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Tension

Last night Ian and I had a discussion about tension in games. We wanted to figure out how to add more tension to a game, but first we need to define what exactly tension was. We decided to break it down.

First, we picked out some games that we felt had tension. I brought up Ticket to Ride as a game with a lot of tension. As a player, you are always on egde wondering if you will get the right cards in time or if someone will steal your route. In my book, there is no greater tension than in a five player game of TtR. Another game that has tension is Carcassonne: You can feel it when tie up a lot of meeples in a city or farm all the while unsure of whether you can make it pay off.  Agricola also has tension in that you don’t know if you can feed your family or if someone will take the resources you desperately need.

Second, we tried to find the common factor in all of these games. The first thing we noticed was that the player took a risk. The bigger the risk, the more tension felt. The second thing we noticed is that the longer the risk takes to resolve, the higher the tension. In Ticket to Ride, you make have an LA to New York ticket from the start of the game. You may not complete it until the very last second. In Agricola, your entire plan revolves around getting the grain action, but you have to sit there patiently waiting for the other players to place their farmers.

In summary:

Tension = Risk  x  Time

This seems obvious laid it out like that. Now that we have the formula, we can think about it in terms of our own games. What can we do to ensure that our games have the right amount of tension?

The First Transport is Away!

I just sent out a prototype to a publisher this morning. It was kind of expensive shipping it overseas, but it was worth it.  The postal worker explained that if I didn’t use a flat-rate box and I didn’t care when it got there, I could have saved $20. Oh well, I’ll remember that next time.

It is a nice feeling to get a game off of my docket. It frees my time up to work on other games, and gives me a feeling of accomplishment. I feel that it is much better to have a prototype sitting on a publisher’s shelf than on my shelf waiting to be tweaked for the umpteenth time.

This game was the first of three that I will be courting to publishers. They were all sitting on my shelf either done or 98% done.  My plan is to diversify the games with different publishers. Hopefully, this will mean the gears of progress will always be turning somewhere even if I’m not actively doing anything.

Now to start the process with the second game in my queue.

Mobilizing

So, I’ve been slacking on the board game production front lately. I’ve got the cards laid out and an order in to a printer for RocketYard, but I still need to get a final version of the rules sheet and figure out packaging, but if the printing goes well, we should see that in the Gizmet store by the end of April or so. Other than that, and noodling with old designs, I’ve been lax in attending the Flywheel design meetings, and haven’t had the time to work much on anything new on my own.

However! Exciting things are afoot on the interactive electronic inter-tubes side of things. I’ve been playing with iPhone development lately, and have a pretty good list of quick, fun games slated to be trickling out here over the next while or so. The first one is out, and up on the app store - I’ve started a bare-bones sub-site over at mobile.gizmet.com and put up a page for the first game, Concentrate. I’ll spare you the details here - just hop on over and take a look when you get the chance.

I’ll be working on that side of things and hopefully updating it more often than I have over here. It’s been pretty fun so far, and I only see it getting better as we go forward with more mobile stuff. Questions, comments, ideas, bug reports, or rants are welcome, naturally. Yay, iPhone.

A Loss For Words

A LOSS FOR WORDS

Last night Ian, Toby, and I played my prototype for A Loss For Words, a party word game. The game involved getting your teammate to guess your randomly-chosen photo from an array of stock photos using only one word. That one word must start with a letter from a card in your hand. Your team has a deck of each letter, so even the bad letters must be used at some point. You get points (which are bad) for each letter card in your hand, and you can choose to draw cards as you wish. The more options you have in your hand, the more bad points you get.

It played like I imagined, thought I can see room for improvement. Toby gave some important feedback - there is a lot of downtime. That is true, and I need to alleviate it. While one player is being clever in their head, other players are just sitting and waiting.

STELLAR UNDERWORLD

We also played Stellar Underworld with two new changes:

  • You can ship cubes to any sector, not just your own, but at a cost of twice as many cubes.
  • The black market got an overhaul. Now, the player draws cubes from a bag and swaps them with theirs if they wish. They can assign more henchmen to pull more cubes.

The new shipping freedom was used a lot more than I had imagined, even though it wasn’t really efficient. It has the added benefit of messing up your opponent’s plans, if you choose to. I’m calling this one a keeper!

The new black market also worked well in my opinion.  It has a bit of push your luck to it. Most importantly, it solves the problem that the older version had: Using a market on landing AND launching gave the player no benefit. Now, the player can benefit because they get two shots at pulling the right cubes they need. Before, if you recall, they were fixed cubes.

The final score was 101 (Dan), 100 (Toby), 92 (Ian).

Stickers!

