January 2012 Game Design Showdown - "Back 2 Basics"
Please Read: Details on entering the Game Design Showdown.
The votes are in, and WE HAVE A WINNER!
First of all, let me thank everyone who entered the Game Design Showdown this month, as well as all the people who voted. I had hoped the new format would encourage more participation - both entrants and voters. This month we had 5 entries and 11 different people voted! I think that's a step in the right direction :)
The next step is to see if the critique thread is more robust this time around, as people discuss how they'd proceed with these games (if they were going to do so). Maybe some of these ideas will evolve into real games one day, perhaps not. The thing about the GDS is this: whether the idea ever becomes a game or not, everyone becomes a better designer through the process!
And the winner is...
Here are the 5 entries and the votes they received:
- Hollow Words, by GreenO: 5 votes
- The Dam, by kviki: 10 votes
- Greed and Government, by richdurham: 16 votes
- Horde, by dobnarr: 11 votes
- Vice, Virtue & Values, by ddm: 7 votes
Congrats Rich, and everyone else who participated. The Critiques thread is now open for business!
Starting with the new year I'm going to shake up the Game Design Showdown a little bit in order to make both entering and voting participation easier. I thought it would be good to move back towards the roots of the Showdown... rather than full rules and images for the game entries, this month you need only to describe your game in a short (200 word) blurb. After the GDS, entrants can expand on their entries and post more thorough rule sets in the forums.
The challenge will be open for entries for a week, but I do not expect anybody to spend a week working on their entry. Rather the 1 week entry window should give everyone a chance to see the challenge and send an entry at their convenience.
Main Design Requirements:
Theme Restriction: Resolutions.
January is a time for New Year resolutions! To celebrate that, this month's GDS challenges you to design a game in which players make - and keep - resolutions. This can manifest any way you like - some form of pre-planned turns like RoboRally, or binding deals, or game end goals set by the players. Up to you!
Component Restriction: Pairs of stuff.
Other than basic commodities in the game, all significant player pieces (or communal pieces which players can use) must come in pairs.