I have only recently been involved in board games (I'm in my late twenties), and have been extremely pleased with the great quality board games that are now out there (especially the German ones).
I have been somewhat inspired of late and am thinking of creating my own board game. The type of game I am creating is a racing game.
I read the "Story Arc" article http://www.thegamesjournal.com/articles/GameTheory1.shtml, and totally agreed that a real addition of depth in a game is having the capacity of the game to qualitatively change as the game progresses. This lets the gamer feel that there are multiple games wrapped into one, smoothly transitioning into the next with new challenges and ways of solving them.
Now with a theme like racing, how can you incorporate a story arc? This seems to be very challenging to do. The only thing I could come up with is that each player has a team of racers (maybe two vehicles per player). When the game first begins, each player is simply trying to get ahead of the others regardless of team. As the game progresses, and one car on the team has the best chance to win, the other vehicles on the same team can either try to "protect" their leading team mate by blocking other players or trying to eliminate them (ramming and so on). If there are resources, then the player's team mates can try to save it for their leading team mate, or take it anyway to prevent other competitors getting it. Here you transition to every car trying to win on a team, to trying to increase the odds of one or multiple cars trying to win by blocking other players.
This is a very interesting question. Do any of you have any ideas yourself? Any input would be greatly appreciated.
Even if you did not agree with the article, I would like to hear your thoughts as well.
Thanks for having a great forum! :D
DarkDream
I appreciate your response and great suggestions!
You definitely made some good points on what you refer to significant game "breaks" using a tennis analogy.
I believe the second game theory article, "Game Theory 2.1" http://www.thegamesjournal.com/articles/GameTheory2.shtml talks about the same thing. To quote from the concluding remarks of the article:
As you put,
which seems extremely similar to Degann's definition of a "bomb":
From what I understood from the idea of the "Story Arc" article is that in well designed games there are different transitioning points where the game takes a different direction and where previous goals and frustations have been superceded by a set of different ones.
Maybe I am understanding you incorrectly, but you seem to be saying that it is the "breaks" or the encounter of a "bomb" that can precipitate a transition period in the game.
Forgive me, I am not trying to be argumentative; I am simply trying to learn through dialog.
I agree with you that racing games present themselves with some difficult challenges. The idea of multiple victory conditions is a great idea as (like you point out) it avoids the runaway leader as there are multiple goals to compete for, and odds are you have the chance of "multiple" leaders in a way; there are multiple goals divied out so there are multiple alternative chances of winning. Players are so focused in following their own way to win they don't put so much emphasis on a single player.
The bidding idea of a race is a great idea. From what I gleaned, is that you can go ahead and not finish that well relative to other players in the race but still be able to win by virtue of being able to bid better than others.
In summary, from what you say, one of the most difficult design element in racing games is the runaway leader. I do believe it is vitally important that even though a player may be in the lead there should be some possibility (however minute) that other players can catch up.
Apart from playing the curves and other great ideas you mentioned (great suggestions!), how about the idea of introducing "chance cards" whereby a bad card can really land the leader in trouble -- no matter how much ahead. Maybe even these chance cards can be weighted against the leader (bad things more likely to happen to him). Is this a bad design decision?
Maybe instead of chance cards, other players can have the opportunity to acquire evil cards that can be player against other players (posioning or sabatoge of a vehical) that would most likely be aimed at a leader making the game closer.
What are some good game design ideas of mitigating the problem of a run away leader?
Does anyone have anymore ideas besides these and Ingredient X's?
By the way Ingredient X, thanks for your response again. You put a lot of thought into it which has really been thought provoking for me.
DarkDream