First up I’m enjoying the course very much and definitely picking up quite a bit of invaluable knowledge.
This post is almost a note to self that I thought I’d make public in case anyone else might get something out of it or has similar notes/experiences they’d like to share.
I’d like to offer my experience making our pickup/delivery game quite quickly from thoughts into a working, play-testable prototype. The whole process took no more than a few hours and I gained a lot of insight regardless of the fact that the game is quite basic and probably only fun the first few times or for younger crowds.
The players are teenagers rushing around on their bikes to complete their jobs (i.e pizza delivery) so they can go and see their favorite concert tonight. They are working together so they can all get to the concert on time. The players all win or they all lose together.
The essential experience is this idea of rushing to get things done so you can go and have fun.
A few quick observations and how it worked:
Roll to move (I know Yann advised against this and I better understand why now) - I wanted to have this feeling of not being able to find the right house or getting a bit lost. So, you must roll the exact number to land on the house you need to deliver to. This was ok but did end up feeling a bit as it was too luck based or derivative i.e the whole game could be brought down to a few dice rolls.
A time limit - having a ticking clock counting down the time definitely added to the sense of rush and panic to get everything done on time.
Player engagement - Players roll at the same time and have the choice to swap dice if it works more in their favor. This worked in having people talking to each other quite a bit about who needed which number and when to decide to swap or not. There was also plenty of “hurry up!” and “go, go, go” which again added to the essential experience and was what I was hoping for.
Risk - Players could choose to roll 1 OR 2 dice and, if rolling 2, could choose which number to use. If rolling 2 dice and the player rolls a 1 on either dice, they crash their bike and cannot move ( or drop the pizza if they have one). This actually worked reasonably well and added to the time taken to make a decision before rolling, which then added to the rush/panic idea. Not all players were willing to take the gamble and especially with more players, the need to do so diminishes with more options available as there are more dice being rolled in total.
Thematic design of items/pickups - Players enjoyed the thematic design of the pickups for example; kneepads would allow you to ignore the result of a 1 when rolling 2 dice; shiny new shoes let the players add or subtract 1 to a dice roll; the grumpy customer card meant the players only had 2 more turns to make the next delivery or lose the order.
The first game I gave players the option to ‘buy’ a card instead of moving and literally no one used them. The subsequent games they were put randomly out on the board and were picked up when landed on. This put the cards in play and the players found them fun, amusing and they added to the essential experience, however, I can see that there was no real player choice in this process.
So, in the end:
PLUSSES.
- essential experience was felt by:
playing against the clock
having to deliver ‘x’ number of pizzas before the time ran out
thematically consistent design of items/pickups that players enjoyed - player interaction was a part of the game
players had to think about and pay attention to other players
lots of talking, counting, teamwork and rushing each other - this combination actually made the game a bit of fun to play
MINUSES.
- lack of using the items/pickups unless forced to
- still felt like a game based mostly on luck ( a few bad rolls in succession could ruin a run, especially at the end)
- need a better timing device than a mobile phone as players had to keep looking at the clock
- after players synched up and had a few games, it became a lot easier to ‘win’ and simply adding more pizzas to deliver in the time limit doesn’t add any complexity or difficulty, just makes the game longer
Anyway, if you made it this far thanks for reading and all the best fellow game devs.