At the start of the year I promised myself to focus on one game at the time. Yet, at the last month of the year
I found myself working on no less than four (!) games.
First, I had to complete my new components and rules for next year's
Fastaval submission Glasnost.
To improve the game's table presence I decided to add a game board and on recommendation from fellow designers I
replaced the voting tokens and bags with simpler voting cards. This also required a revision of the rules, including a
slight change to allow policy changes not only after unanimous votes but also after successful purges.
I also published the game at Tabletopia
in case anyone has the time to test it.
Second and third, I had to send Politeia and
Find the Treasure to the
WODC Contest, which meant I first had to order new components for the
updated versions from Spielmaterial.
(I took the opportunity to order components for Foundation as well, if I ever get
time to return to that game.). In addition, they wanted some information, images and videos for an online advertising
campaign, which I had to prepare and provide.
Fourth, I learned about a
scholarship
for developing a boardgame about the World Heritage city of Karlskrona. I have been thinking about a boardgame about the
birth of Stockholm and the scholarship requirements gave me the last pieces of inspiration I needed. To include
characters and events, a deck-building mechanic is suitable (and interesting, since I haven't done this before) and to
include buildings, a combination of shared infrastructure and worker placement is suitable. Whether my application is
approved or not, this is an interesting idea worth pursuing.
November, 2022
Finally I got time to complete the rules and print & play for Foundation and "lay the foundation" to the
game's homepage. Unfortunately I didn't have time to print the components for a
test so instead I dusted off old Apokalypsis. I didn't have time to test the
new open card variant but the new rescue rule was well received. It was also clear that the new "smaller" omen cards
with smaller segments only prolonged the game and made it more difficult to see overlapping tiles. A quick retest
with the old "bigger" omen cards confirmed that they played better.
I was also happy to add the complex but thematically interesting game
John Company
to my collection. It may not help me with my own game designs but it'll certainly stimulates my History interest as
the designer's previous game Pax Pamir
did. Another happy game experience was my rating rise above 2000 at
chess.com.
Last but certainly not least, it turned out that both my submissions to the
WODC Contest together with Politeia
reached the semi-finals!
October, 2022
October saw a lot of chess games as my club played several times and I also started playing
more actively at chess.com, aiming at reaching a chess rating of
2000 (almost there!) and problem rating of 3000 (made it!). It does reflect the change in my gaming
preferences from discovering new games to exploring old games.
This also means even less time and energy for designing new games but I keep attending designer meetings
to run tests at two occasions. The first test concluded that
Foundation's economic system works well but
the master-novice action system with its positive bumps remove slightly too much control for my taste.
My next idea is a parliamentary action system, partly inspired by the castle in
Viscounts of the West Kingdom,
where you bump your own action tokens. I've also completed a draft of all the other rules, including all
special planetary benefits and a simple Empire AI system where the players move one unit along predefined
paths at the end of their turns. Hopefully I'll have a new prototype ready for test in November.
The second test was covered by SVT for a documentary for the cultural
news. I decided to test a simpler game then, Find the Treasure: The Card Game
but did get an important conclusion: it's more fun to search for specific treasures and find them often than
search for any treasures and find them seldom. The result was a simple rule change where the players get more
treasure cards and where the objective is to find one of each gem type instead of the most gems.
Find the Treasure: The Card Game was also this year's submission to the
WODC Contest together with Politeia.
September, 2022
September provided an opportunity to demonstrate Glasnost at the
convention Hexacon.
The game did attract much interest but it was actually another game that got played and even sold:
the old classic Cosmoclasm.
Another game that came to the table was On Shelf during a conference at
Systembolaget. Although I would like to have even simpler rules, the game works and entertains so perhaps
I should "shelf" it ad proceed with a warehouse version, focusing on efficient logistics.
Finally my best-selling game Find the Bug! reached its happy buyer in the
Netherlands as shown by this post at
LinkedIn.
Nevertheless, I did find some time for my new idea Foundation and finished the first drafts for the
game board and the action board. It looks goods so far and I hope it plays even better!
It's been a while since inspiration struck me but this summer it finally happened. For the last year I've
mainly worked with developing old ideas (like Globalization) and games
(like Politeia) but this idea is something new. Perhaps the summer vacation
helped clear my mind, perhaps it was the relief after finally having completed my other game projects and
ordered prototypes for them. Anyhow, the new game idea is Foundation, a game loosely based on Isaac Asimov's
Foundation series (although I'll
have abandon those references, since the series are still copyrighted) using mechanics like worker placement
with positive "bumps", pick-up and delivery of upgradable goods and tech tree for unlocking stronger actions.
