card going to an opponent, and could keep a card that would potentially let you complete one of the suits, thereby controlling which suits were scored at the end of the game. The downside was that all the good cards were being kept by players, completely knackering the drafting element.
I'm ok with it not being a very strategic game, it's supposed to be a 10-15 minute filler like 6 Nimmt! which also has very little control. I also like the way the drafting gives you increasing information about which cures are possible as the game plays out.
Between us we had a few new ideas to try out, and on Thursday lunchtime I got to try out one of those - dealing all the cards up front. This was a spectacular failure. It tried, and died! With only three players and all the cards dealt at the beginning of the game you know by the end of the third turn which suits can be cured (in our case: none!), which sucks a lot of the fun out of it.
I've some other ideas from Tuesday to try out, but they need new components, so will take a little longer to organise.
Thursday was Games Night which included a couple more games of King of Tokyo (which is fast becoming a favourite) towards my ten plays goal. Both our games were six player and we found there was very little incentive to stay in Tokyo till the start of your next turn for the two points. The winners of both games never went in to Tokyo at all! We're considering trying a house rule next time to encourage Tokyo hogging ...
Finally, on the weekend I did a bit more work on my German app. A bit of refactoring and adding some new functionality. It's slowly coming together.
This week I really need to crack on with Vacuum so I can try it once before I go to Germany. Ideally, I need to get it printed and playtested during the week...
Good progress on my goals for the year this week, but not on my more pressing aims regarding Vacuum and Germany. I need to sort myself out!
Monday, September 29
A Breaking Change?
I have had an idea for Zombology though. Ok, that's a little disingenuous. Several of my playtesters have had the same idea, and after months of brushing it off as something that would over-complicate the game, I've finally decided to give it a try.
It's all been sparked by The Wife's criticism that she didn't feel like she had any control. When she said it it made me think back to a bunch of other people who had had the same criticism. So I thought about it, and 'I've had' this idea that might help. Zombology is a drafting game, like 7 Wonders, where every turn you play a card from your hand and pass the rest on to the player on your left. I like the fact that the draft gives you some knowledge about what's available in this particular game (since not all the cards are dealt in each game), and it allows you to play cards based on the knowledge of what you've passed to your neighbour. The downside is that if you're dealt a handful of great cards that can't be played yet, you have no choice but to give them to someone else.
The idea I've shamelessly stolen from my playtesters is to play a card, and keep a card, from each hand, passing all but one of the remaining cards on. Suddenly there's twice as many decisions to make in the game, which card to play and which one to keep each round. Do you keep the same one over many rounds and play it at the end, or play the kept card and chose a different one to keep next round? Do you keep an event card to prevent another player from playing it, or keep an excellent science card for the end game?
The pros of this idea are hopefully:
- You feel a lot more in control
- Twice as many interesting decisions
- Opportunities to block opponents' attacks
- No changes to the cards necessary
The cons are likely to be:
- The cards going round are more crap as everyone is hogging the good ones
- More decisions means longer play time
- Might require sweeping changes to the cards
Notice something about the last item on each list? The change is an incredibly minor one, just a couple of new lines in the rule book, no card changes or new artwork required. But I fear it will drastically change the dynamic of the game, making it far easier to win and unbalancing all the strategies I've spent nearly a year balancing to a fine point. Once I've tried it a few times I should know whether I need to go back to the drawing board again, re-building the decks from the ground up to fix the balance again. Of course, it might not even help with the control aspect, so at least I don't need to make any changes to try it out.
In other news, this week's free time has mostly been spent making a board game app for my phone. I make a trip or two a month to Manchester with my boss (usually) on the train. That's six hours that's often spent playing games on my iPad. I'm making an app for my phone for a simple game that I can't get on the iPad. It's not something that I'm going to publish, seeing as I don't have the license to do it, but it'll be fun for my own enjoyment and I'm learning new stuff as I make it. It's already playable if you know the rules, but it doesn't restrict you at all, so it's very easy to make illegal moves. That's the next step - make it force you to play by the rules!
