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Not Another City-Building Game

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daem0n_faust
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Joined: 12/31/1969

Hello. I just want your guys help in determining how I should pull off a city-building board game. I have just too little an idea with other existing city-building games. So, is there any city game with concepts such as gaining reputation or status (as a tycoon or city official), setting buildings and businesses as separate entities (like, if I were to establish a building or factory, it could contain any one of the available businesses, rather than just one whole structure with a specific characteristic), and buying lots first before building a structure.

So, anyway, if there aren't any city-building games of such repertoire, could there be other games of different categories with that same characteristics? Please inform me. Please?

And also, please tell me if those concepts are bad or good. Or if you are totally ambivalent and will just reply, "I'll just have to wait and see what your outcome will be!".

==>Faust

jwarrend
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Joined: 08/03/2008
Re: Not Another City-Building Game

daem0n_faust wrote:
Hello. I just want your guys help in determining how I should pull off a city-building board game. I have just too little an idea with other existing city-building games.

To get a better handle on what has been done, you can check out www.boardgamegeek.com; look under "search games by category" and select "city building" (or just go here). As you can see, there are lots of city building games out there. Of course, this is actually good news for your game, because it means that people like city building games. Some that I think are particularly good are Carcassonne, Big City, Chinatown, and La Citta. The "Alea" brand, which is generally considered as the "Lexus" of games, just came out with a new city-building game, '5th Avenue' that is probably interesting.

Quote:

So, is there any city game with concepts such as gaining reputation or status (as a tycoon or city official),

Definitely. In fact, I would say most of the games have an element of this, but I would guess that in a lot of cases it's something like "build the best buildings to gain prestige" kind of thing, whereas you might be talking about something slightly different.

Quote:

setting buildings and businesses as separate entities

Without having played it, I think 5th Avenue might have an element of this...

Quote:

(like, if I were to establish a building or factory, it could contain any one of the available businesses, rather than just one whole structure with a specific characteristic), and buying lots first before building a structure.

Chinatown and Big City, among others, definitely have an element of this.

Being realistic, you're not likely going to break any new thematic ground with a city-building game. The way you will make your mark with a heavily saturated genre is to either come at the theme from a different angle (for example, instead of being the tycoon who commissions the building, you're a construction company competing to work on the contracts for the best buildings) or to come up with some clever mechanics for accomplishing certain aspects.

Quote:
And also, please tell me if those concepts are bad or good. Or if you are totally ambivalent and will just reply, "I'll just have to wait and see what your outcome will be!".

Yeah, they're sort of neither bad nor good. You can definitely make a fine game out of them, but it all depends on the mechanics that you select. To me, a game stands or falls on its mechanics, though having good thematic ideas always helps. So, sure, you're off to a good start.

You definitely have the right idea to see what has been done before, but my feeling is with this genre that a *lot* has been done before. Use this to sharply focus your creativity in the area where your game can distinguish itself from the others! Good luck!

-Jeff

DavemanUK
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Joined: 12/31/1969
Histrionic Themes

Great reply from Jeff, I'd just like to add that a lot of city building games seem to be set in the modern age. One area I'm particularly interested in is historical/geographic themed games, hence, would look to design city building games based upon a real life city in a previous century. (Incidentally, a game I designed for our group last year was based on building up a C17th French town and walking through its streets for bonus VPs :) )

History/geography rich games serve as excellent educational themes that would hopefully make these subjects more interesting for schoolkids, e.g. PR, Princes of Florence, Princes of the Rennaissance, Ahum-Re.

Best of luck,
Dave W

daem0n_faust
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Joined: 12/31/1969
Not Another City-Building Game

Well, that's nice. Thanks for the replies. I'm gonna "research" on the games you mentioned. So, you guys would rather have a more or less out of time city-building game than a modern one? I see. Though I was thinking of making a city-building game from "out of scratch", like the PC game Sim City. Or probably, if I'm not mistaken, that game called Big City (?). Wow, Big City IS beautiful! The reviews on it weren't exagerrated. Oh jeesh, I was thinking about making 3D structures, too! Although my thoughts about it is having a large board with gridlines... er, like Metropolis? I think I just assimilated a whole lotta other games...

...

...But since these games are almost completely "build city structures and gain points", then I think my game's still a little different. Though they would have pretty nice structures, too, it's more about money. Gaining money, giving people nice things, and having a seat in the city gov't; all for reputation. Or is this also existent in another game?

