I'm really not keeping up this blog very well, I see. Well, I've been busy, and my other blog over at solitairetilldawn.blogspot.com gets more attention—which is as it should be. But I can't spend every waking moment on solitaire programming, and I've been able to find time for some table-game design lately.
First a glance back: last post, I was talking about recent changes to my Spatial Delivery boardgame. After a lot of playtesting, I'm now pretty satisfied with that design. I think it's done, and I don't expect to do anything more with it. (No publishers in sight, but the market is pretty crowded these days, so I'm not holding my breath.)
And now I'm working on a new design called "DeckVille".
A while back Dice Hate Me Games held a contest for game designers. Entrants were to design games that could be played with only a pack of 54 standard-size cards. I was too busy moving to think about it at the time, and the contest is long over. (You can see a number of the winners on Kickstarter at Big Game for Small Pockets.) But the idea stuck in my head, so I recently set myself a challenge.
I have wanted to create a card game in the style of the kind of board game that Helen and I like best: an "economic builder". Simply put, this is a strategy game where you spend the early part of the game building things that make you efficient, and the late part building things that will make you points.
I wanted this design experience partly for fun, and partly in hopes of getting a compact, portable, playable game out of it. But mainly it's meant as a learning tool. I thought that this exercise in minimalism might give me useful insight into this kind of game.
I didn't worry about coming up with anything original. I happily stole ideas from quite a few different successful games by published designers: 7 Wonders, San Juan, Suburbia, and Ticket to Ride, along with a number of others.
In nearly all games of this type, the player is to jump through some kind of hoops to get <something> that is spendable, and later jump through more hoops to spend the <something> on <something else> that will provide victory points. I decided that DeckVille would be about building a city; that the spendable stuff would be several different kinds of resources (e.g. wood, brick, steel, etc.), and that the victory points would be provided by facilities: residences, shops, businesses, public buildings, and so on.
San Juan provided a crucial notion, one I've also seen in many other games: every card can be used for two or three different purposes, all useful; but in every case you must choose one use per card, and forgo the other possibilities. This gives the players decisions to make. The decisions should be significant (that is, they will affect the outcome of the game), amenable to reason (that is, their effects are somewhat calculable), but not obvious. (Sometimes these are called agonizing decisions.) In DeckVille, a card can be used as a resource or as a facility, but not both. The cost to build a resource is to discard some number of other cards from your hand (another notion from San Juan), while the cost to build a facility is paid by having previously built all the resources that the facility needs (7 Wonders).
Interest and variety come from making every card different, and by making the scoring value of cards interdependent. Every facility has a type, out of eight different types (public, housing, shopping, dining, etc.). The scoring value of a facility might be absolute ("2 points") or conditional ("1 point per public facility you have built"). This kind of variety can be found in quite a few games, but I took most of my inspiration here from Ted Alspach's Suburbia.
Given that basic framework, what's needed for a good game is balanced paths to victory. There should be a number of ways to achieve victory: for example, you might build a lot of business facilities, capping them with a facility whose score depends on that. Or you might build the right combination of public and infrastructure facilities; or a mix of housing and shopping. If the game is balanced, there will be quite a few good ways to make lots of points, none of which are overwhelmingly better than the others, but all of which will be difficult to achieve in the face of intelligent opposition.
I found that the original goal of a 54-card game worked, but only for two players. After some thought, I added a second deck of 54 more cards, with half of that deck marked for "three players" and the rest for "four players". You can still play the two-player game with just the original deck.
It needs more work, probably lots more work. But it actually plays quite nicely, even now, which is encouraging. I think I will eventually spruce up the artwork and post it for print-on-demand at TheGameCrafter, when I'm done with it.
Showing posts with label spatial delivery. Show all posts
Showing posts with label spatial delivery. Show all posts
Sunday, April 20, 2014
Sunday, December 15, 2013
Spatial Delivery: New Cards in the Works
Recent changes to my boardgame design-in-progress "Spatial Delivery" seem to be working out. Last Thursday, over at Rainy Day Games, three kind people gave it a near-blind playtest. They had a good time (I was watching) and they "got" the game, making the right kind of plays and doing the right kind of thinking. Most of their feedback had to do with ways to make the game more accessible on the first play: quicker setup, better player aids, improvements to the rulebook, and so on. (I screwed up and brought a somewhat out-of-date rulebook, so I had to intercede occasionally to answer questions and make corrections.) The actual rules and gameplay went over well.
