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CGD1 Theme: Spelunking

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FastLearner
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It's official, the theme for the first CGD will be Spelunking. Now let's start getting into more details.

While I know that it's not realistic to discuss theme without discussing mechanics and it's probably not a good idea to discuss mechanics without discussing theme (if we want them to match up, anyway), I'd like us to try to focus on the theme itself for a bit.

There have been quite a few different takes on the idea of spelunking in the initial brainstorming thread, so it seems like it's worthwhile to try to narrow that down a bit. Ideas from the thread include a kind of "natural cave exploration" theme, a "Raiders of the Lost Ark" theme, and a Jules Verne "Journey to the Center/Interior of the Earth" theme, among several others.

Which parts of those and other ideas appeal to you and why? How might they make a good game? Without getting into detailed mechanics, how will the theme support fun mechanics (or vice versa)? If there's a particular idea that you like among the "sub-themes," what are some of its elements and how would they be part of a game?

Let's focus on these and related ideas for a while, and then we'll move more deeply into mechanics and getting it all to work together practically.

sedjtroll
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CGD1 Theme: Spelunking

After the discussion in the previous thread, this is what the game has evolved toward in my mind. I'll preface by saying that as the first Collaborative Design Project I don't think it's too important that we break much new ground. Nor really do I think we should go for anything all that complex- simple theme, simple rules, simple game play... This does not mean the game should be devoid of interaction and decision making, I just think the point of this exercise is to see if we can get a coherent game together as a group.

I see this working similarly to Carcassone. I'm thinking "Place tile, move pawn" or else perhaps "move pawn to unknown space then play tile there" but that might not work out too well.

The goal should be something simple, like be the first out of the caves with treasure... such that there's a combination of victory points- if you run straight through and pick up no treasure, you don't necessarily win- but if you're the first one out you get a bonus (Sort of like Citadels where you get +4 for being the first to complete 8 districts and +2 to be anyone else that completes 8 districts).

Similarly the first player out of the cave could get +4 or whatever points and signal the end of the game, then anyone else getting out of the cave gets +2 points, and treasures make up the rest of the points.

I envision Treasure coming from different draw decks, say three of them. One deck could be mediocre treasures but not too dangerous traps (lots of Null (worthless) treasure and low value treasure), the next deck could have higher value treasures, fewer Null treasures, and some tools like Keys and Lanterns, and the last deck could have high value treasures but dangerous traps like bats whch chase you backwards (setting you back a lot) or things that make you lose a turn.

Finally the tiles, which could be square or hexagonal as discussed previously, could be pretty simple in their design- rock and open space, line up the edges like Carcassone, with some having various special elements like locked doors and one of three symbols corresponding to the three draw decks.

Whew, that sounds like a lot, but most of it came from the group discussion so far. We could apply some theme to that, like rival Archeologists trying to loot the biggest and best treasures (Indiana Jones or Lara Croft theme) or something.

Anyone else have any opinions/comments/ideas?

- Seth

FastLearner
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CGD1 Theme: Spelunking

I'd like to again stress let's stay away from mechanics, please, other than as minor references. Let's talk about the theme a bit, first.

sedjtroll
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CGD1 Theme: Spelunking

FastLearner wrote:
I'd like to again stress let's stay away from mechanics, please, other than as minor references. Let's talk about the theme a bit, first.

Ok, so I envision a game where players are sort of racing through unexplored caves, trying to get out with the most, or most valuable, treasure. The first one out the far side of the cave gets bragging rights for being the first to conquer the caves, and therefore gets a bonus in scoring.

the treasures would be hidden in the caves, to be found strewn about the caves, on the bones of previous explorers who weren't lucky enough to find their way out, and in the ruins of underground stone cities built by ancient civilizations.

Players explore caves, braving Bats, Rats, and Traps trying to find treasure and their way out.

- Seth

Scurra
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CGD1 Theme: Spelunking

Hmmm. I think that some form of Story Telling to accompany the game would be interesting - something that will give players an incentive to do something en route rather than just racing for the opposite exit.
This also gives people the scope to play a whole variety of different sorts of games, from standard exploration (with points for reaching certain caves first), through Indiana Jones (recovering relics and treasures) to Jules Verne (escaping dinosaurs and finding lost civilisations) without having to create a completely new set of base mechanics each time (i.e. a bunch of expansion sets!)

