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More Tweaking on the Showdown -- 6 points

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Brykovian
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Okay -- 2 challenges under our collective belt, and things are going pretty well, imo. However, I have that "continual learning" button in the "on" position, and I'd like the evolution of this thing to continue.

I *did* prefer the fully-private method in the second challenge over the fully-public method of the first one ... it wasn't a terrible amount of work, so I plan to continue doing it that way. (If anyone has any opinions on this, feel free to post a reply about it in this thread.)

I've come up with 6 points of change that I plan to enact for the May challenge. I'll number-list them here to make it easy for people to respond to:

  1. Specify Co-Designer Rules -- Besides the 1 entry for this past challenge, I had a number of questions PM'd to me concerning entering designs with 2 or more designers credited. I plan to put a new rule in the Showdown Overview thread that will say that co-designed entries *are* acceptable, but that none of the designers can be credited on any other entry submitted.
  2. No Negative Mechanics Limitations -- This is more of an item that I will implement myself than a rule that will be stated ... I no longer plan to include any mechanics limitations that specify something that *cannot* be included in the design. Having to explain and re-explain the no-central-board limitation in this past challenge (and, obviously, struggling with it) has led me to see it's simply easier to only list things that *have* to be in the design. (Thanks to Nando for helping me see this.)
  3. Entry Word Limit -- I will implement a word limit for entries submitted to the challenge. The entries in this past challenge averaged 889 words each (from the low-500s to a high of more than 2000). I thought they were a bit on the long side, personally. The Showdown is supposed to be more about game design ideas than actual detailed rules. So, my initial plan is to set the limit at 800 words. Right around half (7) of the entries this time around were under that limit. However, I'm happy to entertain arguments for either a bigger or smaller number.
  4. Standardized Entry Template -- I thought the suggestion of using a standardized entry template was a very good one. So good that I'm going to blatantly steal it. ;-D I will provide the template in BBcode within the announcement for the next challenge. (Thanks to Gogolski for a theft-worthy idea.)
  5. No Voting for Your Own Submission -- I think it was yogurt that first mentioned this on the boards ... While I think it would make sense to go in that direction, I don't really have a strong opinion on this one -- I'd like to open the floor to discussion on it. To be honest, it wasn't much of an issue ... there was only 1 self-vote this time around. And the next point might make it irrelevant.
  6. Switch to a "Rank the top 3" or Voter-Points-based voting system -- In the first case, instead of just getting to cast a single vote, I'd like to allow voters to rank their top 3, and I would then award points to each game based upon rank (5 pts, 3 pts, 1 pt, respectively). In the second case, each voter would have a set amount of points -- say 10 -- to spread amongst the entries however he/she wishes. I simply think either of these ways would be cool.

Okay ... there ya have 'em ... let me know what you think!

-Bryk

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markmist
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More Tweaking on the Showdown -- 6 points

Great changes. I like them all!!

I am not sure if I will ever enter, but I definitely enjoy reading the submissions and voting. Cutting down the long ones and having a template will definitely help with the readibility aspect. Ranking the top 3 will definitely make the voting more fun. I like the 5-3-1 pt structure over the other idea.
I am also for the idea of not voting for your own.

-Mark

Hamumu
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More Tweaking on the Showdown -- 6 points

I am SO avoiding work...

I definitely liked the private version much better than public, all around. Lots of surprises, and the wacky game of "guess the creator". Also, every one of these other changes sounds great. I think it's good to explicitly declare no self-votes. Most of us weren't doing it, but that kind of gives an edge to the mystery voter then, who did.

I also think some form of more points than 1 to distribute is good. I really like having a bunch of points to spread around, but frankly I think the rank top 3 would actually end up more fair, even though I don't like it as much. Because with the spread around, you'd get lots of people spreading their votes thin and being totally overruled by one lone nut who just loves a certain game.

Kreitler
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More Tweaking on the Showdown -- 6 points

I like all the ideas except the standardized template, about which I'm neutral. On one hand, I understand that having a consistent format will make judging -- and probably submitting entries -- easier. On the other hand, I like writing rules myself so I can hone my own format and style. That's a minor quibble, though.

