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Too Many Game Components???

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Zzzzz
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Ok I have come to a point in a current game design that has made me "concerned" over the number of game components the final game might contain. The game is focus around using multiple resources types, building multiple types of structures, and a few other twists. So as in Settlers there are resource components (such as ore cards in settlers), and I also have my built item tokens (on the same idea as roads in settlers). And I have some other random items from dice to some special items for setting up the game board, etc.

So here are my questions:

1) What are the methods you use to determine the number of components required for your games? (base it on # of players, obviously playtesting will help, but what else can be done?)

2) What do you do to reduce or cut components from a game, when you feel there are too many? (such as set a limit on the number of items that a player build, so as in settlers you only have a limited number of settlements)

Just looking for ideas that will help me either justify the current number or components or prune "unneeded" components. My one concern might be that I am trying to do "too much" in the game. But, until I have enough time to go through many playtesting sessions, I just want to see if I can justify that the current number of components is "acceptable".

Since I compared it with Settlers above, I will mention that my game contains approx. the same number of components as a game like Settlers. So based on a "similar" game type, I seem to be in the ball park, but I figured I would ask for input from everyone, since this is most likely a design issue that we all might encounter.

s2alexan
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Too Many Game Components???

To answer both your questions, I think the only criteria is if the number of components are "justified". This is very ambiguous... but think if you're getting enough "bang for your buck" in terms of components. If a similar type of games gives a similar experience with less components, it is more likely to get published.
Games with tons of components can be great - if the experience justifies them. Likewise, there is an "elegance" to a game with extremely simple gameplay, but only a few components (like card games, for example).

So I guess I didn't answer any questions at all :)

Zzzzz
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Too Many Game Components???

Ok I thought about my component situation over the weekend and now I have a question:

What type of components exists (or can you think of ) that will handle 4 different states? (states such as a 4sided die, numbers 1, 2, 3, 4)

I am looking for a low cost solution...

Fos
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Joined: 12/31/1969
Too Many Game Components???

small paper track with a single marker and four spaces
6-sided die with 2 blanked faces
2 2-sided markers (binary!)
a small Twister like spinner with only 4 spots
human memory

Anonymous
doesn't answer the question but...

doesn't answer the question but... has it now become "lame" to ask the people who play games to provide a means of keeping tally of something on their own? Meaning not including a die or a pad of paper and a pencil when one has to keep track of something.

I remember games that had scoring used to say "keep track of X on some scrap paper", and now it seems every game has tokens or a scoring track that do the same thing.

Does this fall into "perceived value"?

To answer the question, can one token or piece do double duty? Either having 1 piece color coded or the way it is orientated also keep track. If you have a card, and it has an "up" position, then rotating it around would keep track of 4s.

phpbbadmin
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Too Many Game Components???

Zzzzz wrote:
Ok I thought about my component situation over the weekend and now I have a question:

What type of components exists (or can you think of ) that will handle 4 different states? (states such as a 4sided die, numbers 1, 2, 3, 4)

I am looking for a low cost solution...

I'm having a similar problem with Snow Day. I need to be able to display several different pieces of information for each character/unit. I think I may try a Mageknight type device with concentric cardboard circles connected via a brass fastener ... I am also probably going to use a trifold paper miniature that will also be attached to the concentric base via the same brass fastener. I don't think I will have more than 3 pieces of information per unit to track so this might actually work for me. I know what I'm presenting is probably too specific to a miniatures game but It might get your creatives juices flowing.

-Darke

Zzzzz
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Too Many Game Components???

Fos, jjacy1, darke,

Thanks for the thoughts, you have me thinking (actually the idea from Fos about the cube with two blank sides, might be the direction I will take for now. I had a similar idea over the weekend and beside pencil and paper, it seems like the easiest to protype at this time).

jjacy1 you bring up a good point about having players track somethings on their own using paper and other such means. Maybe this is an option, but I think having methods to track game states that are part of the game components can help to keep the theme (not to mention if your information is relative to other piece on the game board, it will help all players understand what is going on. Where the paper can be tend to get player specific.).

