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Reverse engineering the perfect board game

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Dystopia42
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Joined: 09/11/2014

**** CLIFF NOTES ****
I've realized board games are simply mediums to strengthen relationships with those we care about. I've come up with a lot of constraints on which game mechanisms foster/inhibit this goal, and designed a game around these constraints, that will hopefully be fun. Called D Y S T O P I A 4 2. I will try and actually bring it to market. Those who want updates, click here: http://goo.gl/LZqfEL
Cheers!
**********************

Hi all. This is my first post here. I'm not a huge board gamer, but recently played some with my family during a cabin vacation over the summer and have become converted to how awesome board games can be. Basically I've realized board games are a medium in which human relationships can be nurtured, just by spending time together and talking. I guess that's what I really appreciated about this experience this last summer.

However, I've realized that there are elements in different board games that I love, but each has their own flaws. So I'm on a quest to design a board game that *I* feel would be the world's best board game (obviously subjective). It's gone from sketches on scratch paper, and hopefully will end up on shelves someday - I may go the Kickstarter route. So I'm breaking apart the psychology of what I love about board games, what I dislike, along with the pros/cons of my favorite games and recombining them into a playable experience of my own creation. Since I'm not starting with a specific theme or style, and have been working backwards with specific constraints, I'm calling it reverse engineering.

Here are my requirements:
- Game must be playable in 30 min to 1 hour. Any shorter and the players can't adequately enjoy each other's company in one gameplay, any longer and it creates too big of a time commitment to bust out (think RISK).
- Game must include up to 5 players. The perfect number of players that suits good group interaction.
- Somewhat slow paced. A game mechanic that moves too quickly will prohibit natural conversation and won't serve the purpose of allowing loved ones to simply talk.
- Not contentious. Games where you directly attack another's territory or units, while competitive, often foster contention. There are literally board games that I've seen friendships stained over. I'm talking table-flipping, insult-hurling, physically-violent ensuing stories.
- Independent player progression. Instead of winning of another player's loss, players progress mostly independently, thus preserving desire to win without the expense of relationship peace.
- Turn based. This allows all participants to have a bit of the spotlight, including guests or newcomers to groups.
- No dice rolling. Too much luck, doesn't feel like strategy can be incorporated. How to handle a dice falling on the floor always results in an argument from the more competitive participants.
- Simple/Strategic. Simplicity increases the chances the board game will be played by first timers and children. Strategy will give the game lasting value, or many repeat plays.
- Mathematically balanced. As an engineer in training, I love things than can be mathematically expressed and optimized. For instance, in Scrabble, given your available letters and the board layout, a "best" solution always exists, and can be readily found using linear algebra cheats. I want a game that's perfectly balanced, with every player having an equal chance for success, a game that I can program every possible permutation of the outcome and confirm complete balance (Chess has still yet to be solved, but maybe someday).
- Choice Stressing. I find games that require the player to choose between two seemingly *good* moves to be highly addictive. These choices get the heart pounding, and create an exciting quality.
- Multiple goals. With some games, one bad move and you're out of the running. I want multiple avenues in which a player can win, so as to keep all players fully engaged to the end, thus preventing pouting.
- No player elimination. This keeps the family together until the last move.
- Winner only revealed at the end. Let the thrill of victory and the dull of defeat hit everyone at the same time, instead of the slow inevitability of the winner basking and the losers bemoaning their "I should haves..."
- Point based. Adding up points at the very end is such a fun surge.
- Beautiful artwork. The design makes people want to pick up the box. Not messy and cluttered covers like many games. Something minimalist.
- Can actually be brought to market. This most likely means Kickstarter...the Kickstarter target audience is adult males in college, recently out of college with too much time/money on their hands. Thus a Kickstarter campaign will target this demographic's interests and theme.
- Not too specific themed. Something trending, reasonably popular, and can be universally appreciated, not pigeoned hold to a small group of passionate enthusiasts.

Phhhheww. While there are many games which undoubtedly satisfy all these constraints, I'm determined to build my own and bring it to market. So far, I have designed a turn-based board game that is themed around a post-apocalyptic, dystopian earth, embracing scenarios from the most popular novels/movies/TV shows trending today. Each user collects and lays down different races in an attempt to create a perimeter around their randomly card assigned "districts". Points will be assigned and the game should last about 45 minutes. I'm talking to manufacturers right now to get a quote on how much money I'll have to raise to get a first batch of orders out while making it worth my time. I'm also talking to artists about getting the artwork drawn. If I can accomplish my dream, and get my friends/family around an evening table and talk, laugh, strategize, and have a good time....then I'll have considered my efforts a success. The working game title is D Y S T O P I A 4 2.

If you're interested in the progress, or want to be notified when I'm bringing it to market, you can add your email here and I'll put you on the updates mailing list --> http://goo.gl/LZqfEL Peace!