I very much like the "no self-voting" and "5-3-1 multi-vote" rules.

K.

ensor
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More Tweaking on the Showdown -- 6 points

I also liked the "everything private" method, it made for good drama leading up to today and helped even things out.

1) I didn't realize co-designing was an issue, sorry. The clarifications sound great to me.

2) Personally, I liked the negative restriction; even though it was a struggle to meet, it forces me to think in a different way, as opposed to the usual "kitchen-sink" game design method, where I throw everything in and see what sticks. Every one of my designs so far has involved cards, so it would be interesting to me to have a future contest say "no cards allowed."

3) Word limit sounds great, 800 should be enough. (Die Wichtelmanner was 943, doh!)

4) The template would be very helpful, not just for the contest but for practice writing rules in general.

5) Yes, don't vote for your own. We all obviously like our own designs, it's how well you can convey your idea to others that matters here.

6) the 5/3/1 methods sounds cool.

These contests are great, it's like a "mini-design" course covering the basic tenents of game design. Maybe include some "recommended reading" links to BoardGameGeek, like a good game on Set Collecting, or examples of Hidden Information? Looking forward to next months session,

Mark

Pt314
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More Tweaking on the Showdown -- 6 points

I like all of those changes. Mostly the one where you can't vote for yourself. I had a hard time before I succumbed to voting for my own game (It feels even weirder how I was the only one).

I am glad Gremlins won 1st and Dig tied for 2nd. Those were the 2 that I found the most interesting.

I really like the 5 3 1 scoring idea. Although it would be weird if the entry that wins wouldn't have gotten any 1st pick votes.

sedjtroll
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More Tweaking on the Showdown -- 6 points

I like all yuor proposed changes. I think the word count should be LOWER than 800, probably more like 500. This could count only the 'description' part and not all the setup that will be according to the template (like number of players and whatnot).

- Seth

Kreitler
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More Tweaking on the Showdown -- 6 points

sedjtroll wrote:
This could count only the 'description' part and not all the setup that will be according to the template (like number of players and whatnot).

I like the idea that the limit applies to the whole design. Writing concise rules is a powerful discipline. Not only does it help those who play our games, but it will help us sell our designs to publishers, who require a maximum amount of information in a minimum amount of space.

K.

Nando
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More Tweaking on the Showdown -- 6 points

Word Limit

I don't know how many words I used and I'm too lazy to find out, but I think I probably used too many. My entry is clearly on the short-list for most confusing, but notwithstanding my muddled ideas and poor explanations, I still managed to get some details in there. My point is, even with fewer words than I used, it probably would have been enough had I been more succinct and focused on frameworks and concepts instead of details. So I tend to agree with sedjtroll on this: 800 words is probably high.

I don't have a strong opinion about it as I don't expect it to increase my chances of winning. ;)

Gogolski
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More Tweaking on the Showdown -- 6 points

I like all sugestions made. I would favour the 'distribute X points among the entries. (Maybe as much points as there are entries. You could add that the number one may have a maximum of half of the points and that the top 3 scores must be at least one point in difference.)

Also, you might want to add to the format:

Playtested:
solo: yes / no
with other people: yes (+number of players) / no

Cheese.
-Fred-

disclamer
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Groovy

I like the changes. I guess I didn't realize a codesign was an issue, either. I'd also prefer the 5/3/1 over the point spread.

Brykovian
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Re: Groovy

disclamer wrote:
I guess I didn't realize a codesign was an issue

It wasn't an issue. I just had 2 other people asking about it through PM questions during this past challenge, so I figured it may help to put an actual statement about it in the Showdown Overview.

-Bryk

jwarrend
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More Tweaking on the Showdown -- 6 points

Kreitler wrote:

I like the idea that the limit applies to the whole design. Writing concise rules is a powerful discipline. Not only does it help those who play our games, but it will help us sell our designs to publishers, who require a maximum amount of information in a minimum amount of space.