Darke, your idea to model something after the Mageknight device might be a good thought. Though that might take a little more time to construct, since I have never attempted such a construction before(maybe in the future version of the prototype).

Anonymous
Too Many Game Components???

Something to keep in mind for figures that need to have incremental changes stacked onto them, you can also use the peg-and-ring device like nosissies uses in Othberon. The players pawn is the peg (or whatever piece needs to have its state tracked) and the incremental values added to that piece are the rings stacked onto it. It wouldn't work to track multi-state pieces like in Darke's Snow Day, but it would work for single state where that state is either increased or decreased.

Just a thought.

As for the overall number of compoonents, I would say that the game design would dictate that. If the game mechanics work well and are elegant enough, then a high number of components would be OK. Youjust have to balance the game and the components will follow (you don't want a ton of components for a fairly light game).

sedjtroll
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Too Many Game Components???

Darkehorse wrote:

I think I may try a Mageknight type device with concentric cardboard circles connected via a brass fastener... I am also probably going to use a trifold paper miniature that will also be attached to the concentric base via the same brass fastener.

Huh, a poor man's Heroclix. Not a bad idea. I once thought of a similar idea, taking some dowling (maybe 3/4" or 1" diameter) to make a stand (probably approx 1/2" tall, maybe less), wrap paper with the important stats around the perimeter, then put some sort of ring around that with a window in it to show the appropriate values. You could turn the outer piece so that the window lines up with the next value(s). I don't know how many values you could reasonlably track this way, but it seemed like a nice way to work it in (nice bases for figures, takes up less space than Heroclix type).

Come to think of it, your concentric circle idea might be even better than Mageknight/Clix because each value can be tracked independantly.

- Seth

zaiga
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Joined: 12/31/1969
Too Many Game Components???

In general, you want to keep the number of components as low as possible. Less components usually means a cheaper manufacturing cost, which means it will be easier to sell the game. Also, having a low number of different components means the game will be less fiddly.

I agree with the statement that longer, more involved games can get away with having a lot of components than a quick and light game. Setup time and sorting out all the bits also play a role.

As the designer of the game you have to think about whether you want the number of components to have an impact on the game or not. For example, the villages in Settlers are a hard limit. You cannot build more villages than you have. However, the amount of components is not always a hard limit. For example, you can still build palaces in "Taj Mahal" or pyramids in "Amun-Re" even when the supply of them has run out. In that case, players use coins or matchsticks or whatever, to keep track of "extra" palaces/pyramids.

If you impose a hard limit on the number of components, then it means you have to test that limit a lot. Give special attention to how the limit behaves with different numbers of players. Perhaps you want to tweak the limit based on the number of players (example: Puerto Rico). Setting a hard limit on the number of components can be a great way of introducing interaction into the game.

If you don't want the number of components to matter in the game, you should make sure that players never run out of that item. This might be something that you can prove in theory or something you simply have to try out in practice.

Example: a game lasts nine rounds, and players may only build one palace each turn. However, there are 5 special cards in the game that allow a player to build an extra palace in a turn. These cards do not get reshuffled or re-used. This means that 14 palaces per player will always be enough, even in a worst-case scenario of one player building a palace every turn and playing all 5 special cards (how unlikely that may be).

Sometimes it is so unlikely that a player will reach the theoretical maximum that you can go with a lower limit. Use your common sense here. You should set the maximum so that it is unlikely that the supply runs out. In this case you should state in the rules what happens if the supply runs out (eg. use a die or stones or a piece of paper to keep track of these extra components).

I'm not very fond of keeping track of things on paper, except perhaps for calculating scores at the end of the game. Keeping track of things on paper is fiddly and makes it harder for players to see in one glance how everybody is doing. And yes, it also lowers the perceived value of the game.

- René Wiersma

Anonymous
Too Many Game Components???

zaiga wrote:
Sometimes it is so unlikely that a player will reach the theoretical maximum that you can go with a lower limit. Use your common sense here. You should set the maximum so that it is unlikely that the supply runs out. In this case you should state in the rules what happens if the supply runs out (eg. use a die or stones or a piece of paper to keep track of these extra components).

