I tend to have ideas for game mechanisms most days – and of course most of them are terrible. Others hang around long enough without being dismissed for me to want to write them down, while still fewer make it from my phone’s note-taker app into my ideas document at home.
These few borderline cases kind of shared a heist theme, so I thought I’d write about them here just in case anyone else can make something useful out of them. Maybe I’ll get round to them, maybe I won’t – or maybe they’re terrible after all. They’re far from fully formed too, but maybe they’ll inspire someone.
A co-op with evolving roles
The first idea came to me when watching the Batman movie where The Joker is getting all the people involved in the heist to kill each other off once their particular job is complete – but could equally be applied to any fast moving and dangerous situation. The game would be a co-op (although wouldn’t need to be, I guess) in which every character starts with a roll – in this example it could be the muscle, the safe cracker, explosives expert etc.
As the game goes on, players will need to decide when to change to their other roll – perhaps the getaway car driver, the van driver carrying the lot, the guy causing a road block/distraction, or tampering with traffic lights. Once you switch roll your old character is still in play, but becomes a hindrance – slowing down play and getting in the way.You’ll get a better final score if you get everyone home, but can you succeed while dragging along this dead weight…
In my mind this is a very simple mechanism requiring two players that would be used in a role-playing type scenario – say in our co-op heist game above. Both roll the same amount of dice of different colours, lets say three – red, blue and green – but one of them roles them behind a screen. The person playing the safe-cracker has to match their dice, by colour and number, to those rolled behind the screen.
The safe-cracker would’ve been able to spend skill points on raising their skill at the start of the game – with each point letting the second player give them a clue (say, ‘blue higher’). The safe-cracker can opt to change any dice as much as they likes, then asks if they have the right number for each dice. The player with the dice behind the screen will say ‘higher’, ‘lower’ or ‘cracked it’ for each dice – and then the safe-cracker goes again. Each failed attempt will use up time units.
This feels more like a party/werewolf-style game idea, where one (or maybe two) of the players are questioning suspects and trying to get to the truth. The potential felons all have a few parts of the story, which could potentially save their skin – but of course one of them did it (and knows it).
The questioners will have a limited time scale to grill the suspects for information, and will then have to decide who to charge – you could even have people in different rooms. The suspects can give up as much info they like, or lie as much as they like, to try and work out who did it or just frame someone at random. Maybe one of the questioners could have a preferred victim to throw to the wolves – or a prisoner could be under cover…
It’s been an odd start as there have been three Bank Holidays in the first six weeks, meaning I haven’t had full days off from my ‘real’ job. But while frustrating, I have made progress.
First up, business cards (pictured). While a little pricey these seemed like a good idea, as I’ve been asked for them quite a bit – especially at Essen – and they seemed like a strong statement of both intent and professionalism.
I spent my first couple of weeks researching and then actioning my transition to my own domain for the blog, which was a lot less hassle than I’d feared. Having sourced a good amount of feedback I went with TSO Host and everything has gone well so far.
Next I signed up with the UK Gaming Media Network (linked on the right) and created a logo that fully reflected my site’s shift in emphasis to almost 100% board games. It felt important to get the ground work up and done early, and it feels like a gaming site now – but is there anything more I can/should do? Any feedback welcome.
While I’m yet to have any success with sponsorship or similar, I’ve recognised the fact that ‘income’ in terms of the site doesn’t need to be in the form of actual cash. Clutching at straws? Maybe, but I’ve already received a free game to review (and a good one) and a press pass for an event I would’ve had to pay to get into, which between them have more than covered the cost of the business cards and the hosting for the year. It’s a start!
Unfortunately several other publisher approaches have met with deaf ears, but I’ll persevere – at least one is looking hopeful if I can get my rankings up (and that’s happening). And while I haven’t yet looked into AdSense (not that I’m getting the traffic to make much money), otherwise I think I’m making good on my initial goals.
While I’ve made a few small inroads into two new games – one collaborative and one of my own – new design work has largely been on the back burner due to some positive feedback from a publisher on a game I was pushing last Essen.
This is potentially great news, and at worse good news – so either way it’s a positive.
It would obviously be great to get the game signed, but even if it doesn’t happen the work I’ve been doing on it over the past few weeks has really improved it. I’d be much more confident putting it in front of other publishers in future if this one doesn’t bite.
The lack of progress on other titles is frustrating, but its easy to forget just how long game design takes – and how much writing up is as much as experimenting, especially in colaboration: doing it in this kind of programmed environment really brings that home. When I was just tinkering it was something I did of an evening without a care for what was really achieved. Now I’m on the clock I’m realising just how long something like writing rules or cutting out some cards really takes!
I’ve also realised I need to get more organised: get a list of game ideas, with a sense of each one’s progression and what I feel I should be prioritising. But also a list of publisher contacts, with an eye for already starting to think about a strategy for Essen.