Given that, Helen and I decided that it's time to re-think the physical bits, with an eye toward first-time players. We may eventually rework the hex tiles, perhaps eliminating them in favor of an actual board; we're still discussing that. But the urgent priority is a new card deck.
Older versions of the game had very simple cards. Artwork aside, each card just had a color: red, yellow, green, or blue. But when I added the new Card Powers feature (see A Bit of Game Design), the cards became more complex. Each card now has one of nine different Card Powers, each of which can be used only at certain times in the game. Initially I'd hand-scribbled some rough icons for the various powers on my old cards, with explanations in the rulebook. That got us through our recent playtests; but the players always had trouble learning what the powers were and exactly when each one could be used.
So Helen and I are now brainstorming iconography and card layouts, trying to make the cards and their effects as easy to understand as possible.
In general I like to avoid text on cards if possible, because it makes international editions of a game more expensive to produce. But the various card powers are complex enough to need one to three sentences of explanation each. We want new players to be able to understand each power without having to constantly look them up in the rulebook. A separate player aid would be a reasonable compromise, but for our prototypes we've decided to put some text on each card, in addition to the iconography. If the game is ever published, the publisher can decide whether to keep the text or not: the icons are sufficient for players who are already familiar with the game.
We've decided to try a smaller card size, to reduce the area needed for the game on the table. While the card displays aren't the biggest offender, the game does take up a lot of table space so we're trying to minimize that without impacting ease of play.
Even though the cards are smaller, some elements of the card design still have to be reasonably large, because they must be visible from a couple of feet away when the card is lying face-up on the table. At the same time, compact iconography is needed along the left edge of each card (the "index column"), so that players can fan their hands and easily see what they've got. I was originally fixated on point symmetry, which would mean an index column along both sides; but that was taking up too much space. Helen broke my fixation by showing me that an asymmetrical design gave us enough room for a nice layout.
Here's a mockup of the new design. The actual size is a bit bigger than shown here, and of course the printed cards will have finer resolution. We've printed some proofs to be certain that the text will be readable.
Anybody got any suggestions for improvements?
Given that, Helen and I decided that it's time to re-think the physical bits, with an eye toward first-time players. We may eventually rework the hex tiles, perhaps eliminating them in favor of an actual board; we're still discussing that. But the urgent priority is a new card deck.
Older versions of the game had very simple cards. Artwork aside, each card just had a color: red, yellow, green, or blue. But when I added the new Card Powers feature (see A Bit of Game Design), the cards became more complex. Each card now has one of nine different Card Powers, each of which can be used only at certain times in the game. Initially I'd hand-scribbled some rough icons for the various powers on my old cards, with explanations in the rulebook. That got us through our recent playtests; but the players always had trouble learning what the powers were and exactly when each one could be used.
So Helen and I are now brainstorming iconography and card layouts, trying to make the cards and their effects as easy to understand as possible.
In general I like to avoid text on cards if possible, because it makes international editions of a game more expensive to produce. But the various card powers are complex enough to need one to three sentences of explanation each. We want new players to be able to understand each power without having to constantly look them up in the rulebook. A separate player aid would be a reasonable compromise, but for our prototypes we've decided to put some text on each card, in addition to the iconography. If the game is ever published, the publisher can decide whether to keep the text or not: the icons are sufficient for players who are already familiar with the game.
Even though the cards are smaller, some elements of the card design still have to be reasonably large, because they must be visible from a couple of feet away when the card is lying face-up on the table. At the same time, compact iconography is needed along the left edge of each card (the "index column"), so that players can fan their hands and easily see what they've got. I was originally fixated on point symmetry, which would mean an index column along both sides; but that was taking up too much space. Helen broke my fixation by showing me that an asymmetrical design gave us enough room for a nice layout.
