Hey all-
Please read and let me know if you have input...
BACKGROUND
I've been on a 3 month break from game design, but getting back to it now. I took one of my games, Leaving Earth, to GenCon this summer and had a lot of interest, especially from Rio Grande, but their one worry was that there was a bit too little player control. Jay and I discussed how we both love games with blind bidding (like Aladdin's Dragons), but that some Rio Grande players complain about such games because they lack absolute knowledge of what is going to happen. My game depends heavily on blind bidding, and I'm wondering how I should try to decrease it to potentially satisfy RGG customers...
BASICS OF LEAVING EARTH (as of now)
The game is played over a number of rounds. Each round, you divvy up your money between five potential action spaces (and probably save some money too). The amount of money people has varies depending on the income their ships generate, the amount they've saved, and any special cards they may have played. So, everyone takes their money and places a face down bid on each of the five actions (you may bid zero).
Then, everyone reveals their bid for the "fleet admiral" space--this determines who wins ties on other bids, gives the ability to select the order of the rest of the turns actions, and gives a small resource bonus. Once this is settled, the newly elected "admiral" picks which of the other four actions occurs first (this works a little like Puerto Rico)--everyone then reveals their bid for that action, and the winner gets the best version of the action, whereas the lowest bidder gets a weak version of the action (or none at all). There is an element of screwage here, as some actions involve collecting resources, and others spending them. So, if I have lots of resources, I will pick an action that involves spending them, whereas if you have none, you'd prefer an action that collects more.
This is just the most basic of overviews. I could go into more, but don't want to bore you...
IDEAS FOR ALTERATIONS
I have lots and lots of ideas, here's a few that you can comment on, add to, or dismiss...
(1) Eliminate the dynamic phase order, so the actions always occur in the same order.
(2) Eliminate the "fleet admiral vote"--tie breaks could rotate, or even be eliminated (so all tied people get equally good actions)
(3) Completely eliminate bidding and move to more of a worker-placement mechanic (i have a vision of how this would work, but then...why play this game? it's no longer unique)
(4) Eliminate money--instead everyone has an equal number of priority points that they allocate towards actions. This eliminates one source of randomness that you have top pay attention to (i.e. other people's stockpiles)
These are just the tip of the iceberg...but I'm wondering what you all think about this issue--how much should players have absolute control? I like the sense that the values of the different action keep changing and dpend on your awareness of how much others value them. Let me know what ideas you have...
Thanks!
-gabe
These are really helpful y'all! A bunch along the lines I was already considering, but i especially like the idea that if you bid at least X you are guaranteed at least Y.
Regarding Worker Placement--I'm not seriously considering that. As you said, it would be a different game. I've figured out that what I like in designing games is designing ones where values are not fixed--where player interaction changes the values of objects, actions, etc. And, while that may work in worker placement, that ain't this game.
Finally, on the dynamic phase order--it makes a HUGE difference in the game. Because of it's importance I am both loath to remove it, but at the same time, I think it may be necessary. Here's why it has such a huge effect: Two of the most important action phases are mining (where you gather resources) and building (where you spend resources to get new ships). Because of the way the actions work, some players will start a round with a bunch of resources (because they didn't get to build last round or they just mined) and others will start a round with almost no resources (because they just built a ship or didn't get much from mining). So, if I have a ton of resources and you have none, I will pick building and you are SCREWED. On the other hand, if your ships are full of resources (they have a limited storage capacity), and mine are empty, I will pick mining first, so I gain and you do not. In the end, this means that the bidding competition on "fleet admiral" is INTENSE! It's actually really interesting in playtesting to see how different groups end up valuing it differently...but usually by the end of the game, 2 or 3 players are bidding outrageous amounts on it, as their plans depend on controlling the phase order.
So, given that, you can see it's a really interesting part of the game. However, it is also one that can make players feel that they don't have much control. For instance, if I bid 10 and you bid 11 (both huge bids), but we have opposite agendas, I may end up with a mostly wasted round (and this is a game played in about 7 or 8 rounds). So...do I eliminate dynamic phase order so that people know what they are working with more or do I keep it because it's another level of strategy and the intensity of it is a challenge???
Thanks for the input!
-gabe