I suppose what I'm saying is that I think we can get away without trying to define a solid theme yet: that the cave exploration mechanic needs to be thrashed out first.

Sorry to be a pain in the behind :)

sedjtroll
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CGD1 Theme: Spelunking

I think I agree with Scurra. See my first post above for my thoughts on the mechanics of the whole thing, and see my second post above for my thoughts on one of the scenarios.

For example, that could be the base game, and there could be a "Journey to the Center of the Earth" expansion or spinoff (a la Hunters and Gatherers) where the mechanics are the same but instead of collecting treasures you are fleeing Dinos and uncovering lost cities... in this case the player to get to the Center of the Earth first gets the bonus, but the scoring is for finding more cities or something.

Just exploring the caves sounds like there's not enough to it for a game. I suppose the players could be charged with mapping a new cave system, so the more "rooms" you find (as opposed to just tunnels, a room would be a completed cave room- in the way a ciy is a closed group of city tiles in Carcassone). So you score for finishing a room. This sounds to me almost exactly like Carcassone Light.

- Seth

Dralius
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CGD1 Theme: Spelunking

I think that exploring the caves would be a good theme and having a story to tell when you get out would be a good goal. Story elements could be collected by entering new cave tiles or specially marked cave tiles and getting cards. Players could decide before hand the min # of cards and story pts required to win giving the game time flexibility. Just to make it more social the player would be required to read off their story from the cards to win.

As for the look and feel of the game it might be a good idea to have a vote after every one has had time to put in their two cents worth.

The obvious ones are

Jewels Vern
Indiana Jones
Laura Croft
Alan Quartermain
and the Harty boys :lol:

Anonymous
CGD1 Theme: Spelunking

I'm definatley more interested in a unique theme; traps and treasures has been done an aweful lot. So far I think Jules Vern or realistic/sport appeal to me the most.

sedjtroll
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CGD1 Theme: Spelunking

The thing about treasure is it's an easy reward. The thing about Traps and Treasures is that it balances out the possibility of getting the reward with the possibility of something bad happening.

In order to have a decision in a game, there has to be the possibility of some good result, and the possibility of some bad result. Otherwise it's an automatic "yes" or "no" - the easiest way to deal with that is treasure and traps.

- Seth

jwarrend
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CGD1 Theme: Spelunking

Note: I'm breaking FastLearner's rule about only talking about theme, partly because I think theme and mechanics are interwoven concepts in this game...

sedjtroll wrote:
The thing about treasure is it's an easy reward. The thing about Traps and Treasures is that it balances out the possibility of getting the reward with the possibility of something bad happening.

In order to have a decision in a game, there has to be the possibility of some good result, and the possibility of some bad result. Otherwise it's an automatic "yes" or "no" - the easiest way to deal with that is treasure and traps.

This may be the easiest way, but not necessarily the only "easy" way. For example, you advocated a deck where you might draw a treasure or might draw a trap. That's one way to create tension, but you don't necessarily have to resort to random factors like a draw pile to do it. For example, you could also have the game revolve around visiting "sites of great natural beauty" (nice stalactites or underwater grottos or whatever), and the person who visits the most gets the most points. Presumably, this would turn the game into a route-planning game (how do I visit the most sites?), with perhaps some problem solving aspects (how will I overcome the difficulties presented by the obstacles in my route).

I agree with you that with a decision must come a possible reward and a possible consequence, but these need not be binary (either I'll draw a "good" card or a "bad" card) -- the far more subtle way to do it is to have the reward and the consequence be the SAME thing -- for example, "if I choose Settler, I can take the lone Tobacco plantation, but I won't be able to get that Quarry I want". The possible reward is that the Tobacco plantation will further the player's aims, but the possible consequence is that there might be a situation where a quary is nice to have. So a decision in a game need not be about "good" or "bad", but rather, between "this" and "that".

It may be the case that "traps and treasures" is a simple and brilliant way to evoke the theme you're trying to establish. But there may be other simple ways to establish atmosphere as well. Perhaps, then, I do actually agree with FastLearner that we should not focus too much on "how should the game play" at this point so much as "how should the game feel?"

