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Game #4: Profit and Provenance by jwarrend

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jwarrend
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Game #4: Profit and Provenance by jwarrend

Ok, one last post on this one...

Seth pointed out a while ago that it seemed counter intuitive in a bidding game that you don't have to pay the value of your bid. I was trying to think of how I might accomodate this concept into the game, which is currently more about resource management than "money management". One idea was to have Exhibitions score VPs, which you can then trade in immediately for cash, if you wish, a la Princes of Florence. You would then need this cash to pay out the value of your Bid if you happen to win a bid in the Acquisition phase.

The problem with that is that it adds an extra thing you need to keep your eye on, which may be ok, but right now, I wanted to think of the simplest system, and I think this is it: When you win an Auction, you receive VP for the Gold Coin symbols on the Bid Cards of all other players, minus the Gold Coin symbols on your own bid card. This could have a really interesting effect on the game, but primarily, it accomplishes Seth's concept of "winner should have to pay something", and now makes winning bids "on the cheap" much more important, because the lower your bid card that wins the auction, the fewer VP you're losing. (the only problem being that the lower your winning card, that also means that the lower everyone else's card was, and thus, the less lucrative your win...)

Anyway, I don't think this is a change I'll implement right away, but something to certainly keep in the bag as a possible solution that is easy to implement.

Hopefully, I'll be having a playtest session tonight. I will report!

-Jeff

jwarrend
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Playtest 2 Session Report

Hi all,

"Profit and Provenance" saw its second playtest session last night. A group of game designers in the area have gotten together a couple of times, and this time, we decided to attach ourselves to an existing gaming session to try to attract some potential playtesters. This seemed to work really well, although at the specific point that my game was tested, people were involved in other gaming and so we didn't have any but the 3 other designers who regularly attend the playtesting anyway. That was fine, though; I was interested in playtesting my game with 4, to see if it would work.

The results were somewhat confusing.

The last game I had brought was a pirate-themed placement game, and was received dismally. I attribute this in part to some weaknesses of the game, but also (and perhaps primarily) because we decided to start that game at 11 pm, after playing two other new games. The comments that that session elicited didn't, in my opinion, really match up with the reality of the game -- it was chastized for being too complex, when in reality, it's about as mechanically complex as Tikal, say -- and so I attributed some of the negative feedback to "external circumstances", although I admit the game has some bugs.

We agreed that it would be fair if my game was first in the rotation this time, and I thought this would be great, as it would remove those possible external circumstances so we could evaluate it fairly while we were nice and fresh and eager.

We only made it through 2 turns in about an hour. This wasn't really due to a flaw in the game so much as because we were talking a lot throughout the game. My impression is that evaluating too much midstream may be a dangerous thing, and when I started to hear some of the same comments coming out this game that were coming out in my pirate game, I began to seriously wonder what the heck is going on here. I suspect that this game has some bugs, some potentially serious, however, I also wonder if perhaps I'm designing games with the wrong group in mind; one of the more vocal critics of the game said as much, which I found interesting.

I think that people liked the core idea of the game, and enjoyed playing, but there were some concerns. I don't think people cared for the "if you win a bid, you get VP" as it seemed counter-intuitive, and also seemed to doubly reward the high bidder, as he gets an Artifact and some VP. Moreover, it's a sharp dropoff between being first and second, which may only be due to a slight difference in bidding, and since bidding is blind, is it fair that I should get nothing if I played my 6 and he played his 7? To me, the answer is, "I don't know yet; we have to play some more". As we are only just playing for the first time, I'm inclined to try it out more before sitting in judgement. Others in the group seem more comfortable with pronouncing certain aspects DOA, and perhaps this is because they have much more gaming experience than me. (I'm not being sarcastic, BTW -- these guys have definitely played way more games than I have).

One player didn't really care for the Expedition commissioning mechanic -- he felt it wasn't a meaningful decision, and added one extra thing to think about without it being important enough to think about. My response, of course, was, "then don't think about it!" -- I think there are situations where it could be important to be able to control how many artifacts are being pulled from a given location.

We found that the tie-breaker card isn't an important mechanic. Most of us didn't commit a tie-breaker in either turn. The one player who did in the first turn used it to win a tie, but then was involved in a couple of other ties in which it didn't matter anymore. I think the rule whereby ties are broken by who placed first is enough of a tie-breaker. It means you have to get your important bids out early, but there's a risk in doing so that others will shun your auction and give you fewer VP if you win. It also means that there cannot be second-order ties, something that can happen when the tie-breakers are involved. My only concern with this is it introduces a turn order effect in a bigger game.