Here's a mockup of the new design. The actual size is a bit bigger than shown here, and of course the printed cards will have finer resolution. We've printed some proofs to be certain that the text will be readable.
![]() |
The new card layout |
Saturday, November 9, 2013
A Bit of Game Design
It seems ages since I've spent any serious time on any of my own game designs. What with the day job (followed, after retirement, by the exigencies of moving to another state), the two expansions I helped design for Railways of the World, my musical activities, and the need to work hard on Solitaire Till Dawn, my own designs have been given short shrift for the past few years.
But I'm retired now, and we finished moving in a while back, so that's over with. Solitaire Till Dawn isn't done yet and is still getting most of my alert-and-working attention; but all work and no play makes Jack want to stay in bed instead of getting up in the morning. So I've given myself a few evenings and weekends off recently, and put some time in on one of my oldest and best designs.
I started work on Spatial Delivery in 2007, and it won the Game Design Contest at KublaCon in May 2008. At that time I thought it was pretty much done, but it wasn't. Experienced game designers know that you have to playtest a game a lot to discover its warts and inadequacies. Like a software product, a game design must be tested, evaluated, fixed, and refined many times before you can be sure it's done. (Just the other day I saw a major, successful game designer apologizing for a "bug" in one of his new games: he and his testers hadn't found it, but the people who bought the game did. He's working on a fix.)
In the years since that KublaCon, I've revisited Spatial Delivery a number of times. I've been aware of a number of flaws in the design, and searching for ways to fix them. I think I've made some solid progress. I hope to take the game out of the house and have some strangers play it in the next few weeks, after a bit more in-house polish and maybe the making of a revised card deck.
To reach this state I had to make a painful decision: I had to throw out the one really original mechanism in the design. That mechanism wasn't a completely awful idea and I may be able to use it in some other design; but it wasn't a good fit in Spatial Delivery. It had to do with how players acquired cards ("Goods") for delivery to worlds in outer space, and that phase of the game was plagued with a variety of problems. I can't count how many solutions I've looked at for that process; but I'm hoping my new design will stand up.
Without going into too much detail, there had been four different types of Goods (red, green, blue, yellow—they have thematic names and icons, but never mind that). No form of random and semi-random distribution or drafting was working: it was always too easy for a player to get screwed over by an unfortunate shuffle, and there was little challenge or interest in choosing which cards to draft. My nifty mechanism that let players challenge each other over card selections didn't make it any better. I had to throw out the whole notion of shuffling all the Goods cards together.
Instead, I separated them into decks by type, and I invented a bunch of "Card Powers" and gave one power to each card. So now you shuffle just the red Goods cards together in one deck, and the blues in another, and so on. When players draft cards, they can always see one face-up card in each color, and choose any one of them. That way, every player gets the color mix he wants. But the Card Powers come up randomly, because they're scattered evenly among the Goods types.
This gives the players more to think about, even while allowing them easy access to the colors they want. The Card Powers give them new options during the next phase of the game, when they play the cards they've drafted.
This opened the door to a good solution for another of the game's nagging problems: turn order. Turn order is fairly important; it's an advantage to be able to play before anyone else. That means that the turn order needs to change, every round. But the game only lasts for a small and odd number of rounds (too bad, but otherwise the game is too short or too long) so simply rotating the turn order every round isn't really fair. I solved this (I hope) by inventing a Card Power that affects the turn order for the next round. Players can now decide for themselves how important it is to go first rather than last, and do something about it if they're willing to pay the price by grabbing and playing a Turn Order card instead of a different one.
It's surprising how hard it can be to let go of an old design feature. Another change I made recently was to make it cheaper to travel longer distances as your spaceship goes to visit planets in outer space. Originally I felt that it was important to keep travel distances short; I can't even remember why. I had a somewhat cumbersome rule that allowed long-distance travel at a nearly-ruinous price. I've now realized that this was dumb. The price of travel is high enough anyway, and the incentive to make frequent stops is strong. The fancy rule wasn't needed and I threw it out. The game is now easier to understand and more interesting, because long-range travel is now easier to do when a player has good reason to do it.