But before then there’s just a few weeks to go until the UK Games Expo, so I need to really prepare for that – both in getting a prototype ready in case I get in on the play-test area and seeing about starting to build a network of contacts. While it isn’t yet the kind of internationally important event it could one day be, it’s the best the UK has to offer and I’d be foolish not to see it as a big opportunity.
So all in all it feels like these are exciting times and – so far – I’m glad I took the decision to try this out. I’ll check back in at the end of the quarter.
I recently wrote about going to a four-day week to pursue my ambition of making money out of the things I enjoy doing creatively – or at least helping ends meet enough to get by. This becomes a reality this week: as of April 2015, this chapter begins.
In the past I’ve found listing my goals and challenges here to be a real motivator because even if no one else reads/cares about them, I know they’re here. So what better way to start the project than with some objectives and ideas?
Monetising the website
This may seem a little pie in the sky, but even if I can get a small regular income it could make a difference. And this doesn’t have to be as straightforward as cash in hand:
Explore possible sponsorship: As the site is now getting more than 2,000 views a month it would be great to get a relevant banner ad or two up here – maybe a store.
AdSense: It also seems sensible to get an unobtrusive Google ad panel on here too, as such clearly targeted traffic has to be worth something.
Explore my own domain name/hosting: What can I do in terms of advertising while this is still a free WordPress site? Do I need my own URL to up my game?
Review copies: If I can get publishers to send me games, I can review newer titles and get more views – while free games equals competition prizes, sale items etc.
Get more into the community: Who else is out there? What can I join, share links with, bounce ideas off? How do I extend my reach while making friends?
2015 has started slowly on the design front , but I feel I’m starting to get my mojo back. We’ve been sent the contract for game number two (hopefully a 2016 release) which I hope proves Empire Engine wasn’t a fluke, so again it’s time to kick on:
UK Games Expo: I need to see if there will be any opportunities to sit down with publishers, or with prototypes, at the event. May have left this too late.
Push War!Drobe: I put this in front of a few publishers at Essen 2014 and didn’t get a bite, but I think its good enough to make the grade so I need to go again with it.
Take the lead on collaborative projects: I’ve started on games with both Matthew Dunstan and David Thompson in 2014 and need to get back on track with them.
Empire Engine 2.0: I have an idea. I have a theme. I have enough to start fiddling with a prototype – so it’s time to get it made and to the table.
Football prototype: A good action-based football game is possible, I’m sure of it. It’s time to take my initial thoughts to the next level.
Revisit my old ideas: I’ve had ideas that have either gone into notebooks or been dropped after early failures. I know more now, so they’re worth another look.
Right – better get on with it then. As always, any and all feedback is most appreciated.
So today I got confirmation that my adequate five-day-per-week salary is going to be reduced to a squeeky-bum-time four-day-a-week salary, starting on April 1.
Its going to mean cutting back on luxuries, but you know what? I think it’s for the best. Well, I certainly hope it is – as it was my stupid decision to ask for it in the fist place.
Truth be told, I’m not the well-est person on the planet. Its all my own fault I’m sure, but the net result is I don’t have the energy I once had – and I don’t sleep well (my brain simply doesn’t switch off). The net result is evenings tend to be short-lived things in terms of productivity much of the time, which isn’t much use when you have a hobby such as game design.
So, being the genius I am, I figured one solution would be to give myself an extra day a week: use it to be creative and try to make back a bit of money in the process because you know what? I’d rather have less on the table than think about what might have been.
I recently received an invoice for a payment for Empire Engine (hopefully some actual money will follow reasonably closely behind). It’s not much, but it’s proof I can make a little something out of this. But I feel I need to dedicate some proper ‘9-5’ time to it, so that’s what I’m going to do. Oh my.
Coincidentally, it was great to listen to ‘Mice and Mystics’ designer Jerry Hawthorne on the Plaid Hat Podcast today. That man oozes enthusiasm and I wish I had his drive and dedication – but not at the cost. There he is on the show saying he works two jobs and the only game he’s played in weeks is his own new prototype.
When I get home I usually want to play a good game (or watch TV. Or crash out. Or have a beer and a chin wag. Or play computer games. But then there’s the washing, and the washing up…). I mean I’d back a few of my prototypes to be good games one day, but not tonight! I LOVE playing games, as well as designing them – I want to do both.
Then there’s this website, which I could probably monetise a little. And I should be able to chase down some leads to get some free games to review. And I’ve seriously contemplated writing a book for years now. But when do you have the time? Well, now I have the time. No more excuses.
Something had to give – and frankly, disposable income is the thing I’ll miss least. Thankfully I’m a man of inexpensive tastes and my better half is much the same – time is more important than new this or new that. We’re lucky to be in good jobs in a first world country and I don’t want to take that for granted by wasting it – so I’m taking a little gamble.
Beyond the flicking genius of Subbuteo (pictured), the collective game design minds of the world have so far failed to create a compelling football game. But it must be possible.