Since others have already expressed the same view, I'll echo their remarks. The entries in the first two contests have simply been too long for me to even attempt reading through them and judge. If the word limit was introduced, and set nice and low -- 500 words max -- it's far more likely that I'd participate. I'm not sure how representative my viewpoint is, or how many votes the contest has gotten, I simply point it out in case it's useful.

And for whatever it's worth, I just want to reemphasize what a bad idea I think it is to view the entries as rulebooks, or games to be playtested. I have zero interest in reading an algorithmic description of how these games are supposed to be played, with bullet points for setup, turn sequence, end game scoring, etc. I really just want to read a brief paragraph describing the theme and a couple of the clever mechanics. If that's not how the contest is meant to work, that's fine, it's just as easy not to participate, but I don't see what is gained by treating it like these are actual games that need fully fleshed out rulesets, or that for some reason need to be tested to iron out bugs. The point isn't to be able to come up with a working game in a week, but to, given a few constraints, come up with something innovative and clever. Having to slog through a rulebook-style presentation to figure out the innovative and clever bits is more effort than it's worth, I think.

Just my thoughts...

-Jeff

Deviant
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More Tweaking on the Showdown -- 6 points

I agree with all the points made. I'm actually surprised self-voting wasn't restricted right off the bat, since that was a serious issue in the original game design showdowns.

Definitely the word limit should be reduced. 500 words or less is perfect. In the chatroom game, the limit was closer to 500 characters(!), so I don't think this is at all unreasonable. It will encourage participation for contestants and voters alike.

Brykovian
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More Tweaking on the Showdown -- 6 points

Deviant wrote:
I'm actually surprised self-voting wasn't restricted right off the bat

Yeah ... well, I'm a little on the slow-side sometimes. ;-)

-Bryk

Zzzzz
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More Tweaking on the Showdown -- 6 points

While I agree that some of the entries were "long", I honestly wonder if 500 will be enough. I guess if we stick with "rough ideas" and the tempate format it may work.

Oh and I guess to help my ignorance, how does one rate and vote on "rough game ideas"? Someone might have a ton of good rough ideas, put into the template, but it does not mean it will produce a good/playable game.... and I think that is why many people went to the effort of creating such detailed (and long) structure rules submissions. So are all voters now going to vote purely based on unique, clever ideas/mechanics? even though the game itself might never be playable with the combination they used?

Sorry... guess I am just an odd person, but submitting a set of rough ideas that are not guaranteed to work as a game, seems very silly to have others vote on. And it also allows for others to misinterrupt your how your ideas might actually work. Anyways....

Ah well, I guess we will see what happens in the next showdown.

Nando
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More Tweaking on the Showdown -- 6 points

Zzzzz wrote:
So are all voters now going to vote purely based on unique, clever ideas/mechanics? even though the game itself might never be playable with the combination they used?

Is it always obvious for any given set of game rules whether they will play or not? My suggestion is to not vote for the ones that don't seem like they could be massaged into a fun game.

Zzzzz
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More Tweaking on the Showdown -- 6 points

Nando wrote:
My suggestion is to not vote for the ones that don't seem like they could be massaged into a fun game.

And sadly we would now be allowing the people to vote based on the assumption of what THEY think you WOULD IMPLEMENT... and not what you DID IMPLEMENT.

Dont get me wrong, I understand what you are saying, and anything we do will still allow voters to use their personal opinion. But it now also introduces opinion of what you MIGHT DO with the game, mechanics and info you submit vs what you ACTUALLY DID DO.

I guess it really does not matter in the end, people will vote based on their own set of criteria no matter what, so maybe I am just being negative or ignorant, but I guess we will see how the next showdown goes.

Hedge-o-Matic
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More Tweaking on the Showdown -- 6 points

I'd like to see the Showdown start ion the first of each month. I keep missing them!

ensor
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More Tweaking on the Showdown -- 6 points

If we move to only 500 words and impressions of ideas, I would be less inclined to participate. I like the time-pressure of a deadline, and having to develop your ideas to the point of a rough draft of the rules raises the stakes slightly; I already have plenty of half-baked game ideas that just sit around, whereas I think Die Wichtelmanner might actually go somewhere.