But again, there are a lot of great exploration games out there, and being cognizant of their systems, themes, and mechanics would be a good move for us, since there's really no point in creating a game system that has already been done, or at least I see no point in that excercise. Again, I'm really concerned that games like Lost Cities, Goldland or Nautilus or Destination Tresor (none of which I've actually played, but all of which I've read the rules for...) have done the exploration thing in spades, and I don't see how we're going to top those. I know, I know, we're not actually trying to create a "better" game, just to create "a game". But doesn't anyone else feel it's a waste of time to create a game just for the sake of creating a game? I got 75% of the way done on my competition entry, then realized that while it was probably pretty ok, I didn't have any interest in actually building and playing it.

I guess my point is that to me, if I was going to create an exploration game by myself, I'd want to identify what aspect of exploration other games have failed to capture adequately. (for example, maybe no game has properly taken into account that aspect of exploration unique to mining where the deeper you dig, the greater the risk of cave-in, or something like that...) Or, I'd want to identify a new mechanical way of evoking the exploration theme. For example, most exploration games probably have a tile-laying element; could we pull of a game that was a bidding game instead? (not really advocating that, just attempting to show how my process works...)

I'm afraid I can't be terribly more helpful in this, but I guess what I'm trying to articulate is that when people say "I think we should make a Jules Vern-themed game" or a "Lara Croft-themed game", that doesn't say anything to me. To me, I want to know what ASPECTS of exploration the game is going to evoke. That's partially a mechanics issue, but it's also a theme issue. In Lord of the Rings, to say "the theme is Lord of the Rings" is not descriptive of anything at all. Better, to me, to describe the ATMOSPHERE the game creates -- "you feel like you're about to be caught at any moment, and the whole quest hangs by a thread". So I think the more foundational, or at least more interesting, question than "what ought the theme to be?" is "what EXPERIENCE do we want the game to provide?"

Just some ramblings...

-Jeff

sedjtroll
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CGD1 Theme: Spelunking

jwarrend wrote:
what I'm trying to articulate is that when people say "I think we should make a Jules Vern-themed game" or a "Lara Croft-themed game", that doesn't say anything to me.

I assume a "Lara Croft" theme implies searching for an item while fighting off dangers (like Dinosaurs or something), perhaps with a puzzle type board or tile system... while a "Jules Verne" theme implies uncovering a variety of different things- no combat and no physical treasure, just finding various "virtual items (sites or whatever) and then getting to a specific location.

On that note, an Indiana Jones theme would be similar to the Lara Croft theme, maybe with rival archeologists rather than dinosaurs.

- Seth

FastLearner
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What I mean by "theme"

So, here's what I mean.

A true spelunking game would be focused on exploration and discovery. If there was such a thing as competing spelunkers in the real world they'd be racing to get through difficult barriers and through dangerous areas in order to reach new and interesting locations. Real world spelunking is about having the right equipment and team that can overcome things like steep cliffs, underwater passages, deadly gas, and narrow crevices. In a game it's likely that players would either need to receive points for overcoming barriers or would be in a race to overcome the same barriers as the other players.

In an Indiana Jones game, assuming it involved caves (since that's the theme) the players would likely be working to disable or avoid traps, searching for specific relics. There's a fair chance that such a game would include some form of "keys" used to open "doors". Each player would likely represent a single archeologist/explorer, and would likely battle various threats such as animals and people.

A Lara Croft type of game would be pretty similar to an Indiana Jones game, though Lara's big things are being super-acrobatic and shooting stuff. She uses things like boats and jetskis and jeeps and such to move around, so those would probably need to be worked in somehow.

A Jules Verne Journey to the Interior of the Earth game would more likely mean that the caves themselves aren't terribly meaningful but the dangers would be, things like dinosaurs and weird underground people and such. I can imagine each player having a small team with each member having a speciality for overcoming certain hazards, but who also end up in danger (captured by an enemy, etc.). This type of game would probably focus more on the team than on the caves.

I'm sure there are a variety of other types of "spelunking" themes as well.

