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CGD1: Core Game Ideas

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FastLearner
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Ok, gang, there are a couple of ideas out there and a couple more folks indicating that they have something, so here's your opportunity to suggest them.

Sedj, will you please post your SdJ game idea here as a single post, with any additional description you'd like to add.

Darke, if you're still interested would you please post your existing dungeon crawl/fantasy idea here in one post?

Jwarrend and Krosse (and everyone else), would you mind going ahead and posting a basic idea here if you've got one you'd like to try starting with?

If possible I'd like y'all to post them here by Monday afternoon at the latest.

Please don't use this thread for the discussion of other people's ideas just yet -- let's temporarily reserve it for one idea per post so they're all gathered together in one place.

Thanks.

jwarrend
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CGD1: Core Game Ideas

Ok guys, here is my "broad concept" for the game I came up with, but won't ever finish on my own. Thus, I'd be happy to punt it to this project, if folk here wanted it.

The idea is that players are heads of charitable organizations, charged with distributing huminitarian aid to various disaster locations. I envision each player having a pool of "volunteers" (like in Carcassonne), and each turn, some "disasters" are revealed, and you send your volunteers out to the various disasters. Then, you use them as a "conduit" for relief supplies, which you acquire through various means. The catch is, well, there are two catches. One is that all the volunteers are frozen at the disaster until the situation has fully been resolved. (So, for example, let's say the situation requires 2 points of Food and 1 point of Medicine -- if you have one Volunteer, and he distributes 1 point of Food, you need to wait until he, or someone else, has distributed an additional point of Food and one of Medicine until you get him pack into your pool). The other catch is that when the needs of the situation have been met, EVERYONE who participated in the relief effort scores equal points for it, regardless of how much or how little they helped. But, there are enough disasters that you can't send your people everywhere all at once, so you have to pick and choose which ones to participate in.

I have some other ideas in mind; maybe there's some way in which certain actions/conditions net you more volunteers, and others net you more donations, etc. I also envision a mechanic where you bid for donations from the big aid agencies (perhaps using your volunteers as lobbyists), or perhaps one person is appointed the "director" for each continent and chooses how its aid is allocated, or something...

Anyway, you can see that the idea has some focus to it already, but it's far from fleshed out, and there's plenty of room for modification/alteration. I think the core concepts that should remain (if I had my way) are "everyone who helps at a location scores the same", and "you must balance having enough volunteers and having supplies to give them to distribute". I think you could build a simple, tight, and well-themed game out of this system.

I suggest it for this project because humanitarian aid is a theme that has never, to my knowledge, been explored in game design, thus, it's original. It also has a collaborative feel, which fits well with what we're trying to do. It would be a card game, which would be simple to make (you'd probably need a set of Carcassonne pieces to symbolize your volunteers).

I do, unfortunately, have one proviso, and that is that if the game ever makes any money, all of it will be given to humanitarian aid organizations (but that also is in the spirit of this project).

I welcome comments and questions, and will have absolutely no hard feelings if people don't think it's a good fit for this project!

Thanks,

jeff

Scurra
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CGD1: Core Game Ideas

I half-pitched "Heist" as an idea for this, since I really needed help on fleshing out the traps, events and skills (still do - please drop by the journal with more comments!), but that may be too developed a game now to be appropriate - hey, it's even got a draft ruleset :)

Jeff's Humanitarian Relief game strikes me as verging on the edge of bad taste, no matter how interesting an idea it is (and it is, believe me.)
The SdJ game seems to be a much better idea to pursue, simply because it has a lot lighter subject matter and thus more appropriate for this sort of forum.

So, in that lighter vein, I want to pitch a game based around famous book plots. This was mostly inspired by Jasper Fforde's fantastic "Thursday Next" series of fantasy detective stories (I don't think he's very well known in the US yet, but he will be!) Anyway, the premise there is that Fiction is an alternate reality, and what we read in novels is merely the actions of a bunch of actors who do other things when they aren't needed in the narrative. However, there are trouble-makers who want to interfere with the stories: people who think that Heathcliffe should be killed, or that the rude bits should be excised from the Canterbury Tales and so on. So there is a whole department called "Jurisfiction" devoted to making sure that the plots remain intact; one of the original gags in the first book was the murder (in our world) of a minor character from David Copperfield who now doesn't appear in the book any more...

So the game would involve either the players trying to affect the plotline of a famous book (to insert their own characters or to change the ending to one that suits their hidden agenda), or the players having to try and stop external events from changing the plot of a book by "patching" the mistakes. As you can see, the game hasn't exactly been thought through yet, but it seemed like it had potential.

jwarrend
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CGD1: Core Game Ideas

Ok, I understand that we're not supposed to actually be discussing the proposals yet, but I'm mystified by this...

Scurra wrote:

Jeff's Humanitarian Relief game strikes me as verging on the edge of bad taste, no matter how interesting an idea it is (and it is, believe me.)
The SdJ game seems to be a much better idea to pursue, simply because it has a lot lighter subject matter and thus more appropriate for this sort of forum.