Ian got a shipment of professionally printed stickers from Frontier Label this week for his game Taktika. They look really nice and save Ian a whole lot of time printing out and cutting his own. On Tuesday, Jon and I helped Ian apply stickers to the discs to make a few sets. It seemed to take 10-15 minutes per set to apply the stickers. Ian is gearing up to send a shipment of games to his distributer Brown Box who in turn is filling orders at Thought Hammer. Go pre-order yours today!

BGG.CON Playtesting

At BGG.CON, both Ian and I participated in the Proto Alley, where designers tested their prototypes. Here are some snippets about my games:

Venture Forth

I taught Venture Forth to Patrick, Ben, and Gil. I was still a bit rough on the explanation of this game, but before you knew it we were up and playing. The game lasted about an hour for four players.

Theme: Some feedback I received was about the theme. The game is a fantasy adventure game and that genre comes with a lot of baggage. Players expect experience points, killing monsters for gain, gearing up your characters, etc. My game has none of these. I am trying to break new ground, but it is difficult when the feedback I get is that the game is not like the tried and true dungeon crawls. I’m sticking with my vision, but I am open to tweaking it to get more acceptance.

Level Cards: The new system for level cards worked, but as Patrick pointed out, it could be simpler.

Tension: The other feedback was about tension.  You just go through the motions of your turn with very few points of suspense. The punishments from the enemies that you encounter is not that severe, so traveling down a path with one isn’t so scary. I suppose I could crank up the consequences on some of the enemies. Other than that I will have to really think this one out.

Stellar Underworld

I played this one with Ian and Brad. I explained the rules fairly well, and there weren’t many questions to come up. The final score was 100 (Ian), 101 (Brad), and 102 (Dan). I was pleased that the scores were close because we all had different strategies. Brad took a lot of sectors, mostly the resource generators. Ian took a few sectors for their abilities, as did I.

After the game was over, Brad was a little quiet on the feedback. He did suggest a desire to be able to ship to any sector, not just your own. After thinking about it for awhile, and remembering other people giving the same feedback, I decided that I needed to address that. The current plan is to allow shipping to opponent’s sectors for twice the amount of assets. Thematically, it would make sense because you have to “outbid” them on their contract. I don’t think it is a viable startegy, but it does give the player an extra option.

Design Tip #1: Don’t tell the players they can’t do something. Tell them that they can do it, but it will cost ‘em!

Design Tip #2: Fine, tell the players they can’t do something. BUT, make a special power that allows them to do it

Sky Castle Games Blog

I just wanted to let everyone know that I have just recently created a blog specifically for my company Sky Castle Games. I will be posting stuff that directly concerns print runs, expansions, and anything else I want there. I’m not going to stop posting here. In fact, I have decided to push myself to post much more often.

Monkey Lab is Delayed!

I just received word that Monkey Lab will be delayed until Spring 2009. That is a real disappointment for me because I really was looking forward to having it be available for BGG.con and to a lesser extent Christmas. I’m not sure when “Spring 2009″ is, but in my experience anticipating boardgame releases it usually means “Early Summer 2009″. I suppose that all I can do is wait and work on my ideas for the expansion.

Monkey Lab is coming!

I am excited to announce that my game Monkey Lab is going to be published by AEG. I have been waiting on letting the general public know, but I think enough information has been let out already and it is a few months away from being released, so I figured it was time.

So, let me tell you a little bit about Monkey Lab. You play as escaped research monkeys who return to the lab to free your monkey brethren. Since you don’t have access to the keys, you must use the items around the lab to break, pry, pick, and smash the cages open. You score points by releasing monkeys from the cages, or by standing around a newly opened cage and taking credit.  You can work with other players to free a deluge of monkeys through clever card play, or you can work against them by invoking your monkey combat or by sending the guard thier way.

AEG (Alderac Entertainment Group) is publishing the game as they have just started their expansion from CCGs and RPGs to the boardgame publishing world. They have recently released Tomb which has already gotten great reviews.  I’ve been privy to the work they’ve done on Monkey Lab so far and it looks great! I got to see the drawings of the monkey figures - Who doesn’t want a game with monkey pawns? Everything looks awesome and they did a great job bringing the game to life.

The release date is still cloudy, but my hope is that it will be available before BoardgameGeek.con so I can see people play and enjoy it. I will be posting some stories about the making of Monkey Lab in the coming weeks either here on on BGG, so stay tuned!

~ Dan Manfredini

Protocon Canceled!

Argghhhh!!! Hurricane Ike is causing Texas A&M University to shut down this weekend! Protocon takes place on campus and is canceled! I’ve been preparing my games for months now for the design contest, and now they’ve got nowhere to be shown. The convention is not even going to be rescheduled!