Hedge-o-Matic
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More Tweaking on the Showdown -- 6 points

ensor wrote:
If we move to only 500 words and impressions of ideas, I would be less inclined to participate. I like the time-pressure of a deadline, and having to develop your ideas to the point of a rough draft of the rules raises the stakes slightly; I already have plenty of half-baked game ideas that just sit around, whereas I think Die Wichtelmanner might actually go somewhere.

I agree with this. This is a Design Showdown, not a Hazy Impression Showdown!

Hamumu
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More Tweaking on the Showdown -- 6 points

The problem is from the judging side - too much time and effort to read through all that. Why not create your detailed ruleset, but post as your entry a synopsis? That's the basic idea anyway (except that you can JUST create the synopsis too, but hey, there's no prizes - enter for your own edification either way!).

jwarrend
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More Tweaking on the Showdown -- 6 points

ensor wrote:
If we move to only 500 words and impressions of ideas, I would be less inclined to participate. I like the time-pressure of a deadline, and having to develop your ideas to the point of a rough draft of the rules raises the stakes slightly; I already have plenty of half-baked game ideas that just sit around, whereas I think Die Wichtelmanner might actually go somewhere.

No one said that the ideas had to be half-baked. The issue is about presentation, not of content. You could still develop Die Wichtelwhatever to exactly the same point, just describe it in 500 words, instead of giving detailed explanations of how the game is played. The point is that we are telling each other how the game is played in a succint way -- a useful skill to develop if one aspires to making a sales pitch to a publisher. You can be sure that a publisher doesn't give a flying fig about how many cards each player starts with, or how you shuffle the draw pile to start; at least, not without already been sold on the "hook" of the game.

I should also point out that it doesn't seem to me that the goal of the contest is, or ought to be, for people to come up with game ideas that they will actually pursue development of. If that happens occasionally, or even frequently, that's fantastic, but I don't think it should be a driving concern of the way the showdowns are run.

Zzzz wrote:
So are all voters now going to vote purely based on unique, clever ideas/mechanics? even though the game itself might never be playable with the combination they used?

I vote for playable games with my credit card. The point is this contest isn't (or at least, I think it shouldn't be) to be able to make a playable game -- no one can do that in one week (well, not a finished, balanced, fine-tuned game, anyway). The point is more (I think) to have fun coming up with a set of mechanics that fit the requirements and that show some imagination and innovation.

Hmm. Maybe we're not all on the same page about what this contest is supposed to be about. Perhaps Bryk could clarify his vision for what the scope of the contest is supposed to be. I think we all agree that it's supposed to be fun, but not about much more than that...

-Jeff

Zzzzz
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More Tweaking on the Showdown -- 6 points

jwarrend wrote:

Zzzz wrote:
So are all voters now going to vote purely based on unique, clever ideas/mechanics? even though the game itself might never be playable with the combination they used?

I vote for playable games with my credit card. The point is this contest isn't (or at least, I think it shouldn't be) to be able to make a playable game -- no one can do that in one week (well, not a finished, balanced, fine-tuned game, anyway). The point is more (I think) to have fun coming up with a set of mechanics that fit the requirements and that show some imagination and innovation.

Hmm. Maybe we're not all on the same page about what this contest is supposed to be about. Perhaps Bryk could clarify his vision for what the scope of the contest is supposed to be. I think we all agree that it's supposed to be fun, but not about much more than that...

-Jeff

First off jeff, dont get me wrong, but I never stated that a game COULD or SHOULD be done in a week! What I said is that with all the limitations of words and templates, HOW will this effect the voting? I worry that it will just cause additional time on the voters part to actually UNDERSTAND the set of mechanics and ideas submitted for each entry. If ppl dont take the time to truely UNDERSTAND the mechanics and ideas, why should they be able to vote? But maybe I am just being to picky.... or dumb for that matter, but I know that ppl have a hard enough time getting their "rough ideas" acrossed in a forum post, I cant imagine that setting limitations is going to help ppl understand contest entries.

