Thursday, August 30, 2007

Mistake 3: The Hand Passing Mechanic

Years ago, I spent a week's worth of inconsequential grad class sessions pondering the idea of a hand-passing game. The basic idea was that you had a hand of cards, each of which could be played to achieve some effect. At some point, you would pass your entire hand to the player on your left, thereby affecting their choices.

The Appeal
At the time I created this game, I was mired in creating game systems that had interesting interactions with the player, but didn't necessarily provide interesting opportunities for interactions between the players. I was finding ways to force this back in.

What a nice, fundamental way to affect someone else than to wholly provide them with all of their options. You would have to balance what you wanted to do against what you were providing them with. You could theoretically set them up with dangerous situations, different combinations of cards that might be disadventagous to their paticular situation.

The Office Idea
The original concept I used for this was that cards were tasks to be performed in an office. The board was, predictably, an office, with a series of spaces representing rooms. Each card told you a place you had to be, and a number of negative points (effort) that were incurred by playing that card. Your goals was to make a move that caused you to move onto another player's token, at which point you could shirk all (or some?) of your cards onto them, absolving yourself of the need to actually take on the negative points you would have gotten if you had played them yourself.

The Problem
Well, the basic problem was that there was no real game here. It was a cute idea, where I lept onto a conceit that took advantage of it, but nothing in terms of gameplay or fun really emerged.

More fundamentally, the problem with this mechanic is decision trees. You have enough on your plate worrying about you want to do, to have to get into another player's shoes, figure out what they want, balance not giving it to them against what you want. Its too much, especially in what is supposed to be a light game. It's not any fun.

Is the idea salvagable? I think maybe so, but I need:
* Very simple cards, which other players might be forced to use
* Your primary goal needs to be to mess other people up. If you're going to have to spend all this time looking at what the other players are going to do, that should be the main thrust. That's hard enough to play your moves, planning what someone else might do is really, really hard. It can't be something that you do as a side goal to advancing your own options.

I'm not sure what that would look like. I'm picturing something like Roborally, where you pass move cards to a player, trying to force them to hurtle into bad situations.

But how much control does the recipient have when they receive cards? If they can order 7 cards as they see fit, its pretty tough to really overtly enact your will on them in any effective way.

And is it any fun to have something forced on you this way?

My verdict for now: its an idea that sounds nice, but its flawed. Its a bad combination: you make basic choices, while another player makes the final choices. Trying to make that fun for the passing player is potentially impossible, and if you succeed, the recieving player is making false "final" decisions, and may not be having any fun.

Maybe its a thematic switch we need. Maybe you pass cards to a player who makes final choices with them, about *your* piece. But still, not all that fun.

Still a nice idea to have in the arsenal, just in case a situation ripe for it arises.

1 comment:

Chad said...

I remember when you first described this idea to me, back when you were working on it. To be fair, at the time you were in favor of it, so you had a more convincing argument of its merits, but I liked it. Or at least how I understood it.
The shirking of duties in an office is a perfect light game, because within the office theme you should never burden yourself with actually trying to complete the tasks, the goal is to ditch all your duties in someone else's lap so you finish the day first, having completed no work. If I suddenly find my 'desk' full of deligated duties, I better make it to the lunch room and dump it on someone else.
So how about this:
You dump your whole hand on my desk...or maybe just the cards you dont want, but the idea is that you make it to the exit with no "task" cards in your hand (just using die rolls?). A task card would be something like "Collate 1000 legal briefs". Superfluous action, color coded so you know its a task you need to shirk.
But there are cards out there like "Surprise meeting with the boss. Drop everything on the closest player and head to the conference room". Maybe the conference room is the farthest room from the door. Maybe you get 1 new task in this meeting.
So the game becomes one of running the gauntlet cunningly enough to avoid the pool of tasks floating around by dumping those that you have and making for the door, avoiding such pitfalls as the phone , the boss, the other players, and hitting such power ups as the long lunch (sit out 1 whole turn) or BS at the water cooler (look at any other player of your choice's hand). etc.

Whaddathink!?