Friday, June 3, 2011
Continental Rottweiler at Kublacon 2011
Continental Railways of the World
The highest point for me was certainly the four-and-a-half-hour, five-player Continental Railways of the World session that I hosted on Sunday morning. This playtest was very successful in several ways. First off, everybody seemed to have a good time! The game didn't bog down, and was competitive for its entire duration.
The Income Trough
I've been worried about a phenomenon we've been calling the "income trough". As RotW players will know, your income in the game is tied to your score. For most of a normal, one-board game, income rises as your score rises; but then income first tops out, then actually declines as your score continues to rise. In normal games this isn't much of an issue because by the time it happens, you've usually built most of the track you intend to build, and you don't need much money any more. But in the Continental game, you can find your net income dropping to near, or even below, zero just when the West opens up and you suddenly need to build a lot of track as everyone races west! A player who "bottoms out" at this moment can be seriously handicapped, and as a result will have no fun for the next two hours while he sits hopelessly in last place, cash-strapped and in debt, waiting for the game to end.
It would be easy to shrug this off and say "well, Player Red, you should have planned ahead." But I'd rather find a solution that allows such a player to take a less fatal hit, while still rewarding the players that did plan their income curve more successfully. I've had a couple of mechanisms in place for this, but they needed tuning. In this session, I think we finally had it tuned about right. Every player has a financial choice to make at the moment the West opens up; in the past, that "choice" has been a no-brainer. In this session, every player had to think it over, and they didn't all choose the same way. Furthermore, I was the player who was mired in the income trough, and sure enough I didn't win; but I was at least able to survive and progress. I think it worked out pretty well.
Paths to Victory
The winning player built a nearly coast-to-coast network, and one of the largest on the board. This was gratifying to me, simply because I love to see that kind of layout. But the same player won an earlier session by staying close to the Eastern board, with only a small extension across to the Western board. I'm pleased to see that there's no single approach to winning the Continental game.
Rail Baron Cards
Another measure of success for playtests is whether you learned anything new. I think I did. I was a bit shocked at the huge effect that the Rail Baron cards had for the more successful players. They were real game-changers.
I had "scaled up" the bonuses that these cards grant. In a normal game, they're worth (very roughly) 10% of your final score. Because final scores in the Continental game tend to be at least double a typical normal score, I made the Continental Baron bonuses much larger to match. But having seen them in action, I'm inclined to think that this was a mistake. Although the final scores were much larger than in a normal game, the differences between the winning player's score and his nearest competitors were not so much larger. The Baron Cards were overwhelming those differences, more than I think they should.
I plan to sit down soon and re-think those bonuses. I will likely tone them down to something in between their current values and those in a normal game. In addition, I'm tempted to look into making them incremental: instead of getting a single big all-or-nothing bonus, you'd be able to claim a partial bonus for achieving a portion of the goal. This sort of bonus already exists, for example in the Eastern U.S. Rail Baron card that awards 2 points for every connection you own into Chicago. Your bonus from that card can be 0, 2, 4, 6, or 8 points. I may not be able to come up with a full set of such incremental bonuses, but I'll see what I can do.
Saturday, October 30, 2010
News from Essen
It seems to be standard practice for the initial printing of a new game product to be very small. This gives the publisher a chance to check the finished product for problems before paying to have thousands of copies made; and if there are no serious problems, the publisher has a few advance copies to show off and/or sell. The first shipment of Railways of the Western U.S. arrived in Essen on the morning of the first day of the show, just in time. It was 60 copies, and they immediately opened one copy and set it up to be shown off.
The BoardGameGeek web site (one of my favorite web destinations) had a presence at the show: they were interviewing publishers, and live-streaming video demos of the new games. Keith Blume demoed RotWUS for them on that first day, and if you're interested you can watch the video here. It's quick, only about three minutes.
The game sold out quickly; all 60 copies were gone by the second day of the show.
There was indeed one problem with those first few copies: there were no Fuel Depot tokens in the boxes. Fortunately those are not necessary components; they are used only with an optional rule, and you can play just fine without them. The people who purchased those copies can get replacement Fuel Depot tokens by contacting FRED Distribution customer service. If you are not one of the lucky few who got to go to Essen you won't have to worry about this, because it will be fixed for the first full print run.
The City Rotor tokens, the other new optional feature in the expansion, were included and apparently are pretty cool. I say "apparently" because I haven't seen them myself. Helen and I didn't go to Essen (we talked about going, but couldn't swing it this year) and so now there are some 60 people in the world who have actual copies of Railways of the Western U.S., and I'm not one of them! I've never even seen a copy I didn't make myself. There's something cosmically unfair about this, or so I keep telling myself.
But FRED says that the first real shipment will arrive soon, in just a couple of weeks. Then I should have my own copy at last, and they'll be available in both brick-and-mortar and online stores. Can't wait!
Saturday, July 24, 2010
Another progress report
Railways of the Western U.S.
