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CGD1 Brainstorm: Spelunking

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FastLearner
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Now that some core ideas are out, let's spend some time discussing them and pseudo-brainstorming about them.

It would be great if you'd take a moment to at least:

  • Mention something you like about the idea,
  • Mention something that you don't care for or are concerned about regarding the idea, and
  • Put out anything else about the idea you'd like, including any basic implementation ideas.
Please don't go into great detail about how you think such a game would work, trying to refine a bunch of mechanics or anything. Rather please keep it pretty basic. Once we pick one to move forward on then more details would make sense. Note, too, that whatever we go with we can still work on some of the other ideas later, of course.

Here's one of Krosse's thoughts:

Quote:
Spelunking- Players delve into a cave, looking for an ancient relic. They move through the caverns at the fastest pace possible (the faster you go would lead to higher risk of...accidents?) Perhaps there'd be multiple rounds, each round with a random depth that must be reached.

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FastLearner
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CGD1 Brainstorm: Spelunking

I'm a huge sucker for caves and spelunking, as I think many people are. The whole "mysterious beauty" thing along with the potential danger is really appealing.

I'm not sure how those things could be emulated.

I think to make the game replayable fun we'd need to use some kind of tile laying or other random cavern generation. Possible dangers would include the obvious (falls and tight spaces) along with the less obvious: water-filled caves and gas-filled (unbreathable) caves. This could require special equipment to pass the obstacles.

phpbbadmin
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My thoughts

I love this idea!

Perhaps the goal would be to score by discovering as many parts of the caves as possible (confirming FL's tile placement idea). You could also gain points by discovering special things.. I.E. underground river / pool, bottomless chasm, natural bridge, abandoned gold mine, cave paintings, etc etc. I also like FL's idea about needing certain equipment to pass certain obstacles. This would be sort of a cave version of Goldland.

Cons - Tile laying games are very difficult to plan well and oftentimes require a great deal of artwork. Overly complex.

-Darke

Anonymous
CGD1 Brainstorm: Spelunking

Since I'm on a huge treasure hunting kick (see other posts), then the idea of exploring a cave looking for an artifact tickles my fancy. (ahem, in a masculine way I'm sure.)

I like the idea of the cave being a tile based game, as it's really the only way I see the cave being generated randomly every game. And let's face it, if the cave was the same every time that really takes the "spelunking" aspect out of the entire game. How can you "explore" a cave if you know the layout every time?

The types of tiles could be limiteless.

Anonymous
CGD1 Brainstorm: Spelunking

This spurs images of Indiana Jones / Pitfall Harry (maybe Lara Croft for the ladies) I was just thinking, would their be some way that your opponents could booby-trap passageways without making it obvious on their turn? Perhaps cards to be played when someone enters a section of cave, but only if the other player has passed through there. This has always proved to be a problem for me in games like this.

Dralius
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CGD1 Brainstorm: Spelunking

If high fantasy is what we are looking for why not go all Jewels Vern with it. You know journey to the center of the earth and all. Underground tribes, Giant Lizards, Strange science. :idea:

Scurra
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CGD1 Brainstorm: Spelunking

I must admit that I like this idea too.
However, finding an "end condition" may be tricky.
It's rather dull just to say something like "when the last tile is drawn" (assuming this is a tile game), or "when the last cave is entered", since sometimes it's the getting back again that is potentially the most interesting part (cf my Heist design for a similar example.)

I love the Jules Verne trip too - although it could be taken that step further and you include everything that appears in those sort of stories: secret Tibetan masters, lost Nazi training camps, super-villain hide-outs and all that jazz.

FastLearner
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CGD1 Brainstorm: Spelunking

The end condition could just as easily be reaching a certain number of treasures or exploring a certain number of caves or other things, I think.

Anonymous
CGD1 Brainstorm: Spelunking

I also picture indiana jones and the like when I think of this game. So yeah, escaping is probably going to be more fun than finding it in the first place. (Giant rolling boulders, blow dart traps, etc).