I agree and would add that you can use a limited number of components as a game maximum. Using zaiga's example, include only 12 palaces and state that players may not build more than 12 regardless of game conditions. It becomes a good way to impose limits on the players and the game without overly fiddly rules to limit the game otherwise.

I also agree about keeping track of things on paper (though I am guilty of having players do so in an early version of one of my games). Unless you're talking about gin rummy, there should be a better way of tracking scores/stats/etc. In my game that used paper score sheets, I dropped the sheets in favor of a more streamlined player mat with spaces for tracking stats and other game related info.

Chad_Ellis
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Re: Too Many Game Components???

Zzzzz wrote:
1) What are the methods you use to determine the number of components required for your games? (base it on # of players, obviously playtesting will help, but what else can be done?)

I think it's generally good to have only the components you absolutely need for the game. Remember, every $1 you add to your component costs will translate to $4-5 you need to add at retail to avoid losing money on it. I also think that forcing yourself to cut down on components can tighten your game -- i.e. cause you to put all of your efforts into what makes the game great.

Quote:
2) What do you do to reduce or cut components from a game, when you feel there are too many? (such as set a limit on the number of items that a player build, so as in settlers you only have a limited number of settlements)

Try asking your playtesters. Give them a bunch of options or just have a brainstorming session with them. I got a lot of product improvement ideas for Succession and Space Station Assault from our playtest groups, both for game play and for component design/type/number.

Quote:
Just looking for ideas that will help me either justify the current number or components or prune "unneeded" components. My one concern might be that I am trying to do "too much" in the game. But, until I have enough time to go through many playtesting sessions, I just want to see if I can justify that the current number of components is "acceptable".

If you think the game plays well now, then dive into playtesting. It seems to me that most people err on the side of playtesting too late. Complex games are very hard to debug on your own -- put it out there! :)

Quote:
Since I compared it with Settlers above, I will mention that my game contains approx. the same number of components as a game like Settlers. So based on a "similar" game type, I seem to be in the ball park, but I figured I would ask for input from everyone, since this is most likely a design issue that we all might encounter.

I don't think Settlers has too many components, and from a complexity standpoint you're probably on the right track. Where I'd worry it may come back to get you is in product cost, since presumably you'll be doing a much smaller print run than Settlers and yet will still need to come in at under $40 per unit.

Good luck!

Best,
Chad

Chad_Ellis
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Too Many Game Components???

Zzzzz wrote:
Ok I thought about my component situation over the weekend and now I have a question:

What type of components exists (or can you think of ) that will handle 4 different states? (states such as a 4sided die, numbers 1, 2, 3, 4)

I am looking for a low cost solution...

You can do it with a card simply enough. Just have each side indicate one state and then indicate which direction (probably either closest or farthest from the player) that side should be facing.

Chad

Chad_Ellis
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Joined: 12/31/1969
Re: doesn't answer the question but...

jjacy1 wrote:
doesn't answer the question but... has it now become "lame" to ask the people who play games to provide a means of keeping tally of something on their own? Meaning not including a die or a pad of paper and a pencil when one has to keep track of something.

I remember games that had scoring used to say "keep track of X on some scrap paper", and now it seems every game has tokens or a scoring track that do the same thing.

Does this fall into "perceived value"?

We came up on this exact question when publishing Succession. The game was fairly expensive to produce, with one main board and five player boards (plus a deck of cards and chips), and we struggled with the question of whether to include pencils and a pad for writing down votes.

We wanted to leave them out, both because of the expense (since anything you add to your COGS gets multiplied by 4x or 5x by the time it turns into MSRP) and because the rest of the components were really nice and we felt the pad and pencils might even detract.

In the end we felt that it was too important for the game to be playable out of the box.

OTOH, Space Station Assault needs dice or coins to mark damage done to ships. In that case we wanted to keep the price point at $14.95 and felt that our audience would have plenty of dice on hand and prefer that we ask them to provide their own rather than pack a bunch of extra ones in.

So basically I think it depends on the game. But for board games in general I think you need a VERY good reason before you make them unplayable out of the box.

Best,
Chad

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