Believe me I want this to be FUN, but I guess the FUN can be tainted when we start putting all of these crazy limitations on it. Next thing you know someone will complain that an entry has 501 words and not 500... as a result it will need to be disqualified or someone will get mad and request we move the limit to 480 just to keep it under "well under" 500.

I am going to shutup know, since I feel that I am already hurting the FUN that this contest is suppose to be about.

ensor
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More Tweaking on the Showdown -- 6 points

jwarrend wrote:
You could still develop Die Wichtelwhatever to exactly the same point, just describe it in 500 words, instead of giving detailed explanations of how the game is played.

You don't have to insult the name of my game to make a point, Jeff. It's the internet, you can copy and paste. Maybe "half-baked" was a poor word-choice on my part, I meant to say I appreciated the incentive of the contest to move an idea past the cool idea stage to something I might be able to playtest, and doubt if I would be doing that if the contest was structured differently.

jwarrend wrote:
Hmm. Maybe we're not all on the same page about what this contest is supposed to be about. Perhaps Bryk could clarify his vision for what the scope of the contest is supposed to be. I think we all agree that it's supposed to be fun, but not about much more than that...

Yes, I think we have very different expectations for the contest, both of which would be good contests and highlight different skills. If I understand correctly, you want it focused on writing hooks and clever ideas, like the back of the box description or the overview section of BGG, while I like the idea of more development into a concise playable ruleset. I'm happy to leave it up to Byrk as to the direction it takes.

Nando
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More Tweaking on the Showdown -- 6 points

I guess I've changed my mind. I think the entries were, for the most part, what the contestants wanted them to be, which is evidently rulesets. I think the original spirit of the contest was to evoke more creative goodness and less technical goodness, but I noticed no lack of appreciation for the effort put into these very creative and technical submissions.

It's unfortunate that we can't all get a game idea to playtest-quality in 7 days (for whatever reason, be it lack of talent [my reason!] or time or something else), but it didn't stop me from trying and I had fun anyway. Likewise, it's unfortunate that some potential voters don't have enough time to read two entries a day over the course of a week, but I suspect that some people who lack the time will still try and will probably enjoy themselves.

I for one, have plenty of time to read, digest, understand, and appreciate the entries as they are now; nevertheless, I would like them to be shorter. So that's as far as I'm prepared to go. I retract my assertion that they should be so short as to prevent anyone from submitting the kind of entry they want to submit. I now assert that 800 words is a good place to start; let the evolution continue.

jwarrend
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More Tweaking on the Showdown -- 6 points

Zzzz wrote:

I worry that it will just cause additional time on the voters part to actually UNDERSTAND the set of mechanics and ideas submitted for each entry. If ppl dont take the time to truely UNDERSTAND the mechanics and ideas, why should they be able to vote? But maybe I am just being to picky.... or dumb for that matter, but I know that ppl have a hard enough time getting their "rough ideas" acrossed in a forum post, I cant imagine that setting limitations is going to help ppl understand contest entries.

I understand your point now, Dave, and I agree, if you think a word count limit will be a hindrance to clarity, that's a valid concern. I don't happen to share that concern, but I agree that it's a consideration.

ensor wrote:

You don't have to insult the name of my game to make a point, Jeff. It's the internet, you can copy and paste.

Oh, come on dude, it's the internet -- thick skin, you know? I'm sorry if my inability to resist a mild jab at an unpronouncable German name hurt your feelings. (that too was meant to be read sarcastically, in case my unwillingness to use 'emoticons' made that unclear...)

If it cushions the blow at all, I like TMBG too, although I think that "AKA Driver" is the best song on John Henry, (although "Meet James Ensor" has grown on me the more I listen to it).

Quote:

Maybe "half-baked" was a poor word-choice on my part, I meant to say I appreciated the incentive of the contest to move an idea past the cool idea stage to something I might be able to playtest, and doubt if I would be doing that if the contest was structured differently.

But I don't see why you couldn't do that even with a different entry format. The more fleshed out the game is in your own head, the more effectively you'll be able to articulate how the game works and why it's interesting.