Squinshee
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Joined: 10/17/2012
I think player interaction

I think player interaction should be a bullet point. I've played too many games with 4+ players where you each end up playing your own game of solitaire.

Zag24
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Joined: 03/02/2014
Temporary Teaming

You are looking for 'Not contentious' and Squinshee wants player interaction, and it is definitely a challenge to provide both of these. However, I recently played a game where the interaction was almost all positive: Each round consisted of:

1. The goals were dealt out, where each goal card showed what was needed to accomplish the goal and had two or three avatar positions.
2. Players positioned their avatars on the goals they thought they had the best chance of accomplishing. This formed the teams, because people on the same goal would be working together to accomplish it.
3. The teams tried to accomplish their goals.

Note that accomplishing these goals was the only way to score points, so people were genuinely working together to accomplish them. However, the next turn, the teams might be completely different. There were other twists, and a few ways to interfere with other teams, but that wasn't the point of the game.

I tried to find the name of this game, but couldn't remember it well enough. I'll have to ask my friend to ask his friend who brought it to the game night. Meanwhile, the theme was actually coffee blending, if anybody here recognizes it. The goal cards were specific blends of different beans, which the players supplied.

JewellGames
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Joined: 06/03/2012
Vivajava the coffee game?

Vivajava the coffee game?

EpicGollum1499
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Joined: 11/26/2013
I agree and disagree

That's a really cool idea you have there! I agree with all of your points except for these:

- Not contentious
- Independant Player Progression
I agree with squinshee, the game has to have player interaction, but it's also hard to do this without "contentiousness." People have to be good sports though too, I find that most of the time it's an issue with the players not the game when there's flipping of tables.

Could you clarify Independant Player Progression? I don't think you're going for multiplayer solitaire here.

- No dice rolling.
While some games can be way too luck based (Yahtzee), there's also the opposite extreme of not enough luck which many Euro games suffer from. I think there still can be LOADs of strategy even with dice and luck. Look at Summoner Wars. Loads of dice, loads of strategy and luck management. Android Netrunner has plenty of luck, but is one of the most strategic games I know of. Plus, lots of people love the thrill of rolling a dice, it lends a lot to a game.

- Point based. Adding up points at the very end is such a fun surge.
This can be fun...but Sid Meijer's Civilization does a great game with lots of tension that has no need for un-thematic point scoring at the end.

Also, There are plenty of fast, short, real time games that foster tons of player conversation etc. especially because they can be played over and over again, but I can see why you omitted them.

I'll be looking for this one on shelves. Are you looking for playtesters?

mulletsquirrel
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Joined: 08/14/2014
Dystopia42 wrote:**** CLIFF

Dystopia42 wrote:
**** CLIFF NOTES ****
......
- Not too specific themed. Something trending, reasonably popular, and can be universally appreciated, not pigeoned hold to a small group of passionate enthusiasts.
......

I think that theme is one of the most important aspects of a game. It is what draws players in and is an almost intangible quality that most modern games have. If you're just moving pieces around for no reason, I think that a great deal of potential excitement would be lost. You mentioned that you wanted it to be marketable to young adult males. There are plenty of great ideas waiting in that segment of the population.

Maybe I missed your point here, since you mentioned something broad, but I think a clear theme is very important.

Good luck, and I can't wait to see what you come up with that satisfies all these constraints!

Squinshee
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Joined: 10/17/2012
I agree that theme is

I agree that theme is important but with all of these constraints, I think it's wise to determine gameplay, THEN find a suitable theme, then tinker around until the two feel cohesive. Choosing a theme before mechanics can certainly inspire mechanics but it can also restrict your thinking.

However, everyone is different. I find games that make gameplay the primary focus to be better than the games that adhere and strive to emulate a theme.

Zag24
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Joined: 03/02/2014
Vivajava

JewellGames wrote:
Vivajava the coffee game?

Yes! That was it. Thanks.

BTW, I really enjoyed the game, and I'm going to add it to my wish list on BGG before I forget the name again. :D

firstcultural
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Joined: 09/11/2014
I think a key thing to add

I think a key thing to add would be:
- Game mechanics that get the players to talk to each other. For example, situations where one needs to negotiate or trade, or where 2 players might work towards a common goal.

EpicGollum1499
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Joined: 11/26/2013
A Better List of Qualifications

Plaid Hat Games had this on their website:

"A great game is fun.
A great game creates an opportunity for you to make interesting, engaging, and challenging decisions that affect the outcome of the game in your favor.
A great game allows you to directly engage the other players at the table.
A great game is thematic (It is our belief that games should tell stories. They should draw players into their exciting worlds and put them in adventurous roles).
A great game is unique. (We realize that unique might be in the eye of the beholder, but we like to believe that we are bringing something fresh to the table with each of our games.)
A great game is pretty. (And by pretty, we mean it should look like something that excites you and makes you want to play it.)"

What do you guys think of that?

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