There's a wonderful company called The Game Crafter that can print and ship single copies of games on demand. It allows new designers to self-publish pretty easily, and it can be a great way to manufacture just a few copies of a game under development. When they started out their offerings were fairly limited, but they've been expanding. I see that I could now self-publish Spatial Delivery there, if I ever decide that it's ready for that. I'd like to license the design to a real game publisher someday, but in the meantime The Game Crafter is a good solution for turning out a few copies for playtests and publisher submissions. I won't do this until the design is a lot more finalized, though, and I'll have to drum up a few bits of artwork that I can legally use for symbols and icons on the cards and such.
But I'm retired now, and we finished moving in a while back, so that's over with. Solitaire Till Dawn isn't done yet and is still getting most of my alert-and-working attention; but all work and no play makes Jack want to stay in bed instead of getting up in the morning. So I've given myself a few evenings and weekends off recently, and put some time in on one of my oldest and best designs.
I started work on Spatial Delivery in 2007, and it won the Game Design Contest at KublaCon in May 2008. At that time I thought it was pretty much done, but it wasn't. Experienced game designers know that you have to playtest a game a lot to discover its warts and inadequacies. Like a software product, a game design must be tested, evaluated, fixed, and refined many times before you can be sure it's done. (Just the other day I saw a major, successful game designer apologizing for a "bug" in one of his new games: he and his testers hadn't found it, but the people who bought the game did. He's working on a fix.)
In the years since that KublaCon, I've revisited Spatial Delivery a number of times. I've been aware of a number of flaws in the design, and searching for ways to fix them. I think I've made some solid progress. I hope to take the game out of the house and have some strangers play it in the next few weeks, after a bit more in-house polish and maybe the making of a revised card deck.
To reach this state I had to make a painful decision: I had to throw out the one really original mechanism in the design. That mechanism wasn't a completely awful idea and I may be able to use it in some other design; but it wasn't a good fit in Spatial Delivery. It had to do with how players acquired cards ("Goods") for delivery to worlds in outer space, and that phase of the game was plagued with a variety of problems. I can't count how many solutions I've looked at for that process; but I'm hoping my new design will stand up.
Without going into too much detail, there had been four different types of Goods (red, green, blue, yellow—they have thematic names and icons, but never mind that). No form of random and semi-random distribution or drafting was working: it was always too easy for a player to get screwed over by an unfortunate shuffle, and there was little challenge or interest in choosing which cards to draft. My nifty mechanism that let players challenge each other over card selections didn't make it any better. I had to throw out the whole notion of shuffling all the Goods cards together.
Instead, I separated them into decks by type, and I invented a bunch of "Card Powers" and gave one power to each card. So now you shuffle just the red Goods cards together in one deck, and the blues in another, and so on. When players draft cards, they can always see one face-up card in each color, and choose any one of them. That way, every player gets the color mix he wants. But the Card Powers come up randomly, because they're scattered evenly among the Goods types.
This gives the players more to think about, even while allowing them easy access to the colors they want. The Card Powers give them new options during the next phase of the game, when they play the cards they've drafted.
This opened the door to a good solution for another of the game's nagging problems: turn order. Turn order is fairly important; it's an advantage to be able to play before anyone else. That means that the turn order needs to change, every round. But the game only lasts for a small and odd number of rounds (too bad, but otherwise the game is too short or too long) so simply rotating the turn order every round isn't really fair. I solved this (I hope) by inventing a Card Power that affects the turn order for the next round. Players can now decide for themselves how important it is to go first rather than last, and do something about it if they're willing to pay the price by grabbing and playing a Turn Order card instead of a different one.
It's surprising how hard it can be to let go of an old design feature. Another change I made recently was to make it cheaper to travel longer distances as your spaceship goes to visit planets in outer space. Originally I felt that it was important to keep travel distances short; I can't even remember why. I had a somewhat cumbersome rule that allowed long-distance travel at a nearly-ruinous price. I've now realized that this was dumb. The price of travel is high enough anyway, and the incentive to make frequent stops is strong. The fancy rule wasn't needed and I threw it out. The game is now easier to understand and more interesting, because long-range travel is now easier to do when a player has good reason to do it.