Quote:

Yes, I think we have very different expectations for the contest, both of which would be good contests and highlight different skills. If I understand correctly, you want it focused on writing hooks and clever ideas, like the back of the box description or the overview section of BGG, while I like the idea of more development into a concise playable ruleset.

Yes and no. What I'm interested in seeing is a concice summary of the rules, but it's not because I want the contest to become an excercise in who has the flashier writing skills. Rather, I feel that what I find interesting and challenging about these contests is the ability to come up with actual mechanics from a few restrictions. Real game design doesn't work that way -- the world is always wide open to create a game about absolutely whatever you want. These contests are cool because they force you to formulate design solutions that conform to externally imposed limitations.

In that sense, detailed algorithmic rules descriptions are, to me, wasted space. We all have plenty of practice writing rulesets. Moreover, playability is a non-factor. No one is ever going to playtest these, except possibly the designers themselves. The judging criteria I'm interested in using relate entirely to how well the designer took the limitations imposed by the contest and used them to spark neat and original theme evocation and game mechanics. And what I'm saying is that I'm unable/unwilling to do that with these somewhat detailed rulebook-style entries. This is why I advocate the short, "blurb"-style entries -- because they distill the entry down to its essence.

Being honest -- do you seriously care how some other entry's game is set up? How many piles you separate the tiles into? How many cards are given to each player at setup? How many action points a player is allocated? How many victory points having a pot of gold at the end of the rainbow is worth?

The point shouldn't be (in my opinion) to judge who has the game that's most likely to play well and bug-free -- it should be to judge who has come up with the idea that shows the most promise to be interesting and fun with further development (which, I hasten to remind you, all of these games will need anyway).

Quote:

I'm happy to leave it up to Byrk as to the direction it takes.

I agree with this, and it really doesn't matter to me what his ruling is. I commented today mainly for the selfish reason that I think the contests sound like a fun idea, but I don't see myself participating in the current incarnation, and I'd really like to get involved. Obviously, if everyone is happy with the current format, it should stay as it is -- I'm not advocating a change simply on my account. Simply giving the parameters under which the contest would be more useful/interesting to me, in case my viewpoint is of any interest.

Sorry again about the little dig,

-Jeff

ensor
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More Tweaking on the Showdown -- 6 points

jwarrend wrote:
Oh, come on dude, it's the internet -- thick skin, you know? I'm sorry if my inability to resist a mild jab at an unpronouncable German name hurt your feelings. (that too was meant to be read sarcastically, in case my unwillingness to use 'emoticons' made that unclear...)

If it cushions the blow at all, I like TMBG too, although I think that "AKA Driver" is the best song on John Henry, (although "Meet James Ensor" has grown on me the more I listen to it).

No problem, no egos bruised here, I don't speak German, so I can't pronounce it myself.. It just seemed a little out of place for your argument, that's all. And "AKA Driver"'s a good one, but my favorite is "No One Knows My Plan," it speaks to the philosophy major in me, socratic reference and all...

Quote:

But I don't see why you couldn't do that even with a different entry format. The more fleshed out the game is in your own head, the more effectively you'll be able to articulate how the game works and why it's interesting.

I agree, I could still participate and write a shorter summary. Is there anything that prevents you from participating with a longer word limit? Yes, all the entries in April were more fleshed-out rulesets, but I don't think a well-written executive summary would necessarily fair worse in comparison?
Quote:

Yes and no. What I'm interested in seeing is a concice summary of the rules, but it's not because I want the contest to become an excercise in who has the flashier writing skills. Rather, I feel that what I find interesting and challenging about these contests is the ability to come up with actual mechanics from a few restrictions. Real game design doesn't work that way -- the world is always wide open to create a game about absolutely whatever you want. These contests are cool because they force you to formulate design solutions that conform to externally imposed limitations.

Exactly, I feel the same way about the contests, they feel like "assignments," like a science challenge of getting a lightbulb to turn on using only the bits provided in this box of random parts. In the end, I'd rather the contest require the bulb to actually turn on (in our case, the design be playable), the outside constraint helps me overcome my laziness in getting a design to the next stage.