I haven't had much to say about this because my part in it is nearly done. (There's even a page up at BGG for it: Railways of the Western U.S.) But I can report that we (myself and the folks at Eagle Games) have been proof-reading digital copies of the board, the rules, the cards, and the box art, and it's looking really good. The board has been designed to match the Eastern U.S. board esthetically as well as physically, and I think they'll look great together on the table.
The rules are receiving the last few tweaks. My Fuel Depot rules have been tossed in favor of some different ones that the Eagle Games folks dreamed up, and I agree that theirs are much better. I'm eager to try them out myself, now that I know what they are! I'm hoping to get the game on the table at Pacificon over Labor Day weekend.
And after the digital proof-reading is done, it's back to being patient while it goes through the cycles of printed proofs, final approval, printing, assembling, and shipping. (Still waiting for my instant gratification, here!)
Solitaire Till Dawn X
It's been hard to work on this because I do 8 hours or more of programming at work, five days a week, and I'm often feeling pretty burned out by the time I get home. But I am making progress. Today I got some very insidious bugs out of the BooleanTest class (which is used for things like deciding whether you're stuck, or have won the game), and in the process greatly sped up the program's ability to peer into the future of the game as you play it. That could be very useful—we'll see!
New Game Designs
Yes, I have a couple of new designs! With Rottweiler mostly out the door, I've been able to spend some time thinking about such things.
I actually have three that I'm turning over in my head. All are in very early design stages; only two have even been mocked up to try a solo game on my own, and that has happened only once for each of them. But they each feature one or two newish ideas that interest me.
Without going into a lot of detail, one is centered around buying your resources from a "futures" market: if you think you can wait to get them, you can get them cheaper. Of course, there will be time pressure to get them more quickly, and damn the expense!
A second grew out of an idle notion to make a game with Genghis Khan as a theme. The Great Khan was not just a warrior, and there were some interesting economic things happening in his empire. Instead of a battle game, I began to wonder if there wasn't an interesting area-majority game lurking in there somewhere. Area majority has been done before of course, but for this game I'm hoping to introduce a trading-with-foreigners twist.
The third new design grew out of the second. I was looking for an interesting scoring mechanism for it, and thought of one so interesting that it turned into a whole new game. This is the one that has my attention at the moment, and it has been developed more than the other two (not that that's saying much). It is also an area-majority game, with twists in both the area-majority mechanism and in the scoring.
I always have high hopes for any new design, and they usually turn out somewhere between rather dull and utter garbage. We'll see about these.
Saturday, June 5, 2010
Various Kinds of Progress
I can now say that my "Rottweiler" project, about which I've maintained a mildly coy level of secrecy, is the Railways of the Western U.S. expansion to Railways of the World. FRED Distribution (aka Eagle Games) has announced that it will be published in Q1 2011, less than a year from now. (Regular readers already know that Railways of the World is the new reprint of the original Railroad Tycoon board game, pretty much my favorite game of all time.) I'm very excited about this, but I am trying to be patient about waiting till next year to see it in shrinkwrap at my FLGS. (As always, I want my instant gratification, and I want it now!)
The fate of Continental Rottweiler is still to be decided. Stay tuned.
In my last post, I wrote about returning to Mac programming and re-writing my venerable Solitaire Till Dawn product. That project is coming along nicely, although I wish I had more time to devote to it. Just a few minutes ago, I reached an exciting milestone: I played and won an entire game of Klondike in the new version. Now that may sound like it's almost done and ready to go, but that's not true at all. This is about the stage where the monster tries to stand up from the slab and take a few uncertain, shambling steps. The polished performance of "Puttin' on the Ritz" is still a long ways off. But I'm encouraged, and starting to think about choreography (so to speak).
Last weekend Helen and I again attended KublaCon, probably our favorite boardgame convention. We had a great time as always. This year I found myself mostly concentrating on unpublished games: Spatial Delivery and Rottweiler both got a workout, and I was privileged to play Seth Jaffee's expansion to his own Terra Prime. (Here's a sneak preview: I really liked it.) And our good friend and member of our weekly gaming group Marlin Deckert won the KublaCon Game Design contest with a really elegant abstract game he calls "Tripletts". I hope and expect to see it on store shelves in the not too distant future. (And by the way: that makes three members of our game group who have won that contest: Marlin, Candy Weber with her game Leftovers, and yr. obed. serpent, myself.)
As always, we came home with more games than we set out with. There were no exciting new releases to look for this year, which was a bit disappointing. We had already seen all the hot new games. Nevertheless, we improved our collection by trading away a few things we've found we didn't care for, and their slots on the shelf will be filled with our new acquisitions. These include Canal Mania, Attika, the Alchemy expansion to Dominion, Mission Red Planet, and a few others.
And now I'm going to go clear off the game table so we can play one or two of them!
Thursday, April 8, 2010
Coast-to-coast live!
