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Dom's Designer Diary:

<p> I started sketching out ideas for an exploration/trading game in 2001, but it wasn't until 2010 that I finally put together a prototype. <br> My goal is to get this game published by 2015. This blog will be about the development of that game.
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Designing my dream game

Dominic Crapuchettes
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I have a dream game in my head that I'm eager to bring to life. It's a personal project that I work on in my spare time - it has nothing to do with North Star Games. I might start a new board game company to publish this game, but I definitely won't raise investor money for the endeavor. That way I'll have the freedom to follow my dream without regard for the financial side of the equation.

I am writing this blog for two reasons. First, I thought it would be useful to record my progress in one place. I want to have everything important in one place that I can refer to, instead of the hundreds of paper notes that I now have. And second, the visibility will be helpful for getting feedback, possible play-testers, and getting people interested in the buying the game after it is published. Please subscribe to this blog you'd like to follow the process. My plan is to post several entries a year.


Summary
This entry is an overview of what I plan to do with this blog, what I've done with this game over the past 10 years, and several problems I faced with my first prototype. Future entries will focus more on specific game design issues.


About the Game
My goal is to create a civilization/trading/exploration game that is playable in under 2 hours. It's going to be a Euro / Ameritrash hybrid, meaning the rules will be as streamlined as possible while also being thematic. Although the game will include military units, success will usually be determined by thoughtful trading instead of military aggression.

The goal of this game is to explore Adam Smith's views about how specialization and free trade make a nation wealthy. In other words, a nation of experts who trade their surplus goods for other surplus goods is wealthier than a nation of generalists. The military plays an important role in mitigating the threat of theft and ensuring free trade.


A Quick History
After years of sketches in 20 different notebooks, I finally put together a prototype in 2010 to test at a game designer weekend retreat. The first test was very rough (as usual), but it showed some promise.

I tested the game solo several times over the next month to prepare for Protospiel 2010. I played it four times at Protospiel with some experienced game designers (and some not so experienced game designers) and it made significant progress. I left Protospiel with a game that was pretty good - publishable, but nothing that would wow the BGG community.



I spent a couple hundred hours on the game during my 3 month paternity leave in late 2010. It was the perfect thing to think about in the middle of the night during feedings and while walking my little tyke to sleep! I probably put together 10 new versions and tested them during those months. Most of my plays were solo, but I also found the time to test the game about 15 times with others. The feedback was mixed. Some people really liked the game, some were lukewarm, and a few actively disliked it.

I made a lot of little tweaks over the next 6 months to give it more depth. My goal was to create something that had lots of replay value. As to be expected, these changes increased the strategic depth at the expense of the new player experience. In hind sight, this was probably a mistake.

I took my new prototype to the Gathering to get more feedback and to pitch it to publishers. I have to admit that I was disappointed with the response. I played it 4 times, but I don't think anyone was gushing with excitement about it. Most people thought it had promise, but nothing more. I was very excited when I finally got to pitch the game to Zev from Z-Man Games. The best part is that he quite actively disliked it! I found it funny that Zev disliked my game so much, even so, the whole experience was a rude awakening for me.


What Went Wrong?
I think the biggest problem is that my goals were too ambitious. I don't have a whole lot of experience at designing big games like this one, and I was giving myself way too many constraints. Two of my goals were practically incompatible. First, I wanted a very simple version that North Star Games might be willing to publish. Then I wanted to develop a more complicated version that some other company (like Z-Man Games, Days of Wonder, Rio Grande Games, Hans im Glück, etc) would be interested in publishing. The deeper version would use all of the rules from the simple version, but have added layers of complexity. It was a nice goal, but it was pulling the game into two opposite directions, and I am simply not skilled enough at complex games to pull it off. I have now accepted that this is a game that will never get published by North Star Games.

To complicate the matter, I have several other goals that are still important to me. I want the game to have very few rules, but I want every rule to be thematic. It turns out this is a VERY difficult goal if you also want the rules to lead to interesting strategies. As I said above, I want the game to illustrate some of Adam's Smith's principles. But I'm also hoping to use of Marx's ideas about how natural resources from the land define the course of history. In this case, I want the course of the game to derive from how the resources in the land happen to lay out during game play. If things work out the way I'm hoping, this will lead to a lot of the variability in game play. These are all the goals that I'm hoping to keep. We'll see if that changes...

Another problem is that I was not listening to feedback very well. This is such a personal project that I let myself get in the way of the development. I was designing this game for me instead of for other people. This is not a new problem for me. My strategy games are often unintuitive and unforgiving - two things that should never go together (unless you already have a following that expects this from you - like Martin). When I am designing something for North Star Games, I meticulously listen to feedback from everyone. I never let me personal preferences get in the way of designing a game that resonates with people. It's weird how things change when I work on my own hobby projects!


Final Words
I have accepted that I lack experience at this type of endeavor, and that this project will take several more years as I gain the experience I need. I have given up the goal of a core rule set that is simple enough for North Star Games. The problem was making a simple rule set that worked on it's own, and was thematic enough for the deeper version. I don't think I could solve this problem to my satisfaction even if I devoted the rest of my life to it. Heck, I doubt Aristotle could solve this problem even if we raised him from the dead specifically for the challenge.

