Showing posts with label Promises. Show all posts
Showing posts with label Promises. Show all posts

Tuesday, December 18, 2007

More Monster City

This game continues to plague me. There are just a very large number of ways you can take the game, so many ways to do the monster actions, so many ways to do city actions, so many city layouts, so many extra twists, all exploding combinatorially. This is the nature of game design, but its especially tricky this time.

I've tried to focus on my actual goals, to back out of assumptions about how things should be done. What I've come up with is:
1) City units should be able to hinder the monster, getting in his way.
2) The city players should not be able to damage the monster. This emerged over time, that it just felt wrong for the city to slowly damage and kill the monser. The city is in a desperate fight to avoid getting obliterated, but they are not an actual threat to the monster's supremacy.
3) The way the city player wins is to survive until a point where they get an ultimate weapon done, which is the one way they can kill the monster and win.
4) The way the monster player wins is to do a boatload of damage to the city, and return to the sea before the ultimate weapon destroys him.

So, the monster is trying to screw stuff up as fast as possible, and the city player is trying to keep the monster from screwing too much stuff up until they can get the weapon online, and either kill the monster with it, or use the threat of it to drive the monster back to the sea.

So how do the city units do anything useful? Well, for one, they can contain the monster, who can't use his big long-distance moves if there are units in the way. So we get a bit of fox-and-geese, where the city units try to slow the monster down and cut off his options. Second, and this is a fairly recent idea that I'm not completely cemented on: the units have an attack range, and they don't do damage or anything, but the monster can't attack a building while he's in the attack range of a unit.

So this leads to an interesting interaction. A city player piles up a bunch of units near the monster. The monster might try to kill all those units, and then will be able to wreck the nearby buildings, but this might take a while, especially if the city player keeps bringing in reinforcements. So the monster is liable to just head off to some other part of the city, where the resistance is less stiff, and wreck that freely. But the city player can use units to try to slow the monster's avenues of movement, to keep it in the areas where the city is well defended. But if the monster breaks free, its going to rip stuff up for a while, until the city player can stop it.

If this happens, does the city player desperately send in a single unit to buy himself some time while the monster kills it and goes back to wrecking? Does he send in a big force, which the monster might just avoid? Does he start cordoning off the main routes out of that area, and then send in a big force, to reestablish control? Or some combination of these effects? I think the strategic depth has a lot of potential.

In addition, I like the thematic feel better than some other versions I've come up with. The monster shouldn't actively seek out tanks, he should just wail on the ones in his face and then go back to beating up the city. And the city player shouldn't be able to control the monster, but can still limit its options, make stands, block certain streets. They will never be in control, but they just might buy themselves enough time...

Some questions remain as far as making this work:
1) How can I balance the monster and unit mobility so that these sort of questions are interesting?
2) How can I keep things unpredictable within the game? I don't want it to be complete information, where the monster can say "well, if I go here, there is no way he can stop me". I feel like in a game like this, it could get frustrating, and I'm not interested in crafting a perfectly balanced, open information, asymetrical, thematically sound game, its plenty challanging as it is. It'd be nice if he could instead make a reasonable guess about how likely the city player was to be able to stop him, based on some secret or unpredictable element, and had to weigh that. Think Memoir '44, but with more reasonable mission balance.
3) Can I keep the tension high throughout the game, or will one side clearly be doomed 2 turns in. This relates to the win condition, how many points does the monster need to win? Does he know, hits it, and escapes? Or should it be a press your luck affair, where he wants as many as he can get without dying. Could it be secret somehow?
4) I want to encourage the monster to get to the heart of the city, and the city player to want to stop that. But I also want it to be a bad idea for the city player to just hole up downtown, letting the monster bulldoze the shoreline. Its a tricky business, and might involve the scoring system somehow.
5) How do I give the game some pop? I still need that OMG turn, that memorable sequence that turns the game around.

Lots of open questions, but I think I'm on an interesting track. I have a new city design that I think will be more compelling, and a card-based approach to actions that just might work. I think this is maybe where the pop will come in, through narrowly applicable but powerful cards that can have a splashy effect if used just right.

In any case, I need to mock it up and playtest it again; there's too much theory swirling that needs to be confirmed or refuted.
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Also, I went back and added lables to all the old posts. Might be useful?
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Note to myself: I should do a post on "pop" and how it relates to "the bomb" from that Games Journal article. It's been coming up a lot.

Thursday, August 16, 2007

The Euro RPG

I've worked out the begginings of a list of attributes for Chad's suggested approach to the drawing game. Perhaps I'll post it here for discussion in a bit.

On the subject of RPG's, one more time, I've been considering how RPGs, at least as I know of them, have been distinctly American.

That is to say, in the American tradition of fringe board games, often wargrames and fantasy games, there is an emphasis on ensuring that every case is covered, usually by piling on rules as needed. Meanwhile, Euro-style games demonstrate an efficiency of rules, even if this means streamlining away certain choices or themes.

Its strange to me the way that every RPG I've come across (and I've seen my share, just as research, if nothing else) is distinctly American-style. To some extent, in a game where any action is supposed to be possible, and you are up against a subjective game master, having rules for every case doesn't seem like such a bad idea. But there is this weird lack of:
- Efficiency in rules
- A willingness to allow for abstraction and improvisation
- A willingness to adopt an elegant solution that might provide slightly less realistic results
- Challenging, subtle decision-making during combat or other moments of crisis

There's a couple counter-examples: the luck-point system in Battlestations, and some improvements in 3rd edition DnD, but its not great out there.

The assumption in RPGs, shared with many 80's style American games, is that you want answers, even if the game's willingness to provide them hinders smooth, elegant gameplay. The fact is, I want a system where I can keep every rule in mind, without ever having to refer to a book or chart. If anything has been guiding my design process, it is that I don't want you to have to ever stop playing the game to look something up. Such moments are killers of board-game sessions, and I don't think RPG sessions are any different - RPG'ers have just come to accept them.

No! I say.

Maybe this is all nonsense to anyone who hasn't given any thought to RPG design, I reckon its an especially esoteric interest. Just to entice said folks, possible upcoming subjects:

- The pass-your-hand mechanic: its alure and pitfalls
- Scoring card/tile configurations: Rummy vs. Koi Koi vs. Scrabble
- A rant about shallow fantasy sports systems