While each of these have things like equipment and dangers, to me at least each of them brings up very different kinds of gameplay. That is the sense that I'm referring to the theme, and it clearly ties in with what Jeff wrote.

What's key to me is that without some idea of what we mean by "spelunking" we're going to be all over the place with mechanics and we'll spend a lot of time telling each other why we think our ideas are good and some others are bad, all because we're not trying to make the same type of game.

So... theme. Any preferences? Thoughts on why one might be more exciting than another? Some of that has already been touched upon above, but are there any other stronger opinions about what type of theme (and therefore "experience") would be best?

sedjtroll
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Re: What I mean by "theme"

FastLearner wrote:

So... theme. Any preferences? Thoughts on why one might be more exciting than another? Some of that has already been touched upon above, but are there any other stronger opinions about what type of theme (and therefore "experience") would be best?

I think it's clear that I am in favor of the Indiana Jones style theme. The beginning of Raiders of the Lost Ark- that's the kind of experience I'd like this game to supply.

As another idea (though I like Jones better), Goonies might offer a decent theme... that's sort of a race through unexplored caves, toward a particular treasure... one group vs another.

doho123
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CGD1 Theme: Spelunking

The only differnce I can see between
indiana Jones and Goonies are the characters on the artwork.

The other ways I can think of would be:

Mining for precious materials (even though you could say that it's treasure) or

Actually racing to claim cool cave features to open your cave to the public as a tourist trap. This to me, is a more literal translation of Spelunking, since that's about exploring the cave for a cave's sake. Any other treasure race just seems to be a dungeon crawl to me.

sedjtroll
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CGD1 Theme: Spelunking

doho123 wrote:
This to me, is a more literal translation of Spelunking, since that's about exploring the cave for a cave's sake. Any other treasure race just seems to be a dungeon crawl to me.

Yeah, well Real spelunking isn't exactly competetive ;)

I had an old nintendo game called Spelunker, it was about jumping over rocks and things, riding little elevators down a cave, collecting keys to get through doors, running away from random baddies, and if I recall correctly, collecting some kind of treasure. It was also a pain in the ass because if you missed your jump by a fraction of an inch, you had to start the whole game over practically.

- Seth

jwarrend
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CGD1 Theme: Spelunking

Since we're obviously not shying away from proprietary material (which I agree with wholeheartedly), let me also enter as a possible theme The Mines of Moria. Most likely, the best way to do this would be to have players be marching through the Mines, looking for gems/mithrill/etc, but trying to avoid the various perils that await them. Alternatively, they could be the Fellowship, just trying to get from one side to the other. Or, they could be trying to find the quickest way through, yet that may not necessarily be the least dangerous. Or, perhaps this is Moria in its hey-day, before the orcs took over, and players are either trying to mine for Mithrill (which has the risk of awakening the Balrog, which ends the game), or maybe they have to trade with the nearby peoples, each of whom accesses the mines through a different exit.

This one could go in a lot of different directions. Feel free to modify it as you see fit!

-Jeff

Scurra
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CGD1 Theme: Spelunking

I think that I'm clearly in a different thought pattern to most people here, in that I'm still not convinced that a fixed "theme" is the best way to go at this point.
I really do think it would be useful to establish a basic format for the game before we start discussing specifics.
For instance, it seems evident that the general feeling is for a tile laying game with a moving dobber too (rather than a simple Carcassonne style "claiming" mechanism.)
Would this be accompanied by a card deck (or two!) to represent the hazards, or would they come from the tiles?
Is the "hazard passing" (whatever hazard it happens to be, from dinosaur to rock fall!) determined by die roll, card play or what?
There seems to have been discussion that it should be a "cross the board" type of game - is this the common feeling? Or is it an "into the middle and back" game?
Is it going to be a constrained game (lay the tiles on a board) or free-form (attach them wherever you can)?

I think that agreeing on these things will make the next stage much easier (especially as I'm still pushing for the "generic" system that will allow us to attach different styles of game on top :))

doho123
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CGD1 Theme: Spelunking

Quote:
Yeah, well Real spelunking isn't exactly competetive

Yep. I guess it's more about challenging yourself than others.