There's a wonderful company called The Game Crafter that can print and ship single copies of games on demand. It allows new designers to self-publish pretty easily, and it can be a great way to manufacture just a few copies of a game under development. When they started out their offerings were fairly limited, but they've been expanding. I see that I could now self-publish Spatial Delivery there, if I ever decide that it's ready for that. I'd like to license the design to a real game publisher someday, but in the meantime The Game Crafter is a good solution for turning out a few copies for playtests and publisher submissions. I won't do this until the design is a lot more finalized, though, and I'll have to drum up a few bits of artwork that I can legally use for symbols and icons on the cards and such.
Labels:
game design,
kublacon,
prototype,
spatial delivery,
thegamecrafter.com
Sunday, October 10, 2010
Suddenly, Spatial Delivery
I haven't had a lot of time for game design work recently. Until a month or so ago, I was finishing up Railways of the Western U.S. (okay, that's game design, but it's still only an expansion and not a complete game!), and since it was sent to the printers other things have taken precedence.
But now Spatial Delivery has reclaimed my attention, after months and years of neglect. It started when we heard of a publisher that might be interested in it. I emphasize might because so far it's as tenuous as a rumor; but from what we've heard, SD might be the kind of game this publisher is looking for. That set me to thinking again about the game's biggest weaknesses, and how they might be addressed. Then yesterday over lunch, Helen and I were kicking this around, and she had a brilliant-sounding idea. Today we tried it out. A little to my surprise, the part that sounded most brilliant didn't get much play, but after some experiments and more discussion, we developed a new set of rules that feel like a great improvement.
The new rules seem to solve several problems. They added tension, competition, and interest to the card draft. They eliminated a complaint of many playtesters who didn't like that drafted cards remained vulnerable until the draft was over. And it helped balance out the turn-order bias that's been a nagging concern for a while.
Like all new rule ideas, it needs more playtest before we can really assess it. Also I will have to rewrite the rulebook and cheat sheets, and design a side-board to hold a score track, player order track, and round counter. This will take a little while to get together.
But I'm encouraged. Cross your fingers!
(Julie Haehn, if you're reading this, I will send you the copy I promised... after the rules have settled down and the new components are ready!)
But now Spatial Delivery has reclaimed my attention, after months and years of neglect. It started when we heard of a publisher that might be interested in it. I emphasize might because so far it's as tenuous as a rumor; but from what we've heard, SD might be the kind of game this publisher is looking for. That set me to thinking again about the game's biggest weaknesses, and how they might be addressed. Then yesterday over lunch, Helen and I were kicking this around, and she had a brilliant-sounding idea. Today we tried it out. A little to my surprise, the part that sounded most brilliant didn't get much play, but after some experiments and more discussion, we developed a new set of rules that feel like a great improvement.
The new rules seem to solve several problems. They added tension, competition, and interest to the card draft. They eliminated a complaint of many playtesters who didn't like that drafted cards remained vulnerable until the draft was over. And it helped balance out the turn-order bias that's been a nagging concern for a while.
Like all new rule ideas, it needs more playtest before we can really assess it. Also I will have to rewrite the rulebook and cheat sheets, and design a side-board to hold a score track, player order track, and round counter. This will take a little while to get together.
But I'm encouraged. Cross your fingers!
(Julie Haehn, if you're reading this, I will send you the copy I promised... after the rules have settled down and the new components are ready!)
Saturday, June 5, 2010
Various Kinds of Progress
I usually try to keep these posts focused, but I haven't had much time for blogging lately, so you're getting an omnibus update today.
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!
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!
Labels:
kublacon,
rottweiler,
rotw,
Solitaire Till Dawn,
spatial delivery
Tuesday, July 7, 2009
Publishing Update
Spatial Delivery
The publisher who has been reviewing Spatial Delivery has (after a year!) finally tested it, and tells me that they are currently looking for lighter games. They haven't quite said "get lost" and the prototype will be tested further at their main office, but the news is not encouraging.