Friday, November 29
NaGa DeMon 13: One Last Hurrah
In the end we played three games at lunchtime (with Wilka who'd played several times before, and Steve, fresh back from his honeymoon, who hadn't played yet). We completed those three games and the rules explanation for Steve in 28 minutes. It's fast!
At Games Night we played another three games, so Steve and I played six games, Wilka, Hoops, Dave and Gav three games, The Wife two and His Nefariousness one. Everyone seemed either interested in playing several times or at least not averse to it. Obviously, these are all friends of mine, so there's a bias involved, but still that's really good. In addition, Steve said what must be any designer's favourite words during a playtest: "I'd buy that!"
At the end of Games Night, I got my first feedback from a playtest not involving me. Konrad (@pidaysock) who'd been one of my best customers during my Reiver Games days had printed a copy out and solo'd it a few times last week. Last night I got an email with feedback from his first three games with other humans.
Konrad's feedback was much more critical (and hence useful, five PIPs for you, sir!). His friends in Germany really didn't experience the theme in any meaningful way, none of them felt the game had anything to do with Zombies, and most of them didn't even get the science bit of the theme either. Our group (as well as others I've played with) really got the science feel, especially with the conference rounds in the newer versions, but we all agreed the zombie link is tenuous. I'm alright with that, the games I'm trying to compete with, things like 6 Nimmt! and Hol's der Geier are very quick games with very tenuous themes. I've no idea what the bulls have to do with 6 Nimmt! And while the cards in Hol's der Geier all feature mice or vultures, all you really care about is the numerical value of the cards played. A bit of zombie art will help here, but it's never going to be as thematic as most (shotgun heavy) zombie games.
The other major criticisms from Konrad's group were that the game was too short and too chaotic and there wasn't enough information early on for you to be able to plan a winning strategy. Again, that's definitely on the money, especially since I changed to the three different types of cards. Now you have no idea which suits will have the fours and fives until the fourth round - halfway through the game.
Konrad had a few ideas about how to address these issues, if I can make it along to Newcastle Gamers tomorrow, I'll see if an opportunity arises to try some of them out...
Thursday, November 14
NaGaDeMon 6: Local Minima
In my last post I made available a Print and Play version of Zombology. Seeing as NaGa DeMon is only a month long, I need to get the game playtested as many times and by as many people as possible, to find the wrinkles fast and iron them out, but also to crowdsource new ideas and incorporate them into the design.
For the first version I'd made a quick (though admittedly not quick enough!) prototype and taken it along to Newcastle Playtest. We'd played a couple of six-player games back to back. The feedback from the first game was that there were too many suits (each of which represents a potential treatment for Zombyism), so in the second game we discarded five of the twelve suits and it was much better. Of course this left me with only 70 of the original 120 cards, so I could only play with up to six players. I want the game to go up to ten players and be a quick filler like 6 Nimmt! So clearly, I needed to make another prototype. This one has only six suits, but with more cards per suit, so the game still goes up to ten.
With the limited opportunities available to me to try the game out myself, I posted this second version as a print and play game before trying it out, which I wasn't particularly comfortable with, but needs must - the clock is ticking. In fact this whole NaGa DeMon thing has taken me out of my comfort zone from start to finish. With my previous game design efforts (and in fact the games I published on behalf of others) I kept things fairly close to my chest while the game was in development. Of course, I tried to play them a lot, and with lots of different people, but I didn't widely publicise the theme or mechanics or anything until I was pretty much ready to go. With NaGa DeMon, I've been posting the rules (and multiple versions thereof), and making the prototypes available P&P which is a first for me.
To avoid wasting the time, expense and effort of my willing P&P playtesters (who has downloaded the PDFs, printed them out or played it? Anyone? ... Anyone?) I want to try to keep changes to the components to an absolute minimum, so they don't need to print out a new version (and cut it out, etc.) every few days. Because of the short window of NaGa DeMon I'm turning things around far quicker than normal. So I'm trying to limit myself to improvements that change the rules rather than the components.