In fact, I had so much confidence in this idea that Foundation became one of my submissions to next year's
Fastaval, where Politeia featured this year. Unfortunately,
the judges didn't share my confidence but they did believe in my other submission,
Glasnost, so perhaps there will be another visit to Denmark in 2023.
I was also happy to record yet another sale of my best selling IT game
Find the Bug!.
I also got to test On Shelf with colleagues at
Systembolaget. The test saw more simplifications as
some seldom used action cards (most notably Training) was removed but also a spatial dimension as Spillage
leaves drop tokens on shelf spaces and block them until cleaned away. There may still be room for
simplifications but the game does feel mature and suitable for the target audience: colleagues at
Systembolaget.
Finally, I added two interesting games to my collection:
Pax Pamir,
with an interesting mechanic for forging and breaking alliances with non-player powers
(traded against the just received Carnegie,
which I think is good but not unique enough to learn from) and
Pipeline,
where resources are refined based on the length of your pipelines.
July, 2022
Finally vacation and time to work on games! Well, time to do other things as well, such as start playing
chess online at chess.com to get some well needed match
experience. I was also happy to receive my first ever BGG Contest Prize:
a copy of Crescent Moon. I'm
normally not a fan of asymmetric negotiation games but the interdependency between the players, where allies both
may contribute with different things and reap different rewards, is quite interesting. Whether it'll inspire any new
games remains to see but Crescent Moon did become the topic of my latest review.
One additional game design challenge turned out to be my computer upgrade. With Apple's switch to 64 bits, several
applications ceased to work. Among them PowerPoint, which I used for my images and videos, meaning I'll have to switch
to Apple's own Keynote.
After the work on On Shelf, I shifted focus to one old and one new game.
The old game was Politeia, which got some simplifications based on feedback from
Fastaval 2022. The supply/demand price mechanic for trade
was replaced by a fixed price while the building action discount mechanic was removed altogether and
gave room for a separate Grow action for growing in already populated cities. Other simplifications included
the removal of battle/revolt/intrigue rewards. This version of Politeia focuses on the core mechanics of
mancala action selection and timely area majorities. With that the development of Politeia is completed for now
and the game will be shelved, although it may be submitted to future contests. Nevertheless, I was happy to sell one
copy to an interested fellow designer as well as a copy of Cosmoclasm to an
interested colleague.
The new game was Globalization. After a lot of Excel simulations, I
finally came up with market levels that provided the game arch I aimed for. The trick was to set up scenarios
for different numbers of companies and compare the profits at different markets.
1st era: Local production and consumption. (Highest profits in industrialized markets.)
2nd era: Increasing costs make imports feasible. (Highest profits for mines in developing markets and for factories in industrialized markets.)
3rd era: Further increasing costs make outsourcing feasible. (Highest profits for both mines and factories in developled markets.)
4th era: Increased salaries leads to increased markets. (Consumption in all markets, i.e. developing markets have become industrialized.
The trick was to have diminishing returns in the industrialized markets so that the increased
production would eventually find better returns in the developing markets.
With that done, I finally placed an order with The Game Crafter
and look forward to many game tests after the summer.
May, 2022
The motto that a game is never ready was proved by On Shelf's test games. The game worked very well as a tactical "victory point salad", where every player's action opened or closed an opportunity for the next player. However, I was worried that it would feel too mathy and although testers from the target group (store employees) played intuitively without min-maxing their victory points, I was worried that the rules for actually adding up all victory points would be perceived as too complicated. But how else could store jobs be rewarded?
The solution came to me after a discussion about how the many different resources often used in eurogames replace tedious calculation with simpler matching of symbols. I realized that On Shelf already had a matching mechanic for matching items with customer requirements, a mechanic that the testers liked the most, so why not put more emphasis on this? Instead of getting customers cards at the start, the player may simply earn them from playing store jobs.
This solution was not only tested with great success but also inspired another reduction of mathematics, namely replacing negative points for spillage with blocking of shelf spaces. Again, mental calculation wasreplaced by matching, in this case between items and spaces. I guess the lesson is to keep looking for simplifications, even if something works.
Naturally, this left little time for my other games but I look forward to applying this simplification principle to them.
April, 2022
Fastaval 2022 is over now and although
Politeia didn't receive any prize, some players really enjoyed the depth of its
unique action selection mechanic, one so much that he wanted a copy of the game. Fastaval was an interesting
but exhaustive experience. Hobro in Jylland is isolated (10 hours by car and/or ferry) and expensive (the DKK is
40% more expensive than the SEK, which reflects how much more expensive things are in Denmark). The game sessions
were held in a big and noisy room, which made it hard to explain rules and hear other designers' rules explanations.
