JULY 2013 Game Design Showdown - "Order of Play"
WE HAVE A WINNER!
School of Fish
Swam away with the lead spot with a full quarter of all the votes.
Runners up:
Dirty Business
Space Conquest
Agronomics
Now let's get over to the board and talk about them! Thanks for sending in all the entries this month, and here's to an unstructured rest of the summer!
Please Read: Details on entering the Game Design Showdown.
Entries are up!
There are a lot of submissions for this month's GDS, so I'm hoping for a lively discussion by all you designers on the merits of a mechanic like this, how each design implemented it, and general feedback on each others' designs.
But first, remember to vote!
- Voting: Through to the the 16th. PM your votes to mindspike.
- Voting Format: Each person has 3 Medals (Gold, Silver, and Bronze - with values 3, 2, and 1 vote respectively) to distribute any way they choose among the GDS entries with the following restrictions:
- Entrants may not assign any Medals to their own entry!
- Entrants must assign all 3 Medals.
- An entrant who does not assign all 3 Medals will receive a Pyrite Medal (-3 votes) as a penalty.
One of the fundamentals of a game is the meta-game order each turn plays out. Often times a player must perform actions in a set order, or everyone carries out the same action in a series of "phases." Of course this helps players grasp the outline of a game by either limiting their decision set and by giving them a framework for the timing of your game's rules (where a player might say, "...if I buy this improvement now, I can collect taxes from it later in the "resources" phases...")
It isn't ALWAYS this way...
Many games play with the turn order a bit, like Race for the Galaxy, where only some phases are played each round, or As Astra where players have many actions to choose from but play them in the order they wish in relation to the other players.
Then there are games with free reign by the players, summed up by a single line in the rules: "Players may perform as many of the following actions on their turn as they wish," followed by a list of half a dozen or so actions. But that isn't quite what I mean here, since that chaos is usually contained in an "actions" phase of the game.
An thus is your task to create a game with Changing Orders. This means that your game must NOT proceed in exactly the same order from round to round. Exactly how this is done, and to what degree, is up to the designer.
Theme Restriction: None.
Mechanics Restriction: Changing Order of Play. Each round the play can take place in a different order.
Word Limit: 500 words. Focus on your implementation of the restriction, and gloss over the rest. Remember, you're not writing the full fleshed out rules to a game.
Voting: Award a Gold, Silver, and Bronze (worth 3,2, and 1 points respectively) Medals to your three favorite entries. Any entrant that does not award all three Medals will receive a Pyrite Meal (that's "Fool's Gold") worth -3 votes!
If we end up with only 2 or 3 entries this process will be altered so as not to end up in a tie again.
When submitting your entry: Please PM submissions to richdurham with the following subject line. PLEASE use the correct subject - it makes my job much easier!
Subject: GDS - JULY- [your username]
- Submissions: Monday the 1st through Monday the 8th.
- Voting: Through to the the 16th. PM your votes to mindspike.
- Voting Format: Each person has 3 Medals (Gold, Silver, and Bronze - with values 3, 2, and 1 vote respectively) to distribute any way they choose among the GDS entries with the following restrictions:
-
- Entrants may not assign any Medals to their own entry!
-
- Entrants must assign all 3 Medals.
- An entrant who does not assign all 3 Medals will receive a Pyrite Medal (-3 votes) as a penalty.
Comments or Questions: Comments and questions about this Challenge were handled on the July GDS Comments Thread.
- CRITIQUES: After voting has closed the entries will be posted for comments and critiques. Post constructive critiques and commentary about the entries to this Challenge in the July GDS Critiques Thread
- GDS Details: For more details on how these Game Design Showdown Challenges work, especially the details around the word count and graphics limits, visit the GDS Wiki Page.
Good luck!
- Rich and Mindspike
It was an awesome session of late night hacking when you and your buds converted some Roombas into remote control crumb gladiators.
Pity, the three am trip to Wally World ended up with remotes running on the same exact frequency.
To make the most of it, you set up an arena, scatter some crumbs and lay on with the competitive button mashing. May the winner be bathed in crumbs!
In Roomba Rumble, each round players are dealt a hand of actions which they can play in any order. However, every player has to follow the action of each card in sequence. Actions include turns, moves, edge detection, collision checking, etc.
Contents:
Setup:
Place each Roomba in its starting square in the center pointing out.
Give each player 3 crumbs.
Game ends:
When a player plays the Game End Test card and someone satisfies the victory condition. (tie goes to the first player in the round rotation)
Each round:
Deal out all but 2 of the cards so that each player has the same number of cards:
Rotate starting player each round.
Round action:
Starting player plays a card then follows the instruction, next player follows the same instruction, etc.
Next player plays a card.
Continue playing cards until no one has any, or someone plays the Round Ends card.
Resolving actions:
Actions:
Mechanics Explanation
By swapping individually controlled turns with synchronized actions with player controlled step sequences, this approach shifts towards a strategic feel while also adding a higher level of luck.