I have contacts at a couple of other publishers who may be interested in Spatial Delivery. My home and life are going to be in some disarray over the next few weeks (we are remodeling) but after that, and if the current publisher hasn't changed their mind, I will build yet another prototype and see if I can get someone else to look at it.
Hammer and Spike
This one got licensed! It's not quite what I had envisioned, because it will not be published as a stand-alone game the way I designed it. Instead, some of its unique features will be folded into a game already being designed by some of the publisher's other developers. But I am not too disappointed: the license is the same as it would have been for a stand-alone game; my name (among others) will be on the box; and the combined product sounds very exciting. I am sure I will someday see a game of my own published, and this is a good first step in that direction.
Update to the update: I can now speak a bit more freely. Hammer and Spike will become a new expansion for the Railways of the World (RotW) game system. RotW is the new (and re-named) edition of Railroad Tycoon being published by FRED Distribution. I've been asked to design an expansion that will merge the unique features from Hammer and Spike with the familiar RotW system. If you've been following this blog, you know that Railroad Tycoon is my favorite game, so you can imagine how excited I am to be given this project!
Labels:
design,
fred distribution,
game,
hammer and spike,
rottweiler,
rotw,
spatial delivery
Monday, May 25, 2009
My Designs at KublaCon 2009
Hammer and Spike suffered a setback recently, when we found a strategy that was successful, simple, and dead boring to play. To fix it I've adjusted the scoring. The bad news is that the scoring is now even more complex, but the good news is that the fix seems to be working. I hosted a four-player game at KublaCon that included a couple of new players and a couple of experienced train gamers, and I liked the way it played out. The winner was JC Lawrence, who also pointed out a problem I hadn't seen before (but which will be easily fixed, I think) and who gave some good feedback and advice.
And there is finally some news about the fate of Spatial Delivery. In our last episode (and the one before that, and the one before that...), the prototype had been sent off to a publisher shortly after winning the KublaCon game design contest in 2008. There followed nearly a full year of dead silence. I restrained myself from attempting to contact the publisher, reasoning that publishers were busy, they'd get to it when they had a chance, and there was no point in making a pest of myself. But this weekend I spoke to a company rep and learned that they'd recently had to fire a clerical worker for incompetence. This worker had made any number of bad-for-business mistakes, and one of them was losing my prototype (along with my contact info, of course). Fortunately the rep I spoke to was the very person who should have received the prototype in the first place. I had just built a new copy and had it with me hoping to play it, but instead I gave it to the rep. He told me it would be played next weekend and that I would hear something back within just a few weeks. So Spatial Delivery is back on track!
Now I just have to hope that the publisher actually likes it. But if they don't, I have a backup opportunity. The KublaCon contest director tells me that she has been talking the game up to a second publisher. I'm going to stick with the first until they make up their minds (at least, if it doesn't take another year for them to do so), but I would be perfectly happy to go with the second publisher if things fall out that way.
The lesson learned is obvious: keep in touch. I still think it's a bad idea to be a pest, but from now on any such publisher who hasn't contacted me within the last three months will hear from me. I don't intend to lose an entire year again.
And now I have two designs being actively evaluated by two publishers, and backup publishers for both. Cross your fingers for me! I'm hoping to have at least one game on its way to market, maybe two, by next year's KublaCon.
Labels:
design,
game,
hammer and spike,
kublacon,
spatial delivery
Sunday, May 10, 2009
Fires and Recordings and In-laws
I've felt all this past week as if I should be blogging, but I've been too busy and too distracted. The Jesusita Fire in Santa Barbara has occupied much of my attention. The fire not only devastated the foothills, but threatened the town itself. The neighborhood where I grew up was within a mile or or of the fire's perimeter and was under mandatory evacuation for a while; some friends of mine were also prepared to evacuate. I am saddened by the damage to the Botanical Garden, which was one of my favorite places; but it wasn't completely destroyed and I hope the damaged areas will be rebuilt and replanted. The fire is still in progress and is less than 50% contained, but the threat now seems to have lessened and the fire has moved north and west rather than south towards the town and suburbs, so things are looking up.