I think the chief complaint seemed to be that there is a lot to think about, and this is valid. What I was going for was the kind of game I like to play; a game where you sort of play by intuition, and you can have lots of cues as to what factors might affect your decisions. But this game will almost certainly break if played by perfect planners, because there is a lot of stuff that you could potentially think about.

One or two interesting things that happened. One player trailed in points because he kept winning the Black Market (which nets you no VP), yet he assembled a truly impressive collection of Mexico exhibits, having 6 artifacts by the end of the 2nd turn! Yet, because he had already committed his "6" bid card in the bidding round, he could only exhibit 5 of them, depriving him of the chance to get a bonus for a "Group" of an artifact from each of the 4 different sites. Moreover, his exhibit had a value of 21, but he only scored 6 points for it, because scoring is tied to the Bid cards. I'm concerned that scoring Exhibits may actually not be lucrative enough, but I think that as you have more Artifacts, you need to hold your higher Bid cards for exhibiting, and so scoring should go up at that point.

Some proposals that came out include:

-- Instead of scoring Exhibits for each separate location, just have one big Exhibit where you play as many Artifacts as the Bid Card you lay out, and then compare the total value. Also allow ways for sets to be formed with Artifacts from different locations.

Of all the suggestions, I think something like this is most likely to get into the game, as it streamlines the exhibiting process. I'm not sure exactly how to make it work, but will give it more thought.

-- Rather than winning VP equal to coin symbols when you win a bid, you just get VP for the number of players who bid on that Archaeologist. OR, maybe you get no VP. OR, maybe the person who didn't get an Artifact gets VP.

Not sure about this, more testing is needed to know whether it's an effect or not.

-- Instead of commissioning Archaeologists with a Bid Card, just have them get 2 Artifacts every time.

I don't know that this is necessary, I kind of like the current system, but it may not be important enough to merit the need for a decision.

I think the bottom line of what needs to happen is that I need to clearly define what the goals are of the game, and then pull together the mechanics that best achieve that. I think it's clear to me that as designed, the game is a management game, where you have to use your resources in 3 very different kinds of actions, and balance the way you use them to max out your total points. I think most of the systems contribute pretty well to this, but some may be superfluous.

I will no doubt develop the game more and keep you guys posted. I would really be interested to hear your reactions to this session report; I know that without testing, some things will be hard for you to say, but any comments you have would be most helpful! Thanks!

-Jeff

Scurra
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Game #4: Profit and Provenance by jwarrend

Thanks for that extensive - and honest - report.
Some of the concerns raised seem legitimate: there is clearly a lot to think about at any one time, and balancing the choices is hard, which will lead to analysis paralysis. However, some of the others suggest that you are right on target as far as the game is concerned: the anecdote about the Mexico guy illustrates the dilemma between buying and exhibiting that is one of the central parts of the design.
As you say, it is very hard to judge a complex game on the basis of one playtest session; you need more than a few goes to sense whether the game is going well or not. However, there is also the dilemma of not wanting to feel as though you are "inflicting" the game on the same players over and over just to get it right. Since none of us (up to a point!) are "professional" designers with company backup - I'll have to exclude Chris here, but I don't think he'll be putting anything into the Workshop anyway! - testing is that much more difficult to arrange on anything like a formal basis.
Please make sure you keep us posted on what you decide to do. I think there's a terrific game in there, with some clever interactions between mechanics that have a lot of potential. Keep going.

jwarrend
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Scooped!

I've been scooped!

A friend who had playtested this, my Archaeology-themed bidding game told me about a new game called "Maya". I read a brief description of that game, which involves constructing pyramids in meso-America. It looks like that game uses a couple of systems that I independently developed for this game -- first, the idea of "partially blind bidding" -- the cards telegraph the possible range of bids. Second, the "multi-use cards" form of creating tension. Apparently, you use your cards to bid for access to stones from various quarries, but you must hold back enough power to successfully transfer your acquired items to the quarries.

This, unfortunately, may be too similar to my game for me to jusitfy going ahead with it. Not too big a deal, as if it's a good game to play, then my need to create that game is removed! And, the review said the game was a former Hippodice winner (under a different name) so at least it suggests I was on the right track!

