In my current design, there is a risk for AP (analysis paralysis) due to complex decisions.
All actions are programmed simultaneously by players, which reduces the impact of AP somewhat, as players experience it together. So if two players in a game struggle, they struggle at the same time instead of separately, which potentially halves time in the game just spent thinking.
I was thinking about this- are their ways to further reduce AP without sacrificing deep choices in a game?
It occurred to me that many games actually tackle this- mostly party games with a sand timer
Then it occurred me games like Chess ALSO use a timer. In fact the timer in (rated) Chess is integral to the game. All, or at least most, sports use timers inbetween plays or for time outs...
Imagine a 4X or dudes-on-a-map game you've played before. Would a timer pull away from the immersion of the game do you think? Is part of the joy being able to carefully ponder with no rush?
Since my game is simultaneous programming- the way I envision this potentially working is the first player who finishes assigning all their actions flips over a sand timer. Any player that doesn't finish assigning their actions before the timer is out suffers a penalty. That way the timer length will scale somewhat to the complexity of the board, as it's based on the shortest thinking time, not always a set time.
In some ways this could potentially add to immersion- if you imagine in a war or skirmish setting a quick decisive decision could mean the difference between success and defeat.
What do you think? Would this pull away from immersion, add to it, or is it neither here nor there?
This would be pretty easy to test, and I will at my next playtest, I'm just curious to get some initial impressions from you all.
let-off studios
Your suggestion was actually my first idea. My idea was to only incorporate a penalty for the last player- that way the swingyness of this particular mechanic wouldn't be that great.
I suppose I envisioned people slamming fists on the table to quickly identify they were done before someone else and knocking everything over. Or arguments breaking out over what exactly constitutes a "close tie."
I came to the conclusion of a timer of sorts as that would give a definitive end to a round- even if it was inaccurate, all players would be subject to the same inaccuracy every turn so it wouldn't be "unfair."
But I also don't like the idea of added components. And I think sand timers conjure images of charades or some other team party game, which I don't want to do.
And honestly my game doesn't have worse AP than any other game, probably better than some. I was just trying out thought experiments of how to reduce playtime on a longish game without cutting the actual game play.
Side note-
I'm fascinated with your chess variant ElKobold. I play regular chess a lot. Did you just come up with that or have you heard of that before?