I had also hoped for a permanent table where the games could be demonstrated and played instead of only three
scheduled slots. The result was that the designer games were mainly played by designers while the rest of the visitors
played other games.
The experience also highlights a problem with the games I like to play and design. They are not meant to be mainstream
games which many players find OK but rather unique that a few players like a lot. As such, they are not well suited for
conventions where they don't get the time and plays to find those few players.
After Fastaval, I proceeded to improve the graphics of On Shelf for the next round of
game tests. One outstanding question is whether I should use fixed events (printed directly on the board) or random
events (drawn from a deck of cards). The latter adds to the production cost and makes things less predictable but
they also reduce the perceived complexity (the events don't have to explained in advance) and increase the perceived
variability (different games will see different events). The event deck also has the problem that some events are thematically
linked to certain hours of the day. I guess only further tests can tell.
When On Shelf can be shelved (pun not intended), I hope to proceed with
Globalization as I got a new idea for the turn order mechanic.
Instead of a time track, a ronder similar to games like
Imperial is both
simpler and more elegant as the companies now may choose whether to move slowly (with a lot of
investments and expansions) or quickly (with a lot of production).
I also had time to complete my series of review of classic Swedish game with the perhaps most
famous of them: Drakborgen. Although this game has few decisions and a lot
of randomness, it does manage to keep the players in suspense and deliver a fun experience. Drakborgen may not
be my first choice nowadays but it certainly has design lessons to teach.
Randomness did, however, seal the fate of
Castles of Burgundy as
it had to leave my collection. For the first time I've managed to actually trim my game collection and,
which still contains more games than I have time.
March, 2022
With Politeia sent to Fastaval,
I turned my attention to On Shelf. The first tests turned out to be very successful
with a lot of laughter and recognition, both among fellow designers and Systembolaget colleagues.
An interesting learning from the game was that my artistic attempt to let functional graphics
blend seamlessly with the background graphics made me forget an important game design principle:
consistent terminology. The result was that victory point indicators not only looked different
at different components but also that they often were hard to distinguish. There is still much
to learn about game design...
Another Boardgamegeek publication was the year's third review of yet another Swedish classic game:
Svea Rike. I remember not seeing this game until after I designed my
thematically similar Mare Balticum and wondering whether they were
mechanically similar too. The answer no and although I like the history-telling aspect of Svea Rike as
a gamer, as a game designer I don't expect to learn much from its randomness.
Speaking of story-telling games, another old game got some love as Knights & Damosels caught the
interest of a buyer in the USA. That's probably the closest I've got to a story-telling games.
22 February Nova Suecia Games
celebrated its eighth birthday.
Perhaps the best birthday gift arrived from
The Game Crafter when the new
edition of Politeia arrived together with
our latest games Find the Treasure - The Card Game,
C64 Board, Glasnost,
The Mara, and On Shelf. There will be
plenty of games to test. This is particularly true for the latter game, On Shelf, which under the
name "Butik 0238" has aroused interest among my colleagues at the source of the game idea:
Systembolaget.
With that delivery, I was able to resume my designer blog "In the mind of a game designer" with an
entry for Designing The Mara.
I also managed to continue my streak of reviews this year with a review of one of my favorite games
Wildcatters. This game has many lessons to teach about how to build a long
and rather complex value chain covering all the steps from prospecting to marketing, lessons I hope to learn
from when I get time to return to Globalization.
My own game collection saw some changes as Ostindiska Kompaniet
was replaced by another classic Swedish game, Svea Rike. I also
sold Tower of Babel (again) and
Keltis and used a gift certificate to
acquire Brian Boru. The latter
does have some similarities with my own Politeia, where an innovative action mechanic
(in this case drafting and trick-taking) is used to manipulate majorities on a board.
While waiting for Politeia to arrive, I updated its video and will have to update other sections as
well, such as the Game Design Notes and the Strategy but one thing at the time.
I also wrote the first of hopefully many reviews this year: The classic Swedish game
Ostinidska kompaniet. There may not be much to learn from
this game but it was interesting to see how much mechanics have developed during the 30 years that have
passed since it was designed.
Finally, on the last day of the month, I was happy to record yet another sale of a game in the
populuar Comrade series, this time the original Comrade itself.
Perhaps I should give those social deduction micro game a chance?