Bad taste? How so? Maybe I didn't articulate my idea clearly enough; I just don't see how a game where you pretend to help people can be in poor taste (although, of course, it hangs on how the game works...) Please elaborate on this (you can private message me if you prefer). I obviously don't care if people prefer another proposal to mine, but I am really perplexed as to what about my idea struck you as offensive, because it seems so positive and constructive to me (I'm looking for something like Princes of Florence or Tikal here -- a competitive game, but with a somewhat non-competitive, or at least, non-conflict based, theme)

Do tell!

-Jeff

Scurra
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CGD1: Core Game Ideas

jwarrend wrote:

Bad taste? How so? Maybe I didn't articulate my idea clearly enough; I just don't see how a game where you pretend to help people can be in poor taste (although, of course, it hangs on how the game works...)

Well the central idea is fine - I like it a lot - but the problem comes in defining what a "disaster" might be. A game that is essentially making a fun pastime out of something that is at heart about people losing their possessions and potentially their lives seems a little... callous.

If I proposed a game called "Twister", in which a tornado was sweeping towards the town and the winner was the player who got the most of their townsfolk safely into the shelter, would that not verge on tasteless too? (Don't tell me, CheapAss already have a game like that? ;))

That's all. As I say, I actually agree that a game that perhaps opened peoples' eyes to the reality of disaster relief must surely be a good thing, but the way you described it seemed inappropriate.

Anonymous
CGD1: Core Game Ideas

As I see a problem here, a mistake (that I, myself was about to make) is people suggesting ideas that they have obviously put quite a bit of thought into (whether or not they've put time into its physical development). So, how about this, I'm going to switch gears a bit here and just throw up some general themes and ideas that, later, we can all discuss and see if we spur any ideas with each other.

1: Space Exploration- Cards drawn each turn, with planets, or hostile aliens or space anamolies, etc. That the players each must deal with while trying to...explore the most planets? Find the most artifacts?

2: Sperlunking- Players delve into a cave, looking for an ancient relic. They move through the caverns at the fastest pace possible (the faster you go would lead to higher risk of...accidents?) Perhaps there'd be multiple rounds, each round with a random depth that must be reached.

3: Firefighting- Make your way through a burning building, in search of trapped residents. Deal with random movement of the fire, using a set number of "hose" points to move through. Find aid along the way, such as fire escapes, alarm/sprinkler systems, etc.

4: Racing- Vehicles with guns race along a randomly laid roadway with debris, walls, turns, etc. Lay out cards in front of players and remove the from behind. The faster the players go, the less cards are layed out in front at a time (reduced reaction time). First to the finish (or last car standing) wins.

5: Cheesy Sci-Fi- Players draw a number of cards with typical sci-fi title words on them to battle each other. For example: I draw 5 cards, I get "Giant, Demonic, Cyborg, Ninja, Zombie" So, my legion is now made up of Giant demonic cyborg ninja zombies (with appropriate abilities). It'd be corny, but fun to talk about after each game.

Well, that's it for now, I have others, but I have to make dinner. I may post some more in a bit. Could I also suggest we do open up a thread in which we could discuss the ideas posted here?

sedjtroll
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Spiel des Jahres, the game of competetive game design.

Spiel des Jahres, the game of competetive game design.

Players go through the game gathering "Mechanics" and "Themes" and various other pieces of games, trying to assemble the game they think will win the Spiel des Jahres. Players assemble the pieces which somehow combine and interact with some random or pre-determined set of criteria which represents the judges, and at the end of the game the player whose assembled the best game wins!

I had just thought of this off the top of my head, so I have no further fleshed out ideas. As for hpox' idea of having the game we're making (in the game) be the game we end up playing... I don't know about that. It's certainly not what I had in mind, however it might be rather cool. I don't really know if it's workable though.

As for the mechanics, I don't know how people would go about "installing" their favorite mechanic, or scoring system, or victory condition, or etc. Perhaps the resource in the game would be something like Brainstorm Points. Players would receive some BPs as income somehow, and could maybe spend time getting more... then they spend the BPs on 'playing' a mechanic (like playing a card in Magic: pay resource, play card). Then to replace that card it would cost extra BPs ("Hey! I thought of an EVEN BETTER idea!")

Also, there could be some kind of track or board representing the progress of the game, and certain mechanics can only be played when a player's at a certain point on the track or something.

... just some brainstorming for this idea- do I get Brainstorm Points? :)

- Seth

jwarrend
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CGD1: Core Game Ideas

Scurra wrote:
jwarrend wrote:

Bad taste? How so? Maybe I didn't articulate my idea clearly enough; I just don't see how a game where you pretend to help people can be in poor taste (although, of course, it hangs on how the game works...)

Well the central idea is fine - I like it a lot - but the problem comes in defining what a "disaster" might be. A game that is essentially making a fun pastime out of something that is at heart about people losing their possessions and potentially their lives seems a little... callous.

