Ok, thanks again to all who've chimed in about WarZone. I hope Scurra has gotten some good feedback he can implement before his playtest session. Let us know how it goes, Scurra!
Next up will be "8, 7 Central" by sedjtroll. Sedjtroll, please tell us all how to access the rules and, if appropriate, components to your game. We'll have that one on the table for two weeks, and after that, I think I'll be throwing one of my games into the mix; I think I will put in an archaeology-themed bidding game that I've been working on since this spring. If I can't get that one polished in time, FastLearner's game will be "up" next.
Ok sedjtroll, we look forward to checking out your game!
-Jeff
Hi Seth,
A few disjointed remarks about your game.
I should point out that I am commenting at the level of someone who primarily enjoys "German style" games, which, in general, have simple and elegant mechanics and rules; games like Acquire, Carcassonne, Puerto Rico, etc. Scurra's game was a game I would like very much.
That said, I find that my designs commonly start theme-first. I think of a theme, then think about the mechanics to capture all the subtleties and nuances of that theme, and usually end up with a lot of mechanics, rules, cards, text, etc. It's funny, because while I enjoy playing the very streamlined games, I have a harder time designing them.
What I'm leading up to is that my first impression of your game is that it is mind-boggling in its complexity. And that may not be a bad thing; from the looks of it, it looks like you have created a pretty nice simulation of being a TV network exec. But I am envisioning a game that takes at least 30-45 minutes to learn, and at least 2.5 hours to play. Have you tested it at all? How have the test games gone?
I like that your game seems to have a simple structure: Bid to get good shows; lay out a schedule for the week; get advertisers to fund your shows; check to see how the rating are faring; etc.
But, the devil is very much in the details, and there are a LOT of details in your game. Each card, of which there are 4 different types, has a lot of different info. (And why do the cards have to hit on such randomly chosen numbers? Do everyone a favor -- give each card numbers corresponding to the chunk of probability space you want the card to occupy. So, if you want the card to have a 20% chance of succeeding, have it "hit" on 4 and 5, for example...)
My concern is that there is so much to think about that decisions aren't as meaningful. Part of this effect is enhanced by the fact that there are so many different "action" and "event" cards that are so different in their effects that a person would be unwise to spend too much time planning, as much of the game's action will depend on luck, such as how people roll, and what cards they draw. You also have some events that are only triggered in certain configurations; and certain cards that are only playable in certain configurations. In practice, these will require even more checking, and a lot of times, the specific configurations will be overlooked.
Here are the ways that, if this were my game, I'd cut out complexity. First, advertising; I wouldn't have ads being playable only on shows with certain symbols. You could, if you insisted on that mechanic, have the ad give a bonus if it's matched to a certain kind of show. Put each show solidly in one category or another. I wouldn't bother with the "strength" of the show; it's counter-intuitive. A "great" show is, from the standpoint of the execs, one that gets watched a lot and makes a lot of money. The "strength", ie "This is a rank 3 Drama and a 2 Comedy" is needless chrome, in my opinion. It's either a comedy or a drama, and the "hit rolls" take care of whether it's good or bad, from a bidding standpoint.
One thing I didn't get from the rulebook was how many time slots there are available each day; hopefully, it's just prime-time that you're dealing with; that alone gives you 6 per day, for a total of 30, which is a lot considering players start with 5 shows!
I didn't really like the random element of choosing ratings by die roll, but I understand you're trying to simulate the unpredictability of the public. However, I don't think it is great from a simulation standpoint, either; shows don't have the same odds of being viewed every week; once they pick up steam, they will attract a pretty stable viewership each week. One other way you could do things is to have the players with the "best-ranked" shows get the most points; something you could look into.
In fact, I think this is an important aspect of TV that your game doesn't capture. No one puts up a show against Friends or the Super Bowl because they know it is going to get destroyed. In your game, there doesn't seem to be direct competition in any of the time slots; each show gets viewers totally on its own strength, and on luck of the draw.
I liked the idea of "jumping the shark"; it keeps a great show from just going and going forever. Although, a lot of shows, like Cheers, Friends, Seinfeld, etc, do just that. But, from a game standpoint, having a sure thing can be bad. Although, you could change things just by having the show cost more to produce with time. So, a great show brings in more advertising revenue, but you also have to pay the actors more, so it costs more...
I've only seen a couple of your cards, and they seemed tongue-in-cheek, but very adult in their sensibilities. I think that's ok, and there are a lot of people who will buy it in spite of (or indeed, because of) that, but I probably wouldn't. (for whatever that's worth). And a game that isn't "family-friendly" definitely won't win the Spiel des Jahres (for whatever that's worth).
Finally, as pertains to the rulebook itself, I didn't feel it was particularly well-organized or clear in its explanations of how the game works. But it's a preliminary rulebook, so don't worry too much about it at this point. The main thing that you need to think about when writing a rulebook is "what would it be like to read this for someone who has no clue what I'm talking about". Your book would make perfect sense to someone who's seen the game. To me, who hasn't, it was confusing.
So, I think this game has tremendous potential to be really fun, and to be a really good simulation, however, right now, I feel that it's swamped in complexity. I'll be interested to see what others have to say on the subject. But, the things I'd probably consider changing, if it were my game, would be to
1. Put each show in one genre only
2. Have a system by which shows can compete against one another by Time Slot, and not just by genre; (ex: Survivor vs Friends; the execs don't care that Survivor is "the best" reality show and that Friends is "the best" comedy; they care which one gets more viewers. So it isn't just the genre, it's who wins the time slot that matters).
3. Modifiers, events, etc, are all well and good, but be careful about adding too many "special effect" cards, unless you don't mind the game being very luck-heavy.
4. See if you can reduce the number of different *kinds* of events/modifiers/advertisers so there are only a couple of different classes, although individual cards may still differ in their relative values.
Anyway, good luck with your further development of the game. I think you're off to a great start, and with substantial modification, would have a game that I would enjoy playing. Without much modification, you probably still have something that a lot of gamers might like, so certainly take my remarks with a grain of salt, and viewed through the lens of the kind of games I enjoy.
Great job!
-Jeff