Anyway, since I usually like trying to do the un-obvious when it comes to games, here's just a rough outline of a direction that I would go in:

Eech player is creating his own cave system to open up to tourists. Each player has a board to place tiles. Various tiles have either A)high scoring cavern features but only one edge of access to a neighboring tile B)low or no scoring passageways, but 3 or four edges that can branch off to other tiles or C) tour trap features (concession stand, boat tours, giant climbable dinosaur) and D)tourists.

XX amount of tiles are revealed face up, there's some sort of bidding mechamism for the players to select the order in which the tiles are taken. There is one cave 'enterance' on the player's board. Players can place cave tiles anywhere on his board, but scoring tiles only count if they can be traced back to the enterance. Once a cave tile is placed, it cannot be re-arranged. Tourist trap features score bonus points and do not have to sit on the board. Any tourist tiles that is taken by a player triggers a scoring round for all players, with the player who takes the tourist tile getting a bonus.

Game ends when all tiles are exhausted, or maybe when all tourist tiles are revealed from the deck.

jwarrend
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CGD1 Theme: Spelunking

Scurra wrote:
I think that I'm clearly in a different thought pattern to most people here, in that I'm still not convinced that a fixed "theme" is the best way to go at this point.
I really do think it would be useful to establish a basic format for the game before we start discussing specifics.
For instance, it seems evident that the general feeling is for a tile laying game with a moving dobber too (rather than a simple Carcassonne style "claiming" mechanism.)
Would this be accompanied by a card deck (or two!) to represent the hazards, or would they come from the tiles?
Is the "hazard passing" (whatever hazard it happens to be, from dinosaur to rock fall!) determined by die roll, card play or what?
There seems to have been discussion that it should be a "cross the board" type of game - is this the common feeling? Or is it an "into the middle and back" game?
Is it going to be a constrained game (lay the tiles on a board) or free-form (attach them wherever you can)?

I think that agreeing on these things will make the next stage much easier (especially as I'm still pushing for the "generic" system that will allow us to attach different styles of game on top :))

I think I am starting to agree more with FastLearner that some idea of what theme we want to use would help guide these choices. For example, an "into the middle and back" game would be cool for a "journey to the center of the earth" style game. Maybe the "board" is a cross section of the Earth, and there are various entry points, each of which brings a different set of risks/rewards.

If we're going with an "Indiana Jones" game, a "treasure card pile" makes a lot of sense, whereas if it's a "straight-up spelunking" game, then it doesn't make as much sense. So, the theme might really help us not have to sift through a stack of 2000 possible mechanics.

To me, though, I still think the more ultimate question is "what kind of experience should the game provide?" I recognize that sometimes, it makes sense to go "theme-first", which is what I usually do -- "I want to make a game about Archaeology", e.g.

But in this, I think "experience first" would really guide our choice of theme AND mechanics. FastLearner tried to start this discussion, but I don't know how far it got, so let me resurrect it.

As I mentioned in the GDW, I like the rating system from a games journal article on "game alignment", which rates games according to three categories. I like games that meet the following criteria:

Light - - | - - Heavy

Chaos - - - | - Control

Abstract - - | - - Themed

where the indicators can all move to the right but preferably not to the left.

I propose that we take a poll where we indicate our preferences for these categories, and it will tell us a lot about the game we're looking to make. For example, I could see "spelunking" ending up pretty abstract; I can see Indiana Jones being very themed and potentially very light.

Anyway, I think the experience we're looking to create is the basic question we need to address before we can talk on the same level. Seth is strongly advocating a "draw a treasure card" mechanic, which is going to be very luck-heavy. Is that ok with everyone, or do we prefer something with more control, in which case maybe a route-planning game would be more appropriate (and that might work better with "spelunking" than Indiana Jones).

-Jeff

sedjtroll
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CGD1 Theme: Spelunking

jwarrend wrote:

"draw a treasure card" mechanic, which is going to be very luck-heavy.

I still have a problem with this being called Luck-Heavy. Although the cards are not the same (obv.) in any stack, it's not a complete mystery what you are going to get, because you know what kinds of cards can be found in each pile (I'm talking about my prior suggestion here with the three draw piles, each with a different risk/reward ratio)- also you don't HAVE to draw them, it's a choice to be made.