If I proposed a game called "Twister", in which a tornado was sweeping towards the town and the winner was the player who got the most of their townsfolk safely into the shelter, would that not verge on tasteless too? (Don't tell me, CheapAss already have a game like that? ;))

Isn't this EXACTLY what the "doomed civ contest" was all about?

I understand your point; some themes must be handled delicately. I would obviously leave that at the discretion of the group, but my idea for a "disaster" was somewhat abstracted, like "Drought in Chad ; Aid required: 4 Food, 3 Medicine". So, you (or other players) must distribute that much aid to that location before it has been "solved". I'm not proposing anything morbid like "if you don't get there quick enough, the value goes down" as in lives are being lost, etc. It's really somewhat abstracted from the harsh realities of disasters. The goal is more to open people's (including my) eyes to what is going on in the world, to develop a fun game with a positive theme, and to hopefully spur people to think more about how to carry out these positive actions in real life (possibly providing information in the game box as to how they can do just that).

There was an interesting article in the games journal about "unpalatable" themes that I think raised some interesting points. One example raised was wargames (like "WarZone"!) -- in a game, for example, strategy rules the day and you allocate and lose pieces willy-nilly. Yet, aren't those real lives that you're playing with? Is war something that we should gleefully simulate? My answer, I suppose, is that a wall of separation between reality and fiction must be implied, however, there are still some game themes that I wouldn't want to play. So, I guess one just needs to decide for oneself where to draw the line. But, my main point here was to say that with my "huminitarian aid" game, I really did have the best intentions and most tasteful presentation in mind, and I apologize if anyone was offended by the suggestion. I'm almost certain it's just poor communication on my part moreso than a defect in the idea itself, but I could of course be wrong about that...

-Jeff

Scurra
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CGD1: Core Game Ideas

jwarrend wrote:

Isn't this EXACTLY what the "doomed civ contest" was all about?

Good point :)
I would note that my contest entry is set after the civilisation has fallen, so that doesn't arise (he says, trying to wriggle out of it...)

On the whole I tend to agree that gaming has to be abstracted from the physical realities it attempts to simulate. I found it very hard to design WarZone, as it was the first direct conflict game I had come up with, and I spent a while wondering if I should stick a less-contentious theme on top. In the end, the game felt sufficiently abstract to me - no complicated tables detailing casualty lists, and an endlessly recycling unit pool - that it was workable without bringing "reality" into it (although ironically, the latest revision blurs that line even more, which worries me a bit.)

And once again I want to make it clear that I really do like the idea of your game - it was the fact that the simulation aspect could edge too far towards distasteful that worried me, and I don't think that anyone on here would want it to get that far.

zaiga
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CGD1: Core Game Ideas

Yada yada, blah blah blah, etc, etc.

OK, some after some brainstorming with Sedjtroll I came up with the following:

This resourcemanagement and buildinggame is set in the not-so-distant future. The science of mankind has finally evolved so far that it is possible to colonize far-away planets. However, the climates on these planets are often hostile and protective housing is necessary to survive on these forbidding planets. Fortunately, there are several companies who specialize in producing "modules" which are used to build the colonies with.

As a player you are the owner of one of these companies. Together with the other players you are appointed to colonise several planets on the outskirts of the milkyway. The most succesful player will be elected Grand Supervisor for this part of the milkyway!

You cannot build a succesful colony without the help of the other players, so cooperation is important, but you must still make sure that you are the most succesful entrepeneur of all in the end!

phpbbadmin
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Re: CGD1: Core Game Ideas

FastLearner wrote:

Darke, if you're still interested would you please post your existing dungeon crawl/fantasy idea here in one post?

Well *cough*, I didn't have an idea persay. I just thought it would be good to be able to play 'a fantasy game that didn't suck' for once. A Eurostrategy dungeon crawler. I.E. A crawler that was more based upon strategy / planning than the rolling of the dice. But, this would be more complicated than the initial project should be. I REALLY think the initial project should be something very simple. Perhaps just one mechanic with a theme slapped onto it. It doesn't even have to be original.

-Darke

Anonymous
Air Pirate

Just posting a quick idea before I dive into the other posts.

An Air Pirates game.

Pirate ships are large blimps, fighting other pirates in the skies.

Goal: To have the most treasure by the end of the game.

A few mechanic ideas (all free flowing as I'm writting this, and none are firm)

Three levels of altitude, high, medium, and low.
Rules for ramming and boarding.

Low altitude used for spelunking for treasure on the ground, medium is for most of the fighting, high altitude is for evasion (no interaction only moving).

Ships can be upgraded

Two boards, combat board, and world map.

1-2 hr game length

Lots of interaction and wheeling and dealing between players (plenty of room for backstabbing and other pirate-ish behavior)

Reputation is key to victory(?) built through pirate type adventures

Anyway, Just an idea that came to mind, so I thought of this forum.

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