The in-laws paid us a visit on Friday and Saturday. I'm always happy to see them, and this brief visit was in part to deliver a car we bought from them for our son to use at college next year. We had a couple of nice dinners, some good conversation, and some excellent games with Joan. Although I was feeling a bit overwhelmed and wished the visit could have come either last weekend or next, it all worked out. I even found time to practice.
Why practice? Because on Monday and Tuesday, I'll be recording with Ted Shafer's Jelly Roll Jazz Band. For most of the group, this is a "ho-hum, another recording" event, but for me it's a very big deal. I have recorded before, but never in such professional surroundings; and I have only rarely been privileged to play with such a fine group of musicians. I definitely feel like the junior member of the group (my actual age notwithstanding) and am mostly hoping not to embarrass myself. Fortunately for all concerned I'll be playing second cornet, and for good or ill my efforts won't be too prominent. This, along with the fire, has been the main thing on my mind all week. I've been working hard on it, both at rehearsals and at home.
On the game design front there is little news. I now have two designs in the hands of publishers, and I'm back in the "hurry up and wait" mode. I have nearly completed the Spatial Delivery prototype (still have to paint the spaceships) that I'm building just to have handy, and I finally got off the dime and sent Seth his promised copy of Hammer and Spike. I'm looking forward to his group's feedback on that one.
And that's all for now. I gotta go practice!
The in-laws paid us a visit on Friday and Saturday. I'm always happy to see them, and this brief visit was in part to deliver a car we bought from them for our son to use at college next year. We had a couple of nice dinners, some good conversation, and some excellent games with Joan. Although I was feeling a bit overwhelmed and wished the visit could have come either last weekend or next, it all worked out. I even found time to practice.
Why practice? Because on Monday and Tuesday, I'll be recording with Ted Shafer's Jelly Roll Jazz Band. For most of the group, this is a "ho-hum, another recording" event, but for me it's a very big deal. I have recorded before, but never in such professional surroundings; and I have only rarely been privileged to play with such a fine group of musicians. I definitely feel like the junior member of the group (my actual age notwithstanding) and am mostly hoping not to embarrass myself. Fortunately for all concerned I'll be playing second cornet, and for good or ill my efforts won't be too prominent. This, along with the fire, has been the main thing on my mind all week. I've been working hard on it, both at rehearsals and at home.
On the game design front there is little news. I now have two designs in the hands of publishers, and I'm back in the "hurry up and wait" mode. I have nearly completed the Spatial Delivery prototype (still have to paint the spaceships) that I'm building just to have handy, and I finally got off the dime and sent Seth his promised copy of Hammer and Spike. I'm looking forward to his group's feedback on that one.
And that's all for now. I gotta go practice!
Saturday, May 2, 2009
Progress Report: Not Much
It's been a while since my last post, so I thought I'd issue a brief update, to wit: not much news here. After the excitement of GameStorm and the rush to get a copy of Hammer and Spike off to certain interested parties, little has happened. I've made two new copies (one for me, one for Seth), but haven't had much time to actually play or work with the game.
I've also been building a new copy of Spatial Delivery. I haven't had one since I sent my last copy to a publisher, last June. Having heard nothing since then, I figure it's time to give it some attention. I have no immediate plans for it except to start playing it again, but I should at least have a copy of my own, yes?
Hammer and Spike did get another playtest today, at the Los Altos Games Day. The day was great fun, as always. Helen and I particularly enjoyed a session of Age of Empires III, an excellent game that we've neglected for too long. I finished the day with the four-player H&S session, which seemed to go well on the whole. It did run kind of long, but perhaps that can be chalked up to having three newbies in the game. They all picked it up pretty well, and by the end were building fuel depots and switchyards and making the long deliveries like veterans. Two of them said they would happily play it again sometime, which is always nice to hear (although you have to make allowances; sometimes people are just being polite to the game designer who, after all, is standing right there). A couple of folks who stopped by to watch also expressed interest in playing the game, so I can hope to have more guinea pigs playtesters soon.
It was a good day!