Anyway, back to the point. I got a chance to try the new version out during my lunch break yesterday with a couple of my Games Night attendees. There were potentially eight of us, but three weren't in the office, one was prepping for a quality audit and one couldn't spare the time, so that left only three. In theory the game plays with 3 to 10, but until now it had only been played with six. A couple of the changes I thought would improve the game with fewer players, so I was interested to see how it would go.
The good news was that it worked as a game, nothing broke spectacularly and it played in the right sort of timeframe. We played two games, one lasted 12 minutes (including scoring) and the second eight minutes. Scores were 14, 13, 13 in the first game and 13, 6, 4 in the second.
The bad news was that both Dave (one of my core Codename: Vacuum playtesters) and His Nefariousness (my boss) didn't like the way that the cards went round so quickly. It's a drafting game played over 8 rounds, so with 9 or ten players you will never see all the cards in play. With eight players you'll have seen all the cards at the start of the eighth round and with fewer players you'll have seen them all sooner. With three players, you've seen all the cards in play at the start of the third round, and you'll see each card two or three times. They didn't like that. Dave also raised the point that it was possible to start a round with a handful of cards you couldn't play, since some of the cards have pre-requisites that might not have happened yet. It didn't happen in either of our games, but came pretty close at one point.
So now I need to think of solutions to those problems, ideally without changing the cards as provided in the P&P PDFs. One idea for the first one is to make the game 5 to 10 players instead of 3 to 10, another is to somehow get more cards into play as the game progresses if you're playing with fewer players.
Any ideas? There's PIPs for good ones...
Monday, September 2
The (Erroneous?) Need for Speed
Some of my favourite games are quick ones. I've played well over 200 games of Carcassonne & Magic: The Gathering, over 100 games of Race for the Galaxy and getting on for a hundred games of 7 Wonders. What do they have in common apart from being great games? Speed. They can be played quickly enough that you could play several games back-to-back. And in the days before The Daughter, The Wife and I would frequently play these games over and over.
One of my stated goals for Codename: Vacuum is to make it quick to play, so that if I ever get it to the point where it's a great game, people will be inclined to play it over and over. Over the last few months, even playing with Dave and Chief (who've both played over 40 games of Vacuum) the play time was around 25 minutes per player (50 minutes for a two-player game, 1:15 for a three-player game). Not only did I struggle to juggle my hours at work to fit these games in, in my mind this was failing to hit the sweet spot. I can play a two-player game of Race for the Galaxy in 20 minutes. I can play a three-player game of 7 Wonders in less than half an hour - these games benefit from simultaneous player actions, and as a result can be very fast with experienced players who don't suffer from analysis paralysis. That is hitting the sweet spot in my personal opinion. So over the last couple of months I've been trying to tweak the rules to Vacuum to pep it up a bit and decrease the play time.
The August version of Vacuum was finished in time for the inaugural Newcastle Playtest session at the beginning of the month, and since then I've been crafting the re-written rules ready to give my friend Paul in York an updated version of Vacuum, replacing the version I gave him back in April. Paul was up in Newcastle a few weeks ago to visit us and meet The Daughter, and during the visit I asked about their experiences with Vacuum. Apparently it had been played a number of times, but one of the major criticisms was that at around 45 minutes per player (!) it felt too long for what it was. No doubt! Clearly it needs knocking up a notch.
Well, we're in York for a few days this week for The Wife's work, so we're staying with Paul and his family, experiencing the wonders of his Games Night (which I used to attend twice a week regularly back when we lived in York). I've done the new rules, and though I didn't have time to make a new copy of the game, I can give him my copy, complete with new rulebook, and then I'll make myself a replacement on my return (once the pressure's off!).
I've now played the August version three times, once with two new players at the Playtest meetup (the impromptu second one, I missed the inaugural one), once with Dave a couple of weeks ago and once with Chief last week. The first of those games (with the simple rules) lasted about 45 minutes - 15 minutes per player. The second lasted 34 (17 minutes per player) and the third only 20 minutes (10 minutes per player). Awesome!