Has anyone else ever been "scooped" in this way? What is your response? To abandon the design, to retool it, or to just keep going as before?

-Jeff

tjgames
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Game #4: Profit and Provenance by jwarrend

I've created a few games only to find out later that there are some similar games out there. But I've also found out that my games usually have enough differences in them that they are an original. Case in point Alpha Playing Cards are not the first deck of cards to that can be used to play several different word games with. They are the first that I am aware of the use the semi-wild vowel cards though. If I was you I would continue developing the game until you feel it was finished or at least very close to being finished and then I would find a set of rules for the other game and see how close they really are. You probably be pretty surprised to find out your game has quite a few differences even though it might share some common features. The worst thing that can happen is you’ll have a really cool game that you created yourself for you and your friends to play.

Anonymous
Game #4: Profit and Provenance by jwarrend

Ideas are a dime a dozen, none of them being novel. Implementation is where it's at, second is quality of production in my opinion.

Scurra
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Re: Scooped!

jwarrend wrote:
I've been scooped!

A friend who had playtested this, my Archaeology-themed bidding game told me about a new game called "Maya". I read a brief description of that game, which involves constructing pyramids in meso-America. It looks like that game uses a couple of systems that I independently developed for this game -- first, the idea of "partially blind bidding" -- the cards telegraph the possible range of bids. Second, the "multi-use cards" form of creating tension. Apparently, you use your cards to bid for access to stones from various quarries, but you must hold back enough power to successfully transfer your acquired items to the quarries.

I played "Maya" last Saturday, and was wondering why the bidding system seemed so familiar. It took me ages to work out where I'd seen it before since none of the other players recognised it!
So I came by here to mention it, and found that someone else had pointed it out already.
"Maya" is a very clever game indeed, and I think it handles the "other" part of the game probably more elegantly than your game does (although it's much less theme-chromed than yours!) It has two distinct components (bidding for stones and placing stones) and the player needs to be good at both parts to stand a decent chance. But the stone-placement aspect is somehow less satisfying than your set collection and display idea. I dunno what it is, but in a way "Maya" was too cerebral for the level of game it was.

But the "partially-telegraphed" bidding cards works really well as a system, so I would say that you should score that as a sucess, even if someone else has independently developed the same idea ;)

As to whether you should abandon this game? My feeling is that you probably should, but only because it is too complex at the moment, not because someone "scooped" your mechanic. I want to play an Indiana Jones game, but I don't think this is it, yet.

jwarrend
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Re: Scooped!

Scurra wrote:
But the "partially-telegraphed" bidding cards works really well as a system, so I would say that you should score that as a sucess, even if someone else has independently developed the same idea ;)

I guess that's right, although, to be honest, things like this are small consolation to me! Still, my guess is that in the group I play in, no one will ever buy Maya (because we just aren't in the "buy every game that comes out the day it comes out" school), and so my game, should I ever finish it, can at least live a happy and productive life in that setting. As for taking it farther, clearly this particular game is looking at an uphill road, but I guess that your observation is that the mechanic is workable, which is encouraging. It suggests to me, though, don't wait if you have a good idea! Of course, in this case, Maya was probably at the printers even as my game was being developed, but the larger principle seems to be that your greatest idea is probably being developed by someone else even as we speak, so don't wait forever if you want to get it out there!

Quote:

As to whether you should abandon this game? My feeling is that you probably should, but only because it is too complex at the moment, not because someone "scooped" your mechanic.

I'm not sure I really agree with the "complexity" issue; I think that this game is not going to be all that complex at its end point. Moreover, I think that reducing complexity is a "doable" thing from a game design standpoint. That said, this game is currently in my "crock pot" where it's marinating, and waiting for a new ingredient that will bring it back up to boiling. I'm happy with most of the systems, but feel like I need a breakthrough in the Exhibition mechanic to really give the game more tension. I'm currently focusing all my game design efforts on my Civ game, so unfortunately, this one will have to wait...

Quote:

I want to play an Indiana Jones game, but I don't think this is it, yet.

Nor was it intended to be -- this is a bidding game with an Archaeology theme, but the theme is the vehicle for the mechanic in this one, not vice versa. I do have an Indiana Jones game in the works that is much more immersive in its theme and mechanics, but it's also on the back burner at the moment. As always, I'd be happy to discuss some of the mechanics and ideas behind that one with you or anyone else who's interested.

-Jeff

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