The game I am currently working on finds players in parallel universes building teams of physicists and engineers in an attempt to cooperatively build a device that will stabilize the portals that allow them to communicate. As they work on parts of the device in their local world and attempt to link it to the other players' parts of the device they do irreparable damage to either their local world or the entire multiverse. If the device isn't completely built and activated with links to all worlds before the multiverse's damage threshold is reached the portals will close and all hope of inter-world communication will be lost forever...the game is over.
My initial desire was to start with players having no communication and gradually gaining communication levels by completing parts of the device. My thought was something like this...First they gain the ability to communicate strategy with no actual cooperation, then they gain the ability to figure out the total local and multiverse damage that has been done and later they can share all data and help with the devices of other worlds.
The issues I ran into involved managing varying levels of communication among the players. Then I just wasn't sure if people would stay engaged in a game that started out solo and wasn't necessarily interactive until the end phases. Currently the game is in very early play testing with a version that starts with players having full communication but still need to advance their portals to allow coop work on parts of the device.
I'd love to hear your thoughts. Have you played other games that include periods of little to no communication...were they fun? How was the concept executed?
A great game where communication is limited by nature of the game is Hanabi,
Ordered! Thanks for the heads up.
I like the idea but the catch is that I don't want anyone else to see the answers to the question if they don't have the appropriate communication levels. Along these lines, I thought about making the game card based so you could just pass the other player your cards but that would change other things I like about the game.
It would be cool if you had a little visual shield that hid what you've done from other players too, that way they can only know so much. perhaps every end-of-round, you can update the universe destruction counter?
Good call! :) I think this may be the way to keep some of the mechanics I really like but balance the amount of information being shared.
I like the idea of communicating on specific players' turns