Or is it?
After I played with Dave a couple of weeks ago he expressed concern that the game was too short now. It felt less epic to him and he missed the chance to fully explore his chosen strategy (which is inevitably raining plasma doom on my inocuous backward empire with a wave upon wave of overly aggressive Armadas). His fear was the shorter game would strip several strategies of their usefulness, since you wouldn't have time in the game to get them started before the game's swift conclusion.
This week I played with Chief. He won. For the first time in approximately forty games. Dave and I were beginning to wonder if it would ever happen. Was he intentionally taking it easy on us? Did he have a phobia of winning games? (what's that even called?) Had he been lobotomised as a child, and had the winning parts of his brain removed? It turns out none of these. He won. He beat me at a game I'd designed. And he did it in 20 minutes. Schooled.
Dave's thoughts on his epic victory, after finally crushing the designer at his own game? He felt the game was too short!
I'd really enjoyed the game. We'd been flying through it. Each player's turn regularly taking a handful of seconds. Almost no downtime. It felt like playing Race for the Galaxy against The Wife or 7 Wonders with Terry and Andrew. Blisteringly fast. On top of that, Chief had chosen the Exploration strategy (which can be quite slow) and had got as far as Proxima Centauri, which is quite an achievement as it's particularly hard to reach and requires a real concerted effort to get there. "Ha!", I thought, "See Dave, even in twenty minutes, Chief managed to reach Proxima, the shorter game isn't too short."
Then Chief pissed on my chips and agreed with Dave that the game was too short. He enjoys the chance to explore a wealth of strategies and diversify your deck - possible in the longer game, but not in the new shorter version.
So here's a question. I've reduced the game length to my 'ideal' length. I enjoyed the feel of it the three times I've played it. But the two guys who've played it more than anyone else, who play it week in, week out at work, both don't like the changes. Do I cave in and extend the game again, to increase the epic feel, and the wealth of strategies you can explore in a single game? Or do I stick to my guns and ride with the shorter game, possibly admitting that the only two people who will regularly play the game with me might not be the target audience for the game?
I'm going to have to play the shorter rules a few more times, with Dave and Chief if they're up for it to see if they come round to the shorter game, but also with more people, to see if Dave and Chief are in the majority or the minority...
In other news, the second Newcastle Playtest Meetup is this Tuesday in The Bridge Hotel again. I'll not be there, but don't let that put you off!
Monday, June 3
I Take It All Back
It's been a busy week at ex-Reiver Towers. We were away last weekend with all my family and on our return The Daughter came down with a stinking cold, followed by a stomach bug. This weekend has also been our first weekend with all of us at home without any guests for nearly two months, so we've been trying to catch up on a few things while washing the sick out of everything we own :(
Anyway, back on topic! Next weekend I'm off to America for a week with work so I'm trying to make some Vacuum progress before I go. Last week I had a game at lunchtime with Chief, trying out a couple of new rules that I'd thought of following Tim's feedback. They worked. I'm not yet sure that they are better, but they are interesting. I'll try them a few more times before making a call whether to stick with the old ones or switch to the new ones. The new ones work with the current version as well as the next one, so I tried them out with the current version, pending the new version being constructed.
The new version, is now complete on the computer, ready for printing and cutting out - it's just waiting for me to find the time to get it manufactured. I've got another playtest session on Wednesday lunchtime - in an ideal world, I'll get the game made in time for that session. I've got two nights, it might be possible, fingers crossed ...