What if through the course of the exploration there are a series of trap tiles that are layed out, they're marked as trapped, but they don't go off until the relic is secured, then the cave is "armed" and the escape becomes more dangerous.

Plus only the player with the relic triggers the traps, giving the other players some breathing room to try and steal it from him (other relic huntes for example).

So after the relic is found, everyone makes a mad dash to get the guy with the relic, all the while avoiding traps once they've gotten it, and whoever escapes with the relic wins?

How this would be implemented isn't clear. I have some quasi RPG solutions to things, but it could be a tad too complex for this project.

Anyway, just some thoughts.

sedjtroll
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Indiana Jones / Tomb Raider

I would not at all be opposed to a Tomb Raider/ Indiana Jones Board game.

FastLearner
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CGD1 Brainstorm: Spelunking

I like it, too. It might be best to have multiple treasures/relics worth differing points. This would provide more decision making, including such things as, "Do I go after the guy who got that one or do I continue to pursue this one?"

Scurra
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Re: Indiana Jones / Tomb Raider

sedjtroll wrote:
I would not at all be opposed to a Tomb Raider/ Indiana Jones Board game.

Of course, the official Lara Croft game is due "any time now".
But I don't think it's a cave exploring game, so we might be OK :)

http://www.identitygames.com/xtra/tombraider/en/

hpox
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CGD1 Brainstorm: Spelunking

That's a sweet idea. Since we have so little information on the mechanics, it could be anything!

Dralius
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How is this?

How is this. :idea: We have a world map and travel roughs circa 1940's. A set of tomb cards telling were the treasures are hidden that you must earn by research ( libraries , gossip, theft, etc. ) and a set of treasure cards each with their own point value. When some one has put together a tomb and treasure card they go to the location on the map to retrieve the object. The for mentioned tomb and treasure cards have obstacles on them that the player must overcome such as snakes ( have to work out how ), if an opponent wants to expend one of their cards to add an obstacle then they can requiring the player to ( add game mechanic here ). I think you get the point. No tiles but with player interaction so your not just racing to get 100 pts.

Anonymous
CGD1 Brainstorm: Spelunking

But that takes away the appeal of the original proposed game, which is exploring a lost cave and the adventure that ensues while in said cave.

Bringing the scale and focus back as far as the world takes all that away.

Anonymous
CGD1 Brainstorm: Spelunking

I agree. I think a randomly revealed cave would be the ideal route. It's interesting yet simple. I also like the idea of a few traps or enemies on your way in, then, once you get the treasure, you'd have so many rounds to escape, while trying to avoid the really tricky traps. If we could keep it suspenseful on the way in, then incredibly quick on the way out, that'd be perfect.

Oracle
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CGD1 Brainstorm: Spelunking

I like the Journey to the Center of the Earth theme. If we follow the book, it gives us some distinct phases for the game (for example, find the water before entering the cave). The book is also public domain, so we can borrow from it freely without worrying about getting sued.

FastLearner
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CGD1 Brainstorm: Spelunking

For reference (if desired), the entire text of the book can be freely downloaded from Project Gutenberg:

http://www.ibiblio.org/gutenberg/cgi-bin/sdb/t9.cgi?entry=3748&full=yes&...

Dralius
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CGD1 Brainstorm: Spelunking

If i am scoring this right 3pts for first choice vote, 2pts for second and 1 pt for third. Spelunking has won by a large margin :!:

It seems that most who have contributed to this section have their harts set on a tile laying game. Being that this looks like the game we are making has anyone thought out a tile laying system for this.I think if we can strap together a tile system that will avoid the pitfalls like lack of game play consistency then the rest will be easy to do. We can wrap the theme around whatever mechanism we come up with.

FastLearner
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CGD1 Brainstorm: Spelunking

Only 9 of the 22 potential voters have expressed a preference (and one person only selected a first-place game) and the polls are open until tomorrow morning. Just a couple of votes can make a substantial difference so let's give it a bit more time.

mmmmmm... tile laying games.... mmmmmmm...

jwarrend
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CGD1 Brainstorm: Spelunking

FastLearner wrote:

mmmmmm... tile laying games.... mmmmmmm...

