Hi
Not sure if I'm violating forum rules here, but this post seemed to be both ignored in the bottom of a thread and of more general interest than the thread it was in, so I thought I would give it it's own thread.
The general issue is: can you change what the board represents midway through a game without confusing the players or should a game boards representation be stable throughout?
Background: I'm working on a game about cycling and I'm unsure if the board should be abstract (showing time) or concrete (showing distance).
We have now playtested an "ordinary" from a-b type board and in a lot of ways it worked very well - the board certainly worked for seeing the positions of the riders, determined the sequence of actions and helped calculations.
The problem: we need to record not just who wins the race but the time the rider finishes ahead of the other riders. Turns as a time unit is not accurate enough as the best riders will finish the race in the same turn.
This leaves us with a couple of choices which all involve measuring the distance on the board once the rider(s) cross the finish line.
This represents a change in what the board represents - the finish line is no longer the end of the race and the board no longer represents distance but time. Do you think this gets too confusing or am I not being pragmatic enough about it?
And in general terms: should a game board stick to one representation or is it ok for it to switch representation mode in the middle of the game? Any examples of games where it worked or failed?
And do you have any other ideas? I am seriously reconsidering the concrete distance based board and returning to an abstract time based board with the race length determined by number of turns. This keeps the board representation stable throughout the game - stable, but abstract.
Thanks for your feedback!
Time in a race can be applied different ways. I will suggest two ways. The first way is the amount of time the player completes the race. The second way is the difference of time that the winner beats the other opponents.
If you create your game as a grid that compares distance by time, time can be measured by the distance between the winner and the player who is in second place or the locations of the over players when the winner crosses the finish line. By recording this distance as time, it could be treated as a leg of the race. Now, when the race game is replayed as a different leg of the race, the other players must make up for lost time which is actually the numbers spaces that they lost by.
In other words, represent time as the number spaces that the other players lose by. If the game is calculated this way, this can allow you to create different race boards for different legs of the race.