I've also been building a new copy of Spatial Delivery. I haven't had one since I sent my last copy to a publisher, last June. Having heard nothing since then, I figure it's time to give it some attention. I have no immediate plans for it except to start playing it again, but I should at least have a copy of my own, yes?
Hammer and Spike did get another playtest today, at the Los Altos Games Day. The day was great fun, as always. Helen and I particularly enjoyed a session of Age of Empires III, an excellent game that we've neglected for too long. I finished the day with the four-player H&S session, which seemed to go well on the whole. It did run kind of long, but perhaps that can be chalked up to having three newbies in the game. They all picked it up pretty well, and by the end were building fuel depots and switchyards and making the long deliveries like veterans. Two of them said they would happily play it again sometime, which is always nice to hear (although you have to make allowances; sometimes people are just being polite to the game designer who, after all, is standing right there). A couple of folks who stopped by to watch also expressed interest in playing the game, so I can hope to have more guinea pigs playtesters soon.
It was a good day!
Labels:
design,
game,
hammer and spike,
spatial delivery
Wednesday, April 1, 2009
GameStorm Fallout
GameStorm was a lot of fun, but I haven't had a chance to relax or breathe until now. Although I brought along Hammer and Spike mainly to show it to Seth, it wound up attracting a good deal more attention than I expected, and some of it was industry attention. The upshot was that after driving 13 hours to get home yesterday, we spent most of today frantically assembling another copy to send to someone who had requested it, and who needed it this weekend. We just got that done and shipped about an hour ago. Another person has also requested a copy, but less urgently, so we'll be making and shipping another in the near future.
This is all very gratifying, and quite astonishing to me. I simply did not expect it, and wasn't prepared for it. It was Helen who saved the day. She invented an amazing new way to make certain prototype bits, and got up this morning and drove around town collecting supplies and packing materials; then returned home and sewed up a couple of drawstring bags (emerging victorious over a cranky sewing machine), reviewed and corrected the rulebook, and finally drove us to the shipping office, just in time. We literally watched them slapping the last stickers on while the UPS guy held the box for them. I could not possibly have done all this without her, and would not have dared to try.
So now it's hurry up and wait again, I guess, just like it's been with Spatial Delivery for the last eight or nine months. If anything comes of it, I'll let y'all know. In the meantime I have to make two more prototypes (one's for me, as I cannibalized some of my original) and get in a lot more playtesting... oh yeah, and I have to run off to a rehearsal tonight.
This is all very gratifying, and quite astonishing to me. I simply did not expect it, and wasn't prepared for it. It was Helen who saved the day. She invented an amazing new way to make certain prototype bits, and got up this morning and drove around town collecting supplies and packing materials; then returned home and sewed up a couple of drawstring bags (emerging victorious over a cranky sewing machine), reviewed and corrected the rulebook, and finally drove us to the shipping office, just in time. We literally watched them slapping the last stickers on while the UPS guy held the box for them. I could not possibly have done all this without her, and would not have dared to try.
So now it's hurry up and wait again, I guess, just like it's been with Spatial Delivery for the last eight or nine months. If anything comes of it, I'll let y'all know. In the meantime I have to make two more prototypes (one's for me, as I cannibalized some of my original) and get in a lot more playtesting... oh yeah, and I have to run off to a rehearsal tonight.
Labels:
design,
game,
hammer and spike,
rail,
rails across america,
spatial delivery
Saturday, August 2, 2008
Spatial Delivery
Most of you who know me, know that my game Spatial Delivery won the 2008 KublaCon design contest, and as a result is being considered for publication by a major European company. The current status is that I received an email about a month ago, confirming that they had received the prototype in their Canadian office. They said they'd be evaluating it there for a couple of weeks, then sending it on to their main office in Europe. It should be in Europe by now, but I haven't heard anything new.
I'm not really expecting to hear anything for a while, perhaps quite a while. Game publishers are notorious for taking their time about these things. Of course I find patience to be difficult to achieve, so I check my email obsessively every day, hoping for word. When I hear anything definite, I'll be sure to post here about it.
In the meantime, I think I'll go check my email again!
Subscribe to:
Posts (Atom)