Could I just make the observation that a tile-laying game is going to be very difficult to design "collaboratively"? The best choice would probably be a card game, because then, it's easy for us to all have access to the card mix, and to say which cards we like, and which we don't. A tile game is going to require lots of visualization, it's going to involve deciding what *kinds* of tiles there might be, etc...

I am sure a tile game can be made to work, I just think it's likely to be more difficult to make that kind of game as a first try at what is already likely to be a difficult process...(since we don't really know how it's going to work...)

Just my thoughts...
-Jeff

FastLearner
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CGD1 Brainstorm: Spelunking

I'm not sure how a card game would be any different that a tile laying game as far as this process is concerned, but either way my comment was intended as a Homer Simpon-style comment, a la

mmmmmm... bar..be..cue.... mmmmmmm...

:lol:

jwarrend
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CGD1 Brainstorm: Spelunking

FastLearner wrote:
I'm not sure how a card game would be any different that a tile laying game as far as this process is concerned, but either way my comment was intended as a Homer Simpon-style comment, a la

Yeah, I know, I just selected your quote to respond to as it contained the phrase "tile laying games"...

A card doesn't, in general, have a graphic component as a vital element. For example, for Seth's game, we can understand the game fully by looking at his card lists, and we could say "Seth, that Ad is too powerful, this Show is very well done, this Modifier isn't strong enough", etc.

Whereas a tile-laying game has a visual element that is crucial to the design, and would be harder to tackle via a text-based discussion. Imagine trying to design Carcassonne in a discussion group like this. In principle, it could be done, but the barrier in describing in words essentially visual information like "ok, tile A has a city that opens on two sides, and the other two sides of the tile are field; tile B has a road that bends in an elbow on two sides, and a city on one side, and the fourth side is open; the open side is to the "right" of the city, and the road exits are opposite and to the left." Yes, it can be done, but don't you see what a nightmare it will be?

So I'm not saying "let's do a spelunking game with cards rather than tiles", rather, I'm saying a game where visual information is an important component of the design, and where we're especially looking for a random board every game, will be very difficult to pull off, and is very ambitious for a first try. Why not a simple game design to start, like "Cheating at Vegas", for example? Something where we can focus on the process of doing a collaborative design, rather than trying to do a difficult design, with an untested system for doing that design...

Just my opinion, take it or leave it!

-Jeff

FastLearner
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CGD1 Brainstorm: Spelunking

I don't disagree that this will be a tough game to design, and that it may be better to go with a simpler design for our first one. On the other hand (and this is entirely personal and so probably should not apply to this project much) I'm much less likely to be interested in a more simple game and will probably contribute less. But again, that's me and shouldn't color what we go with.

On a spelunking game and tile laying in general, I was thinking of the tiles being fairly simple, mostly in four types:

    |

L

T

+Players would start from some common point and begin exploring in different directions (like from a central cave with 4 spokes). As they drew tiles they could place them in any orientation as long it was in their own series of caves. Plus there'd be larger cave rooms that you could place based on other things (like a special tile draw or acquiring certain cards or something).

That's fairly easy to describe in text, but it certainly gets tougher and tougher. If you went with hexes instead, they'd be really hard to describe in text.

Of course on the other hand I am willing and interested in whipping up all kinds of graphics on the fly to help people show their ideas.

In the end I most certainly agree that it will be tough. Heck, I suspect all of it will be without whipping up some graphics here and there for discussion.

[/]
sedjtroll
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CGD1 Brainstorm: Spelunking

Here are some thoughts I've been having about this game idea...

what do you think of a thing where you draw a tile and it has Rock and Open space, and you place it (like carcassone)... then there'd be symbols on some spaces and either when you lay that tile or when you move your piece onto it you draw the appropriate card (maybe just one draw deck)... if it's a treasure you keep it (maybe there's a way to steal from each other) if its Bats or Rats or something they scare you and you have to move to another room or something without drawing any more cards in this one... If it's a tool (key which opens doors, or knife which fends off Rats or Lantern which gives you a bonus as to where you're allowed to place tiles or whatever) then you keep it in front of you.