Fos
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Joined: 12/31/1969
Not Another City-Building Game

I know it's hard not to think about "how is my game different than the standard fare out there," but really, the best way to design games that are actually fun is to sit down and design a game that you find fun. If you're looking at other games, don't view them as competition but rather as inspiration.

One of the ways you can get over writers' block is to look at a bunch of pictures, pick out the one that looks the most interesting to you, and force yourself to write a story about it. Not to worry about the quality of the story or anything else... just write about the picture. Looking at other games is the same thing for game designers. Look at these other city building games and try to analyze how they work. Think about the mechanics of them and which ones seem the most fun. Then think about how they could be better, and how your list of "fun" mechanics could interact with each other. Look for aspects of games that mix well together to keep your players making interesting decisions. Mostly, look toward other games as a sort of brainstorming session.

But the most important thing to do is sit down and just design your game; the game that sounds crazy fun to you. When you have a completed game, playtested with all your friends and among people you don't even know, and you've worked out all the problems and made the rules clear and the artwork contributes to a solid theme and every aspect of the game is the most fun to the best of your ability and you're finally ready to pitch your game, then look at the other games out there that are like yours and come up with a quick bullet list of how your game capitalizes upon convention but offers something new to the buying masses. Of course, by that point, you should realize that while making a game that the world will play and that will make you rich is nice, it's much better to have a fun game that you can play with your friends.

After all, when you go to your local game shop and pick up the latest game, aren't you only buying to have a good game to play with your friends?

edit:... wow. That came off really preachy. Sorry about that.

daem0n_faust
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Joined: 12/31/1969
Not Another City-Building Game

I really appreciate that. I would like to think I am actually making a game for my friends, not for cash. Yes, I guess they aren't exactly competition... since anyway I don't find what I want in them, and that's why I'm making one of my own!!!

Thanks.

BTW, do you have anything to add with the following "Big Companies" I'm trying to include? I've separated them from the Large Industries, which include Grains, Meat&Poultry, Textile, Machines(or should it be "Metals"?), Lumber, Oil, and Electronics. The current Big Companies I've included are:

Software
Media (as in News Corporations)
Biochemical Research
Entertainment
Fashion
Telecommunications
Transporation (or should it be limited to "Cars"?)

Of course, these companies could fit in one average city. There are other small businesses in the game... but since the focus is becoming building the city for profit, I've also included "community structures" (like churches and parks) to complement the heavy earners... sheesh, I should study microeconomics or something.

Well, that's just about it for now.

==>Faust[/list][/list]

DavemanUK
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Joined: 12/31/1969
Main mechanic?

Indeed 'Big City' is very nice looking and you'll see that the remake of 'Acquire' also uses 3D plastic buildings to good effect :)

Now, what kind of mechanic(s) are you hoping to use as the central aspect of the game: Auctions, Action Points, Drafting, Psychological-choices (e.g. Basari, Citadels), etc.?

And yes I think it would be a good idea for you to research a relevant subject matter to enrich the theme of the game (urban/city development/planning policies, commercialism, socialology, historical growth of real life cities, etc.)

Best regards,
Dave W.

(For cheap prototype components, use lego bricks) ;-)

Verseboy
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Joined: 12/31/1969
Not Another City-Building Game

Quote:
BTW, do you have anything to add with the following "Big Companies" I'm trying to include? I've separated them from the Large Industries, which include Grains, Meat&Poultry, Textile, Machines(or should it be "Metals"?), Lumber, Oil, and Electronics. The current Big Companies I've included are:

Software
Media (as in News Corporations)
Biochemical Research
Entertainment
Fashion
Telecommunications
Transporation (or should it be limited to "Cars"?)

What you call machines, I'd be inclined to break down into 2 industries, Automobiles and Aerospace (like Boeing). Instead of Metals, I'd call it Steel. What about having a Gas & Electric Utility? Defense contractors? Mining?

Under companies, you might add Sports. Under Transportation, I don't know if you mean public transit or taxis or auto dealers. Each would have a different feel. I hate to say it but Gambling might belong in your game. Casinos are popping up everywhere. Fine Dining?

You might try going through the yellow pages and looking for category headings. In any event, good luck with your game.

Steve

daem0n_faust
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Joined: 12/31/1969
Not Another City-Building Game

Thanks.

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