Thematically, if you go sifting around through a pile of bones, you MIGHT find some dudes wallet. Or you might find a nest of rats or a skeleton key or knife or lantern. Or you might just find more bones. If the theme is "diving into caves in search of X" (which it appears some people like and some dont) then implicit in the search is some randomness of what you'll find. I think my proposed system actually takes some of the luck OUT of the equation.

At any rate, I rather liked Doho's suggestion. I don't know if I'd like the game as much as the Indiana Jones style treasure hunt/race which to me feels like more direct competition- though admittedly less strategic and less "german style" than the proposed tourist trap game. The tourist trap sounds like a very solid idea.

Perhaps we could go through the process and develop both a german style Tourist Trap business simulation as well as a Family style Treasure Hunt/Race with the competing Archeologist theme.

- Seth

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CGD1 Theme: Spelunking

Doho123's Tourist Trap game idea (name added by me, so if you don't like it, don't blame him :) )

doho123 wrote:

Each player is creating his own cave system to open up to tourists. Each player has a board to place tiles. Various tiles have either A)high scoring cavern features but only one edge of access to a neighboring tile B)low or no scoring passageways, but 3 or four edges that can branch off to other tiles or C) tour trap features (concession stand, boat tours, giant climbable dinosaur) and D)tourists.

I like this idea a lot. How would the scoring be shown? Would there be a number on the tile itself? Or maybe a 'number of stalagmites/stalagtites' where the scoring is like 1 pt per Stalagtite or stalagmite, 2pts per column (where they grow together), 3pts for rock bridge or underground spring...

Quote:
XX amount of tiles are revealed face up, there's some sort of bidding mechamism for the players to select the order in which the tiles are taken.

This makes me think of Evo, I think that bidding system could be used here (bid VPs).

Quote:
There is one cave 'enterance' on the player's board. Players can place cave tiles anywhere on his board, but scoring tiles only count if they can be traced back to the enterance. Once a cave tile is placed, it cannot be re-arranged. Tourist trap features score bonus points and do not have to sit on the board.

I like this as well. Maybe the board has three (or X) Slots for touristy stuff, and the touristy stuff gives you a bonus. End of game signaled when one player fills up the three slots?

Quote:
Any tourist tiles that is taken by a player triggers a scoring round for all players, with the player who takes the tourist tile getting a bonus.

I'm not familiar with this type of scoring system, but it sounds awkward to me. I guess there are games that do that, but I've never played them. I think I'd say just score at the end of game like Carcassone. Similarly, you could score a few points in the midgame by completing a "cavern" (which could be defined as a section of tiles that is enclosed except for passageways (a passageway is like a tunnel out the side of a tile, as opposed to the whole side being open cave)).

What do we think of this one?

- Seth

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CGD1 Theme: Spelunking

sedjtroll wrote:

I still have a problem with this being called Luck-Heavy.

Luck/randomness in a game isn't necessarily a negative. It's just part of the experience. As you say, if you go sifting through a pile of bones, maybe you find something, maybe you don't. Any game system to simulate this is going to involve luck of the draw. You may have clever means of suppressing that, but it's still going to involve random factors. And that is totally ok. It's all just a question of whether people want chess, which is 0% luck, or candyland, which is 100% luck, or something in between.

Quote:

At any rate, I rather liked Doho's suggestion. I don't know if I'd like the game as much as the Indiana Jones style treasure hunt/race which to me feels like more direct competition- though admittedly less strategic and less "german style" than the proposed tourist trap game. The tourist trap sounds like a very solid idea.

It sounded very similar to something I'd heard of before, then I remembered what it was: Doho's own Yellowstone game! Doho, isn't this similar to your already-fully-developed idea? The only differences seem to be that players are working on their own boards rather than a "common" board, and instead of bidding for action order, you're bidding for specific tiles. (which probably doesn't work thematically)

I am all for a straight up spelunking game with a tourism slant, but let's be sure we don't just redo Doho's game...

Quote:

Perhaps we could go through the process and develop both a german style Tourist Trap business simulation as well as a Family style Treasure Hunt/Race with the competing Archeologist theme.

2 games? Wow, I must admit, you guys are way more ambitious than I am.

