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"Negotiation" as a core mechanic

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Joined: 12/31/1969

How does everyone feel about negotiation as a core mechanic? Okay, many of you may not like negotiation games, just like some don't like bidding for instance or war games. But how do you think the industry feels about negotiation games?

I love negotiation games and feel there's not enough of them out there, and the ones out there are quite popular and get good ratings on BGG.

Most every game has some sort of "negotiation" within the game, especially war games, but I'm talking about games centered around negotations. Games like Chinatown, Quo Vadis, Die Handler, Traders of Genoa, I'm the Boss etc..

The big problem with negotiation games is that 1) your gaming group might not be that social and that makes for a lousy game experience 2) negotiation can sometimes be too nasty, stab-in-the-back (like Intrige or Diplomacy). There's a lot of people out there that HATE negotiation games too, I suspect these gamers love those quiet 2 hour solitaire fests like Puerto Rico or something.

So anyone have any thoughts? I'm asking this cause I'm currently building a fancy prototype for a negotiation game, it's the first time I've taken one of my hand-drawn prototypes and making something really nice looking. I'm wondering how the industry would perceive a negotiation game that's 1) easy to learn, 5 minute rules 2) scales well with anywhere between 4-8 players, maybe even 10 3) takes 45-60 minutes

Hedge-o-Matic's picture
Joined: 07/30/2008
"Negotiation" as a core mechanic

I love negotiation games, and did a stint where they were almost all I was designing. My big problem was in finding playtesters. Playtesting these games face to face is tough, since they require a lot of people, and by e-mail they're sort of awkward. Since your game is so short, it may have a better chance, though.

What's the theme? So is it social, or nasty? Give up some details!

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