Skip to Content
 

Selling Game needs end game help

6 replies [Last post]
Gmoney
Offline
Joined: 12/31/1969

I'm stuck and was wondering if any designers out there could give me some alternate ideas. I am creating a selling game, where players sell their wares. Obviously, the goal is to sell the most products and make the most money. However, I have added a mechanic I call "time units". It could be min, hours, days, I wanted to make it generic. Anyway, in order to put products up for sale, they may or may not require time units to assemble a product, and may cost money as well. I am keeping track of the time units used for each player thru out the game. At the end of the game, I don't really know how to use these "time units", plus the money earned, to determine a winner. I wanted to do a $/time unit, but you would need a calculator to see who won. Should I just throw out the time unit concept and go with whoever made the most money?

seo
seo's picture
Offline
Joined: 07/21/2008
Selling Game needs end game help

Why don't you just force the players to buy time units with money, as when you pay a salary. If you hire three times as much personnel, you can produce three times as much goods in a given time, so time units might turn into man-hours. By making the players buy man-hours with money, you don't need to keep track of it anymore, just count the money.

Seo

Anonymous
Selling Game needs end game help

It makes more sense if you use the "time units" not as a victory condition, but as a resource to produce more goods. At the end of the game, the winner is the one how sold more units and/or has more money, no need to mess it with time units.

Gmoney
Offline
Joined: 12/31/1969
Selling Game needs end game help

Thanks for the thoughts, gentlemen. I should have elaborated on my theme a bit more, sorry about that. I had considered those options already. My theme is a garage sale, and thus a big part of a garage sale is not in making money as much as getting rid of your crap. In fact, if you have ever had a garage sale, you know that most of the time the $ earned is very little compared to the hours put in to setup and run one. That is why I came up with this time unit concept. You gain time units for everything you put in your garage sale. Some items costing you more time than others. Hanging up signs cost you time and money. Renting tables cost you time and money. Now you see my dilemma? My thought was that the winner would be the person who had the least hours put in and who made the most money. Thanks in advance for you input.

Anonymous
Selling Game needs end game help

Off hand, when I think of a garage sale and my experience with them, one doesnt really think of time as a major factor... it is definitely there... but I'm not sure its an appearant or identifying part of a garage sale in most peoples minds.

So... If it were me, time IS money as they say, and I would combine them and reflect this by having a more time consuming action (hanging signs around town) simply cost more (took off work early, gas, materials, etc....).

seo
seo's picture
Offline
Joined: 07/21/2008
Selling Game needs end game help

I agree with Brahmulus, you could just pay to get time for promoting the sale, or simply to stay there selling for a longer period of time.

My earlier concept of man-hours can still aply to some extent (say you pay your kids a % of what they sell if they help you, so you can sell faster), but within a limit.

Or you can keep the amount of time fixed (let's say all players invest x hours in promotion, x hours in the sale itself) and compare how much money each player has collected at the end of the sale. Remaining items can be substracted from the earned money, so you have a cost for not selling, but also force players not to sell too cheap. I think you might balance things that way, and get rid of the time problem.

Seo

FastLearner
Offline
Joined: 12/31/1969
Selling Game needs end game help

A simple-to-calculate option would be simply penalize the players who invested the most time with an "opportunity cost" type of financial penalty.

One could, for example, keep money earned as public information (money in front of the player or what have you), but time spent as semi-hiddent information, with players receiving chits for the time spent that they keep face-down in front of them, in various denominatiions (1, 2, 3, 5, etc.). At game end the time chits are revealed, and the player who spent the most time receives a penalty of $x. Could even be that the playere with the second-most time receives a smaller penalty.

A mechanism like this is used in Martin Wallace's game Struggle of Empires, and it works really well, with everyone trying to spend as little "time" (in that game it's Unrest points) as possible, while knowing that they need to spend some at least in order to earn the most "money" (in that game, victory points). Quite effective, and it could add some nice tension in your game.

In addition, in SoE there's a way to reduce the "time" spent, at the cost of doing something else on your turn. Also works well.

Your game is plenty different enough that the mechanism won't make the games seem similar at all, but it could work really well with your game (it's just a small part of SoE, one of a dozen mechanisms in the game).

Syndicate content


forum | by Dr. Radut