To the subject of this post, I was talking a few weeks ago about having Vacuum pretty much working and now needing to focus on simplifying things. Scratch that. It's time to knock it up a notch. BAM! One of the endgame conditions that you can try to score is for exploring the Solar System. In the current version exploration is pretty bland: you get points for exploring locations based on their range - the further away they are the more points you get. But all the ones at a given range give you the same points. Therefore, you always explore at the furthest range you can, but other than that it doesn't really matter which location you explore. Bland. Beige. Neutral. Tim spotted that it was boring. My playtesters at Beer and Pretzels spotted it, but I was clearly too close to it to spot it myself. When I started hearing 'boring' from multiple playtesters, it obviously needed some thought. So I've gone back on my word and started making things more complicated. I've given each location an exploration score that they will give the person who explores them. They generally increase with range, but at each range there are multiple options - so there's an incentive to explore early, and to choose one location over another. In fact, the locations are also being upgraded in other ways to make them even more interesting. Of course, until I try these ideas out I don't know whether they'll make things more interesting or just more complicated. Hence the need for testing and getting the next version made.
With all the trips away we've had over the last few months, I've had this version on the cusp of ready for a few weeks now, if I don't get it ready this week, then I've got to wait another two weeks until my return from the US. The suspense is killing me. I need to get it done in time for Wednesday!
Tuesday, February 19
Update
It's been a while since I last posted so here's a brief update of goings on Chez Jack.
The It's Alive! competition got around 40 entrants, I chose the winner, and sent their game off yesterday. It's Alive! has also been feeling the love on BoardGameGeek, with a few of high ratings pushing it up to 924 in the rankings. I sold two copies last week, and three the week before that, so the post-Christmas slump may be coming to an end. I've been making about six a week, so I've a decent stack of finished games now: twenty-two ready to go.
Codename: Jorvik has been hinted at as my next release in time for the UK Games Expo, but I'm now suffering a crisis of confidence after some negative feedback. Can I get it ready in time? Maybe, maybe not.
Codename: Network has been through a couple more iterations, and is beginning to settle down. I have some worries about the theme (it might be too hard to sell in the UK), so I'm trying out ideas for a theme with broader appeal, I've had some ideas, as have The Wife and Dave, though I've not picked one yet.
I received a new prototype on Saturday, Codename: Element. I've not had a chance to try it yet though.
In other news, I bought Race for the Galaxy on Saturday, and I've already played this a whole bunch of times. San Juan, but with a bit more depth and a space theme - what's not to like?
Sunday, November 4
Down In Bristol
We're down in Bristol this weekend visiting The Wife's family, but I've managed to get a little gaming in.
On the way down we stopped off at Dunk and Lucy's and saw Tim and Vicky too. Dunk and Tim are two of my oldest friends so it's always good to see them, but sadly it's fairly infrequent. We went out for dinner and then spent a couple of hours catching up. When the ladies went to bed, Dunk, Tim and I had a couple of fairly drunken games of Codename: Escape which I had brought along to show them and folks down in Bristol. We played a variant on the rules as submitted, which I'd played with Paul on Thursday. They both enjoyed the game and recommended it for publishing. I need to play it a lot more times though before I make a decision.
I popped over to my parents' house for dinner last night, and after dinner finally finished off the prototype of Jorvik I started a while ago. I've also coloured the cards quickly with meaty felt-tip markers, I don't care how tidy it looks, it just needs to make the prototype easier to play. Because I expect the distribution of cards to change I don't want to invest too much time in making the cards as I expect to have to make more and bin some of the ones I've already made.
In other news, It's Alive! has finally received a real panning on BoardGameGeek. Ted Alspach, creator of the Board 2 Pieces cartoon strip on Boardgame News, and designer of several games has given it 2.1 out of 10! I guess he really didn't like it.
Sunday, February 11
It Had To Happen Sooner Or Later
Border Reivers has got its first overtly negative rating/comment on BoardGameGeek. The guy gave it four out of ten, and said it had too much luck and churning for his tastes. I've no idea what churning is, but the luck is a fair cop, so if he doesn't like that in a game he'll not enjoy Border Reivers.
I'm surprised how long it has taken to get a really negative rating (previously everything was six and above), as it's not to everyone's tastes, but at least the comment wasn't unpleasant or bitchy. I'm sure I'll get one of those sooner or later, but there you go. Border Reivers now has sixteen ratings, just over halfway to the thirty needed to become ranked. I hope I make that far, despite the limited number of copies available.