Hey All!
So, being inspired by all the game ideas floating around on these forums, I thought it might be fun to brainstorm a bit with you guys and gals out there. I really like city-building games, such as SimCity, and thought it might be kind of cool to build up a game that is sort of like that. The more I thought about, the more different "ideas" came to me. However, I'm having a hard time isolating it into a cohesive game, and thinking of exactly how it would work. Here are some of the things mulling around in my mind:
- You start off the whole game with only one neighbourhood, which grants you 1 AP per turn.
- There are many different options as to what you can spend your AP on. A number of options involve "saving up". So for example, if you want to build something in particular that costs 5 AP, you will have to put your 1 AP on it every turn until there are 5 AP on it.
- Whenever you add a new neighbourhood to your city, you now get one more AP per turn, which of course increases the speed at which you will be able to do other things.
- I can't really decide if I would like tiles or cards....
- It would be good if there were some dependencies between buildings. For example, you can't build an internet service provider until you have a powerplant.
- There must be balance between the things you build. For example, you can't just build neighbourhoods, because people need jobs at other buildings.
- It would be kind of neat if the layout of your city is important somehow. I was thinking, for example, there could be a mayor token who can move from one tile/card to an adjacent one, and when he does that particular building gets a bonus that turn.
- Within the way the game plays, I want to make sure that players don't always just play the game the same way every time. There should be some chance involved, or that the actions of other players can affect what you are able to do.
- Maybe there could be natural disasters every once in a while (rolling doubles on 2 dice or something) which means that you lose a building or neighbourhood. But you can get certain buildings to help prevent this event's effects, such as a weather forecasting building.
- I'm not a fan of each player playing their own game, ignoring the turns of others, so there should be some form of interaction between them... not really sure what that would involve in this game yet though.
So, does this bring up any ideas for anyone?? :)
Wow, thanks for all the replies!! Sorry I haven't been getting back to them; I was away on vacation. While I was away, I thought of some ideas that I'll write up about, but first I wanted to reply to the ideas given:
Pastor_Mora: I'm not really trying to replicate SimCity, I more-so just meant that it was my inspiration behind the idea for the game.
sedjtroll: Thanks for your ideas!
- I wasn't planning on making this a 1-player game, as I too get bored with those too easily, and am a social person.
- I agree that it might be good to have two counters going on: one for building points (that works better than saying AP I think) and one for money. Money is used to pay off the required amount to build something, while building points determine how long it will take to finish the project.
- I like the idea of having different "types" of areas: residential, commercial, industrial, etc. I'll think over different ways that would affect things gameplay-wise.
- I also like the idea of how building things will increase the requirements to make it "happy".
- I was thinking about having all players build in the same city, but it would be tricky to not make that too complicated... But certainly there has to be multiplayer interaction... Hmmm...
- Yes, of course I was thinking of action cards that affect gameply. :D
Thanks for the encouragement too. :)
Riggeotto: Appreciate your input!
- Yeah, I think you might be right about 1 AP (changed to "Building Points") being too low. Maybe you could start out with 3 building points, which are provided by construction companies (not neighbourhoods), and the cost to build another one is quite high, therefore deterring players from building another one right away.
- The idea of all players building in the same town is definitely something I've thought about, but it could also get rather complicated trying to keep track of everything. Also, I don't want it to become too much like Carcassonne, so I kind of like the idea of each player building their own city, but that the cities are neighbouring and affect each other somehow... But, I'm not going to throw out the idea either. Maybe I could get some feedback as to which would be more fun? Or maybe all players are building in separate "districts" of the same city?
- That being said, the idea of location bonuses, like Scrabble or something, is very interesting, and an idea I'd like to think more about. Which buildings you choose to put in which bonus spaces could dramatically affect the game.
- As mentioned earlier, already have the "chance" deck idea going... but I like your idea of bringing politics into the mix. They should of course be very simple, but could add one more element of strategy to the game.
- I've definitely considered limiting the amount of tiles. Puerto Rico does this, and adds a layer of tension to the game as players try to be the first to build a certain building, or else risk their strategy not working because they don't have what they need. For a while I thought it might be a bad idea, since for example they would ALL need power-plants.. but your idea of having different "types" of power plants would solve that problem! :)
Thanks for your ideas!! Please check out these forums once in a while to see how things are progressing. :)
DogBoy: Thanks for your input! I have to admit that I had to read over what you wrote about 3 times in order to understand it, but I THINK I understand now. Basically you want it to be very easy to calculate whether or not you are balancing your provides and requires, and allowing the surplus to be used to bargain with other cities? For example, if you have more electricity than required, you could provide it to another player in exchange for workers at one of your buildings? I think that's what you're saying. Anyway, it definitely makes me think about the game a bit differently, but I think it could add just that right amount of player interaction, so I'll certainly consider it!! :)
Thanks again!
Louard: Thanks for your feedback on what people have written. While writing this response, I've been thinking about it a bit more, and I was thinking maybe there is one giant city, but players start out by building in a space closest to them, and can only build adjacent to one of their own tiles. That way, there would be random mixes of player tiles everywhere, but rather only towards the center are players fighting for space. Also, the tiles could face the player who plays them, so it is easy to see whose tile is whose. So yeah, thanks for your interest!
stubert: Thanks for pointing that out, but I'm not too worried about the fact that there is already an out-of-print CCG that is similar to what we're thinking. This is supposed to be a "full set" and is more tiles-on-a-board rather than card-based. It should be interesting and different enough. :)
My own brain-storming was a bit different from the rest of these, but I'm sure there is a way to mix everything together (or just drop some ideas for the sake of a better game). In my mind there were different categories to balance, and there was a slider-based score-keeping thingy to keep track of them (subject to change):
- Happiness (Entertainment etc)
- Safety (Police Stations etc)
- Prestige (Interesting Sites)
- Employment (Enough Jobs)
- Education (Schools, Libraries)
So everything that you build increases or decreases your stats, based on what they are. However, this might be too vague and uninteresting strategically... I think the ideas you guys have mentioned might work a lot better (incoming points to spend on things or give to players). One thing I did like about this, though, is that at certain points if your city's safety rating (for example) is low and another player's is high, they might move there instead.
Another thing I was thinking is that every tile is numbered, so that at a certain point there could be an event like "Building ## catches on fire!" and then you roll a 20-sided die (for example) to see what ## means. It could be any player's since they are taking from a pool of buildings. Then there could be something like "If you have a Fire Station, count the number of spaces from the Fire Station to the building on fire. Then roll a 10-sided die. If the number rolled is greater than the spaces away, your building is safe. Otherwise it burns to the ground."
I had a bunch of other ideas, but sadly I lost the piece of paper I wrote them down on, and these are the only ones I can remember right now... wish I had been able to type them up!! :P
Anyway, that's it for now... I'll keep on brain-storming. :)