By the way, could someone explain the difference between a "German style" game and a "Family style" game? I could see that some themes are unpalatable for "family-friendly" play, but is there something that people mean with respect to mechanics that a game is "Family style" in some way in distinction from "German style"?

-J

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jwarrend wrote:
2 games? Wow, I must admit, you guys are way more ambitious than I am.

Well, since we're like 1/2 way there already...

Quote:
By the way, could someone explain the difference between a "German style" game and a "Family style" game?

I don't know about standard practice, but in my opinion a "German style" game is something like Puerto Rico where you make a lot of choices which best benefit you. There's interaction, but often indirect (sometimes direct, like Settlers trading). Sometimes I associate this with people quietly looking at the board all game, thinking about their play.

Family Style would be more like Monopoly or something. Maybe "lighter" in general, faster paced, less strategic (though not necessarily Candyland), and more... fun? That doesn't sound right- I have fun with deep strategy as well. Maybe one that looks like more fun to the guy sitting across the room while the game is played.

Does that make sense? So I equate German style to heavy/strategic, and Family style to Lighter/less strategic I guess.

- Seth

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CGD1 Theme: Spelunking

sedjtroll wrote:

Does that make sense? So I equate German style to heavy/strategic, and Family style to Lighter/less strategic I guess.

That might be the right way to see it. At the least, it tells me what you meant by your comments, thanks!

This of course is complicated by the fact that some designers, like Knizia, eg, have designed "kids' games" like Katzenjammer Blues and Honeybears which, while "light", are still very "German", in the sense of the kind of decisions a player must make.

So to me, I guess I've always thought that German and Family are adjectives that can actually go together; I've never thought them to be exclusive. But I don't have the market cornered on the terms, so I was just curious if other people were using them differently than me.

As long as we all know what we each mean, doesn't really matter...

-J

FastLearner
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CGD1 Theme: Spelunking

Some great discussion here. I don't have a lot of time right now, so let me just say that I think it's very, very important that we only develop one game right now. Once we work through that process and get the first game under our belt there's nothing that would stop us from going back a few steps and doing a "CGD1.5" where we develop the other cave idea if we want to. As the guy who's supposed to be sort of "riding-herd" on this project, I very much only want one project to be helping to manage.

sedjtroll
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CGD1 Theme: Spelunking

FastLearner wrote:
I think it's very, very important that we only develop one game right now.

Fair Enough. I figure by the time we're done with one, there will be a lot of good starting points for other ones.

On that note, are the other CGD (pre-vote) threads available somewhere?

- Seth

hpox
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CGD1 Theme: Spelunking

sedjtroll wrote:

On that note, are the other CGD (pre-vote) threads available somewhere?

Yep, in the Collaborative Game Design Sideboard

sedjtroll
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CGD1 Theme: Spelunking

hpox wrote:

Yep, in the Collaborative Game Design Sideboard

I clicked that and got "The forum you selected does not exist"

FastLearner
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CGD1 Theme: Spelunking

sedjtroll wrote:
hpox wrote:

Yep, in the Collaborative Game Design Sideboard

I clicked that and got "The forum you selected does not exist"

Oops, sorry about that. I'm surprised no one said anything earlier.

It's fixed now.

Oracle
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CGD1 Theme: Spelunking

jwarrend wrote:
Since we're obviously not shying away from proprietary material (which I agree with wholeheartedly),

I'm not sure what you mean by proprietary material. I wouldn't want to use Disney material because then if we develop any sort of audience, we'll get sued. I would also consider Journey to the Center of the Earth and Moria (if it's what I think it is) to be proprietary but they're public domain.

The good thing about propietary material is that it will give the game a more familiar feel so more people will be interested in trying it, so we should definately use something.

FastLearner
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CGD1 Theme: Spelunking

Journey is in the public domain, but Moria is part of The Lord of the Rings and is copyright the Tolkien estate.

Other than Journey the other themes would just be theme "concepts" -- we certainly wouldn't want to use the names. I used them more to describe the type of adventure than anything else.

So... if this thread isn't working because we're not discussing mechanics too much, let's add mechanics to the discussion. I'm not at all convinced it's a good idea but my goal is to help guide the process, not "run" it. :)

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