This is a pretty broad topic, basically discussing intuitive ways for resource managing or collecting games. A problem I often find is that resource collection tends to really take away from the pace of a game, even though it may be vital to gameplay. This is especially true in games that are related to empire building kind of things.
For me, one of the best solutions has been to have a system similar to SoC, where players are able to collect resources, even when its not their turn. This really helps to keep people focused on the game and not bored.
Except I still have problems when it is high amounts of resources to be distributed. Right now I am working on a kind of Empire/Financial/Wargame/Economic Simulator/RPG thing. I guess its alot of genres kind of mashed together into one epic game that is great, but moves a little slow. The problem is that each person, on their turn, collects resources based on territories, factories, and population that they own. This part of the turn is what I dislike the most in the game because it isnt really streamlined very well. Im trying to think of ways to make it much cleaner, easier to calculate and faster. Maybe a way that only certain territories produce, depending on some condition. I am considering modifing the whole game so that everyone's turn is at once, similar to Diplomacy. But there would still be the problem of a massive resource disributing phase. Id just like to finish by saying that obviously this is not a game aimed at the average American Family. It is for people who enjoy setting aside the better part of a day on 1 wargame. Small Audience, but it is there.
Interested to hear your thoughts.
Thanks for all the great replies, really helped jump start my mind. I really do appreciate being able to hear from people who clearly have far more experience in this field that I am still relatively new to. I definetly am getting past this mental block on resource distribution, and am working on a way that uses a few different elements and should be really interesting to try out.
Here is more background info more about the development process rather than the game itself, if anyone is interested, if not skip ahead to the numbers below. It goes back to before I was introduced to higher gaming than what I find at the local Walmart. Because for me my "Gateway" game was really modding my Risk game. Eventually I decided to look up other people's varients and then stumbled onto BoardGameGeek.com. It was really a big eyeopener and showed me how vast board games can really be. So anyways I have a couple friends really into military history and that sort of thing. We had been playing Risk games long before I knew anything about Euro types of games. After I started explaining to them about the flaws in Risk, we slowly started making modifications that eventually faded out the actual Risk rules. Eventually I decided that I would write down all of our mods in a Rulebook format. We then began mixing in various elements from other games we have played, and had some long discussions about the mechanics and fundementals of the game. So really what we had was an unorganized mess of a bunch of themes and mechanics that we enjoy, all tying together to some degree. We knew that noone would play it but us, we loved it though. Kind of like an inside joke that no one else understands, but you like it because its yours. So this has always just been this quirky weird game that we played just a couple times a year. Ive since done much more game designing, but recently (past 6 or 7 months) Ive decided that it would be fun to take the core idea of a big genre mashup and rewrite the entire thing into something well-thought out and makes sense from a Game Designer's perspective. We are in the very early stages still, when I look at how many things need to be worked out. We still have playtested it within only our group, me being the main developer, with the others being more like advisors maybe. It flows very nicely now compared to before it was rewritten, and has made a lot of progress from previous versions, but still has some major flaws to be worked out.
So really whether or not you read the above, just understand the following:
1) Right now, this is not close to any sort of Publishing
2)When I feel I have a finished product, it would be self published and sold through online mediums
3)I understand that may people would be turned off pretty quickly by the complicated nature of it
4)I like to think of this as a self-test of my mediocre development skills
5)The Game is being developed in a group setting, with me as the main developer/designer
I'm having a hard time figuring how (or how much) you are going to playtest a game that lasts a whole day. Please, tell me it isn't a 2 to 6 players! You know you shoud make a minimum 15 PT sessions per player setup of your final version, right?
I understand the obvious problems you see. I would like the final version to be cut down to an average time of around 4 or 4.5 hours. Still long, but that is almost what the game is aiming for. Every game really does end up in story worth talking and laughing about months or years later. It is quite unstructured, where players have alot of reign in what they can do, and basically tell a story through the game. There are many different routes a play could take, with different endings. Because of that the game naturally ends up very long. Which, of course, has a limited audience who like that kind of thing. Anyways, you are absolutly right. Playtesting has been a concern in the back of my mind. I am working on ways to bring the focus onto specific modules for the testing, which I think would aid alot in making the PTs work better and help the overall development process. Also, like I said above, I would aim to self publish it. I can't picture any of the big publishers taking a shot on this, just because it doesnt make sense as a financial investment because of the small audience, complexity, small profit margin etc. I would also make a sort of "lite" version for the more casual gamer, or to someone who just doesnt have time. So Id probably start off with around 500 copies and see how I can do with online retailers. I would also make a sort of "lite" version for the more casual gamer, or to someone who just doesnt have time. Again, from a pure business point of view, this isnt my best game. But I really enjoy seeing where I can go with it.
I appreciate all the input so far.