The reason oft trotted out is that its impossible to emulate the excitement and energy of a team sport in which so much individual flair and energy is played out; while retaining the higher level of strategic thought that pre-match planning and management bring to each match.
But computer games have got around both of these issues, making either football management sims or fast-paced action games such as FIFA. But we have nothing of either that have made a splash in the board and card game arena. And what about skirmish board games and battle card games? How are they not emulating an exciting tactical situation with an underlying strategic edge?
Then there are commercial concerns. Hobby gamers have for years been earmarked as nerds and geeks only interested in basement games of fantasy battles and space ship combat. But the hobby is throwing off those shackles at a pretty decent rate now; surely there would be a big publisher ready to take a punt on a game with such huge crossover potential into the mainstream?
Football simulation problems: The pitch
Any sensible (pun intended) design conversation needs to start with the ground itself.
Minds immediately turn to hexes or quadrants, with each player represented with a meeple, card, detailed plastic minis (Kickstarted, natch) etc.
And so we run into our first problem: 22 players on the pitch. Controlling 11 people seems too many – especially when you take into consideration that only two or maybe three people will ever be directly affecting play. Positioning will become way too much of the game, making this very much a manager-level sim and losing too much of that all important feeling of energy.
Designers have of course gotten around this but tend to do so in one of two ways (and often both); which I have dubbed the Nintendo and Dilithium approaches:
The Nintendo way: Chibify the game, set it in the ‘street’ or the jungle or a school playground, and make it five-a-side – immediately alienating the vast majority of your original target audience and losing any semblance of ‘proper’ football in the process.
The Dilithium way: Give them swords! Make them robots! We can set it in the future or the past to get around those awkward offside rules and allow full body contact to make it exciting!! And then add EVEN MORE EXCITEMENT!!!
Note: There is absolutely nothing wrong with doing these things – it’s just not football.
In my mind, this situation harkens back to my original analogy of squad combat. That tends to have fewer than 11 pieces per side, and they can of course interact with each other far more often: that damnable ball is the problem. For me, this rules out the idea of a pitch, or board, or minis – sorry (we shall briefly pause to let the Kickstarter publishers slope out of the room).
Football simulation problems: The players vs the manager
The real joy of football – as with many team sports – is that while both teams head out onto the pitch with a plan, set out by the manager and coaches, this needs to be executed by human beings: and with another bunch of human being trying to stop them.
Football is a chaotic sporting mash up of strategy and tactics defined by flawed individuals: and fans have an opinion on every single one of them. Players have strengths and weaknesses, both physical and mental, which are the absolute essence of the game. You can’t have a ‘proper’ football game without them.
It’s not easy to create a game system where 22 individuals will be different enough on paper to have a significantly varied effect on the outcome of the game. Where do you draw the line with stats? You can have attack, defence, midfield, goalkeeping – but what about stamina, temperament, ‘special powers’ – free kicks, penalties, leadership, flair…?
And that’s just two teams. Any football game worth its salt will want a good 8 teams to start with – and if things went well, more like 20+. That’s more than 200 players now. And what about referees, linesmen, pitch conditions, the effect of the fans?
And of course the manager. Beyond picking the team the manager should be having an effect on the pitch – will they encourage long ball, wing play, 4-4-2 or 3-5-2 – and what about substitutions, or reshaping the team after a sending off, or an injury? Oh yeah, I forgot about injuries. And can we really give up on the pitch idea completely?
Football simulation ideas (so far)
A card game seems the obvious way forward. While dice feel like a good idea, the idea of random on top of random always turns me off in a game that should be at least 30 minutes long – and I feel a proper football game should go that distance or more.
To take it one more step, a collectible/living card game again seems obvious. Building a deck of 11 players chosen from a larger pool (perhaps 20 for a squad) would give the individuality required. Attack and defence stats may well be enough, with individual player ‘powers’ adding the all-important individuality.
These player cards would be bolstered with manager cards: tactics and special plays learnt on the training ground. And finally there can be situation cards, used to represent those moments you just can’t legislate for: the terrible tackle, the ‘bobble’, the amazing drive from 30 yards. And of course those contentious refereeing decisions.
I’m aware these three types of card are falling easily into stereotypes made so popular by the hugely successful Magic: The Gathering card game: the players are the ‘creatures’, manager cards the ‘enchantments’ and situation cards the ‘instants’. Frankly I’m comfortable with that, as I feel there will be divergence enough from this starting point.
The real challenge will be the elephant in the room: that bloody pitch. I’m thinking it could be represented by a single card or play matt, split into three simple areas – the two ends and midfield. A marker will show where the game is currently being played, with each turn ending with a battle for supremacy in the current area: a midfield or defensive win moves you forwards, while a win at your opponent’s end results in a chance.
But how will chances be resolved? Will there be some kind of cost to put cards out? And once out, how will they be removed from play – if at all? How about weather, or home advantage? All decision for another day.