Monday, February 8, 2010
Coast-to-coast again
Saturday, December 12, 2009
Rottweiler: Coast-to-Coast
Wednesday, October 28, 2009
Rottweiler: Linking Up
Thursday, September 10, 2009
Pacificon 2009: Rottweiler
This Labor Day weekend Helen and I trekked off to Pacificon for three days of intensive gaming. Happily, Pacificon really isn't much of a trek for us: it's about 10 minutes from home, so we could spend all day and half the night at the con and still sleep in our own beds. But because we did game late every night, we we're pretty bushed by the end. (That, and an unexpectedly busy week, makes this a late posting.)
There were some parts that didn't work as well as I'd like. One new feature continues to be troublesome. I've tried a number of variations for it. One such sounds good on paper, but is rarely used in practice—and given that, why bother having the feature at all? Another does get used simply because its rules pretty much require it; but it does not foster competition or interaction among the players, so again it feels pretty pointless to me. I would happily abandon the whole notion, but it's something the publishers are interested in, so I feel that I must make a strong effort to make it work. Then if I fail, I can at least list all the reasons why the feature should be dropped.
Monday, August 24, 2009
Rottweiler: Learning to Heel
Although I've been playing RotW games (under their original "Railroad Tycoon" name) for several years now, this is the first time I've done so while taking a global view. Instead of concentrating on my own plans and paying attention to others only to the degree that they might interfere with me, I am now watching what every player does, and why. It's been very instructive.
I've learned what should have been obvious from the beginning: that the various bonus-scoring opportunities—Major Lines, Service Bounties, and Baron cards—have a large effect in shaping the game. (Major Lines are bonuses for laying track between specified pairs of cities; other bonuses may have similar effects.) For my first cut, I set up the bonuses to motivate players to re-create the historical rail routes. Two plays showed me why that was wrong: it allowed as many as five players to each carve out a separate empire, with little need to get in each other's way. This makes for a boring game.
So I've had to throw out some of the history. I re-worked the Major Lines, removing a couple that routed around the edges of the board, and adding some to draw players together at a couple of central nexuses. The improvement in the game was immediate and marked: suddenly there was contention in these targeted areas, and players had to start worrying about their opponents' plans and activities much earlier in the game.
Last night's playtest went very well. Everyone seemed to enjoy the game, and there was nothing that was clearly broken. But there is certainly room for improvement, and I happily received some good analysis and a number of excellent suggestions. My next steps are to extend some mountains here, reduce some cube counts there, and tweak the Major Lines some more. Then print the new map and run some more solo tests before taking taking it to Pacificon over Labor Day weekend for more live playtests.
The news is not all wonderful. Part of the motivation for Rottweiler is to add a couple of the innovative features from my Hammer and Spike game to this RotW expansion. One of those features is working well, but the other one is not throwing the same kind of sparks. I need to find some way to improve it. I'd like to have a better revision in time for Pacificon, if I can swing it.
Thursday, August 13, 2009
Code Name Rottweiler!
Tuesday, July 28, 2009
Getting Rolling
But I suppose I can get away with some generalities. For one thing, I was mistaken in thinking that the expansion would be mostly designed by others; turns out it's mainly in my lap. The board, the cards, the variant rules, all of it. I'll have help and advice from the publisher's developers, of course.
This is not how I foresaw my first publication contract! I thought I'd design a game, get it mostly finished, then get it licensed. After that, just playtest and tweak until the publisher is happy; the rest would be the publisher's problem. I didn't expect to have much left to do at this point. Instead I have to start almost from scratch!
Okay, it's not really "from scratch." The RotW system is well-defined and so are the Hammer and Spike features that I will be adding in; I'm not inventing a whole new game. But I still have to draw the map, define the cards, tune a scoring track (the scoring track in RRT/RotW is also the income track, so it affects the whole game economy), and fine-tune the H&S features (which, after all, were not originally designed for RotW). That's a lot to do. Fortunately I think it will be tremendous fun, and I've definitely been enjoying the process so far.
I've been told what part of the world the map must cover. Given that, I've been studying the history of the region, to see how the railroads grew there and what special conditions obtained. RotW is not a simulation game, so most of the historical detail is pretty useless; but I've gotten some ideas for the cards, and some notions on how to lay out the map (for example, the towns that were important to the railroads back then aren't always the ones that are largest or most important now). In fact I have more ideas than I'm going to be able to use. That's a good thing: it's better to have too much than to not have enough!
I've also been asked to try to make the H&S features into an optional variant that can be used with any RotW map, if you've got the rules and bits from my expansion. I've been testing that out on the Europe map, and I'm pleased to say that I think they will work.
Working on the board is going to be interesting. I've never made a prototype board this big before, and my usual cheap-and-dirty technique of printing it out on 8.5x11" sheets and taping them together may be too big a pain. I think this time I'm going to spend some money and have a print shop do it as a single big sheet, and then maybe have them laminate it so I can draw and erase on it easily. (No, it will not be as big as the original gargantuan RRT board. But it's not small either.)
Finally, and just to head off the questions: no, I don't know when it will be released. I just started working on it a couple of weeks ago! All I can tell you is that it will be a good long while, so there's no point in being impatient.
But yes, when I have it sufficiently developed, some of you will be able to playtest it. In fact, I'm counting on it!