The Background:
I have been playing around with a game design that focuses on exploration with the goal of achieving a level of wealth. To do that, the theme sets you in the ancient middle east, searching for a lost treasure of gold, or mechanically speaking, finding a specific tile. However, there is the option to construct work huts or settlements, to produce/collect various goods and sell them. This will give the player various paths to victory (Exploration for a large payoff vs developing in one area with steady payoff or a little of both).
My Dilemma:
When playing the game, the feel of discovery wasn't there. It more-so felt like resource management, mixed with worker actions, and a hint of exploring.
I currently have different piles of tiles (1-5), every time you draw a tile, it contains a different terrain but also tells you which pile you can draw from when you explore from this location. Some tiles keep you in pile 1, others let you move to 2, some may send you back a level, and so on. This ensures you cant find the best spot on the first turn, and that you need to work for the exploration. But it is still just randomly drawing tiles. You can draw the best 5 tiles in a row and end up reaching the goal. (This doesn't mean you will win the game, but it will give you a good advantage).
The feeling of exploring and making a intelligent decision based on what you have found isn't there.
I am trying to develop a game mechanic that allows players to explore the map by tile placement, but rather then exploring by simply drawing a random tile, hoping to find something good, they made strategic decisions to lead them to a better location.
I was thinking of adding an additional layer to my current piles of tiles. (That sounds funny... "piles of tiles") The player chooses which route to take, and will decide, based on the terrain that is revealed, if that is leading him to the treasure. Obviously, players will have to be acquainted with the terrains that lead to the treasure. The piles of tiles will have to be in multiple groups, so that they can be rearranged each different game into different routes. (This would be to make sure there is replay-ability)
To Sum Up:
1) Does anyone know a current mechanic where choice & decision plays a larger role in the exploration of a hidden map? With the goal of reaching a specific point?
2) Am I Over thinking this dilemma?
Thank you for your responses.
It almost sounds like the players need a map or clue book to guide them; for example, the Lost Gold is past the oasis, over the dunes, near the rocks. The players are then looking to lay tiles that complete this pattern?
Sorry, this is kind of an incomplete idea, but it does seem like the players need info on the tiles that can tell them where they could go and an independent source of information that tells them where they should go?
2) Depends :) - is your game solid even with the missing exploration element? If what you have designed is good, it may not matter if the exploration element isn't quite what you were wanting.
I was thinking that, adding some sort of general knowledge, that either changes or stays consistent, so players have a guide to help them find where to go.
Yes, i know, it is incomplete. I think maybe i am trying to work with just board tiles, rather than also incorporating a different element to give information, like cards.
I do think the game is enjoyable without this exploration mechanic i am searching for. But, i guess my original vision for the theme will have to be adjusted since it doesnt represent the theme as correctly as i would like. ... Or hopefully i can figure this out to my liking....