I'm now envisioning a simplistic version of Carcassone (as far as the actual tile laying is concerned), but with the tiles making up a board that you move on (ever played Spy vs Spy?)

sedjtroll
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CGD1 Brainstorm: Spelunking

FastLearner wrote:
That's fairly easy to describe in text, but it certainly gets tougher and tougher. If you went with hexes instead, they'd be really hard to describe in text.

I'm not sure we need to actually describe the graphics in text. If we have different features on each side of a tile, then we can list the features or talk about them all we want. For example, in Carcassone there are sides that have Roads, Plains, Cities. That's it. We never really have to talk about certain combinations of them, and if we decided we wanted to we could simply number the sides (say starting from the bottom and going clockwise for example) and then list the features in that order.

That would also workwith Hexes. I think it would be neat to use Hexes, the way I picture it the tiles in this game would be less interesting than Carcassone as far as features, but it could be more interesting if the tiles were hexes.

And then some would have a pile of bones or a stone fixture on it, and when you go to that tile you draw a card from the appropriate deck and see what's on the stone alter, or what's buried in the bones, etc.

Dralius
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CGD1 Brainstorm: Spelunking

I would not mind the poll being open over the weekend so we could at least get a majority of our voters to vote. Remember in a pool of 22 your vote is 4.45+% of the total.

As for design and production. ( a few thoughts )

1. Fastlearners four basic tiles are good with a possibility of having a few one of a kind tiles thrown in.
2. Hexes are cool and much harder to produce without professional equipment. Square tiles will be adequate for the game.
3. Cards or tiles? If you are laying them on the table side to side to form a map it seems all the same.
4. Yes this is ambitious. We could have it together some time in 2004 if Fastlearner doesn’t mind cracking the whip now and then.

jwarrend
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CGD1 Brainstorm: Spelunking

If indeed we went with square tiles with tunnels that connect on 1,2,3,or 4 sides, then I think that would be easy enough to talk about (of course there could be other features on the tiles as well, but the tunnel patterns should, in my opinion, always be one of these).

I think that (and maybe this has already been discussed) instead of a "top view" like Carcassonne, the tiles should be laid down in a "side view", so, in other words, you're looking at the tunnel system from the side. Maybe "things you find" (treasures, beautiful caves, etc) are more valuable the deeper you find them, but there are also more risks associated with digging deeper.

Just a simple idea, but one that would make things a little different, which is absolutely essential in this very saturated genre of tile-laying games!

-Jeff

Scurra
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CGD1 Brainstorm: Spelunking

Can I say that I am not commenting in any of the game threads because we haven't decided which game we are going with yet!

I am enjoying this conversation, but I feel that it is straying a little too far into specific design ideas too early - indeed, there even seems to be a consensus forming about the underlying basis of the game.

I want to stress that I am not opposed to any of these suggestions (hey, they're not far off what I would have been talking about too) but merely that it seems a little too soon to be getting so specific.

Unless you're all planning on stuffing the ballot, of course :)

FastLearner
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CGD1 Brainstorm: Spelunking

It's slightly tricky... I've been avoiding discussing the ideas once the vote went up, too, but I went ahead and posted an idea on this one because I wanted to defend the thought that a tile laying game could be discussed. :)

What a goofball. ;)

sedjtroll
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CGD1 Brainstorm: Spelunking

I still don't see a problem with discussing these ideas before the vote is done. In fact, I think it could be beneficial. Suppose you didn't really think a Spelunking game could be any fun, and would therefore not vote on it. But then during this convo you start to like the idea and see some things you hadn't thought of before, and decide to vote for it after all. I think that's a much more informed decision rather than blindly voting for something.

Scurra- if you see discussion I urge you to pipe in with whatever comments you have- this is a collaborative effort!

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