In any case, I look forward to next month's contest, this is all speculation on my part, I'd be happy to have them continue in any form.

jwarrend
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More Tweaking on the Showdown -- 6 points

ensor wrote:

I agree, I could still participate and write a shorter summary. Is there anything that prevents you from participating with a longer word limit? Yes, all the entries in April were more fleshed-out rulesets, but I don't think a well-written executive summary would necessarily fair worse in comparison?

It's true, I could definitely still enter the contests; my concern is more with the judging side. I'd love to read through all of these great ideas, but 13 mini-rulebooks just exceeds the amount of time I'm able to invest. Of course, as Dave notes, if the point is to have a somewhat fleshed-out model of the game that can be thoroughly understood by the judges, then someone like me who isn't looking to invest a lot of time in judging may not be the model around which to build the competition...

-Jeff

Kreitler
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More Tweaking on the Showdown -- 6 points

This is a crazy thought, and probably not a good one, but what if the format template was this simple: "section 1, a "back-of-the-box style blurb that summarizes the game and highlights the main mechanic", and section 2, which fleshes out the rules"?

I tried to write Secret Garden this way (with mixed results, because section 1 still ended up being a rules description), but the idea was there. My intent was to allow people who didn't care about rules particulars to get the gist of the game in one page or less. I'm one of those people who normally wouldn't have time to participate as either a designer or a judge, and I thought breaking up the entry like that might allow other time-crunched readers to assess the game more quickly by skipping section 2.

Judges could then cast two votes: one for the best "section 1" game and one for the best "section 2" game -- and if you didn't want to read the long stuff, you wouldn't have to vote for section 2. Each month, we'd get (hopefully) two different winners, which everyone should like. Also, we get to practice two radically different skill sets (which is good).

The big downside seems like it divides the contest along two different philosophical lines -- but it appears like those lines exist anyway, with people in the "quick summary of my idea and primary mechanic" simply not participating with the "complete rules set" folks.

Since this is a compromise, it's probably not the right solution, but it definitely seems like we've got two competing ideas about the contest, and it would be great it we could somehow combine them...

K.

Brykovian
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More Tweaking on the Showdown -- 6 points

In the Showdown Overview thread, I have this point toward the end ...

Quote:
Unless otherwise stated in the challenge, the entries do not need to be "fully completed and tested" rulesets ... there should be enough of a description, rules, examples, etc., to give other readers a good "feel" for the game ... the extent to which an author wishes to go is up to him -- it will be the voting of the readers that will decide the winner

Personally, I would like to continue to keep it this openly defined.

I *have* been surprised at how fully fleshed-out these games have been ... a number of them even had playtest sessions before being submitted on this last challenge. I know that 1 of the entries was also a rather-finished design that someone was working on *before* the challenge was announced, and it was tweaked a bit to fit within the theme. I think this trend isn't exactly what I originally intended, but I don't think it's disqualification material.

A couple of limits on the challenges play a role (although as more of a by-product than a primary focus) in shaping what the entries look like. The first is the time-limit given between the announced challenge and the deadline for submission. The second is this word-limit that I'm planning on putting in.

The word limit is intended to force brevity and more concise descriptions in the entries. I'm still liking 800 words ... I think 500 words would be pretty tight.

The 7-day time period was chosen because I wanted more people to have the time to submit something ... however, it appears that most participants get working on the challenge by the first weekend and use 5 or more days refining their entry. While reducing the time-limit would make the entries be more off-the-cuff, I think it would also over-effectively reduce the number of entries.

Perhaps, with voters complaining about having to read through "all those long entries", cutting down on the number of entries would be a good thing? (I personally don't think so, but I've got open ears on the subject.)

In a nutshell (and I know it's already too late for that in this post) ... My intention was for designers to see the challenge, come up with creative ideas, write those up in a way that effectively transfers those ideas to others, and then have everyone vote on what seems to be the best response to the challenge. (Hint: It might not always be the one that makes the "best game". It might not always be the one with the detail to it. etc.)

Hope that helps -- If not, let me know what I need to clarify some more.

-Bryk

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