It's time for my yearly game designer retreat weekend, so I am putting together the 2.0 version. This version is more thematic, less chaotic, and more forgiving. We'll test it this weekend and I'll write an update when I return. Thanks for reading. Cheers!
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9 Comments
Subscribe sub options Tue Jun 7, 2011 3:30 pm
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¡dn ʇǝƃ ʇ,uɐɔ ı puɐ uǝllɐɟ ǝʌ,ı
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I like how you've hit the nail on the head with this line: "I was designing this game for me instead of for other people."

You know that you can't please everyone and you know that you want to love the game yourself.
Just find the balance point. Simple. laugh

I'd love to design a game, myself, but after I start doing the work on it, the glow comes off of it and it ends up in a drawer, forgotten.

So I'll live my dream, vicariously, through you then. Proceed.
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  • Edited Tue Jun 7, 2011 3:53 pm
  • Posted Tue Jun 7, 2011 3:52 pm
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Mark Klassen
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Dom, sounds very interesting. I'm looking forward to hearing more as this project develops.
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  • Posted Tue Jun 7, 2011 3:55 pm
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Rick Baptist
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I love hybrids! Good luck Dom, I hope it's all revealed to you and that we'll be playing it soon.
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  • Posted Tue Jun 7, 2011 4:05 pm
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Dominic Crapuchettes
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MABBY wrote:
You know that you can't please everyone and you know that you want to love the game yourself.
Just find the balance point. Simple. laugh


Yeah, that's true - you can't please everyone. But still, I've chosen my market (the BGG crowd) and I won't be happy unless it's something that people here enjoy. There is nothing more depressing than not being able to find anyone to play a game that I love with me.

MABBY wrote:
So I'll live my dream, vicariously, through you then. Proceed.


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  • Posted Tue Jun 7, 2011 8:57 pm
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Dominic Crapuchettes
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SlikkRikk wrote:
I love hybrids! Good luck Dom, I hope it's all revealed to you and that we'll be playing it soon.

Thanks. I like hybrids in theory, but I can't think of any that I've played very much.

I'm hoping the game will not be too confrontational and chaotic for the Euro crowd, and at the same time, too tame and polite for the Ameritrashers. I think one of the risks of this project is in not pleasing anyone enough to make them want the game. I'm also learning that a lot of gamers don't like trading, so there is also the risk of people just not enjoying the activity of the game. The second prototype is being changed so that the game can be enjoyed without much trading (at least that's what I'm aiming for).
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  • Edited Thu Jun 9, 2011 12:49 am
  • Posted Tue Jun 7, 2011 9:02 pm
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Vital Lacerda
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domcrap wrote:
...meaning the rules will be as streamlined as possible while also being thematic.


Hi Dominic, if you manage to achieve those goals above, I will take my hat to you.

I really, really whish you luck with your project, it seems great and difficult. I've been and I'm still there. I also believe that task is possible.
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  • Posted Mon Jun 20, 2011 10:43 pm
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Dominic Crapuchettes
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Yeah, it's a really tough goal. No matter what, there will always be holes in the theme - it is not possible to simulate reality perfectly. But my goal is make sure that every rule that I include makes thematic sense. I think that is at least a feasible goal.

We'll see what happens!
 
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  • Posted Tue Jun 21, 2011 8:09 am
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Stefan Lopuszanski
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What ever happened to the "something closest to like Werewolf ... it's kind of like a psychological-type" game that you were working on? Is that still under development or was it scrapped?

As a suggestion for designing a game like this, I'd heavily play similar games in an attempt to quantify their mechanics and theme integration, hopefully sparking some new ideas. Have you played "Through the Ages" or "Olympos"? There are a ton of other quick Civilization-like games that feature rewards for a specialized economy, and I'd think just playing tons of those type of games might just get you thinking in the right direction.
 
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  • Edited Thu Aug 25, 2011 9:32 am
  • Posted Thu Aug 25, 2011 9:24 am
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Dominic Crapuchettes
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Stexe wrote:
What ever happened to the "something closest to like Werewolf ... it's kind of like a psychological-type" game that you were working on? Is that still under development or was it scrapped?


Lot's of other people released the type of game I was working on, so I have shelved the endeavor for a while.

Stexe wrote:
As a suggestion for designing a game like this, I'd heavily play similar games in an attempt to quantify their mechanics and theme integration, hopefully sparking some new ideas. Have you played "Through the Ages" or "Olympos"? There are a ton of other quick Civilization-like games that feature rewards for a specialized economy, and I'd think just playing tons of those type of games might just get you thinking in the right direction.


I have not played Through the Ages: A Story of Civilization or Olympos. But I have played:

Civilization
Advanced Civilization
7 Wonders
Endeavor
Indonesia
Mare Nostrum
Innovation
Phoenicia
Outpost
The Scepter of Zavandor
Catan: Cities & Knights
Roll Through the Ages: The Bronze Age
Lost Valley

But more than anything, I've played thousands of hours of Civilization, the computer game, so I think that is my biggest reference point for this game.

But you're right, when I really start delving into this full speed, I will play tons of civ type as I figure out what I like and don't like about the genre.

Also, the more I've been thinking about it, the more I'm starting to think that my game is more correctly termed an Empire building game than a Civilization building game. I don't think I want my game to span thousands of years because it's harder for me to get into the theme. Instead, it will probably span about 20 - 40 years, which is about the amount of time a ruler has to build their empire.
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  • Posted Thu Aug 25, 2011 6:00 pm
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