Skip to Content
 

Thoughts on a dice-y game with a Business theme

8 replies [Last post]
Northburns
Northburns's picture
Offline
Joined: 09/28/2011

(I was pretty uncertain on the correct sub-forum for this post. I think that the description of this subforum holds the thing I'm after: "... Anyone want to help me brainstorm?")

I'm currently on-and-off designing a game, where players control families through several generations. Each family can found new companies and recruit employees from other families. The object of the game is to be superior in as many lines of businesses as possible. I wish to discuss the "Work Phase" with you.
Now, each player can initiate (within certain limits) a "Work Phase", where each company, where that player is the CEO/owner, does work. Each company consists of two cards: Company Card and Salary Card. Company card tells the line of business, how many employees it can have (min/max), and what it produces (mainly "Line of Business" points and money). The Salary card, on the other hand, has a chart, and the CEO/owner throws a number of dice equal to the number of employees and allocates each result to one employee (the idea behind this is, that you could employ only your kin, but that'd mean less companies for you. I'm still working on how to get this feel and work right).
The dice a player can use come from their personal "Dice Raster", which has an unlimited number of d20 dice, and varying amounts of spaces for d12, d10, d8, d6 and d4 dice. In addition, there's spaces for "special dice" (these include: "drop dice (dX)", which you throw and then drop any die from the dice pool, and "modifiers", which are not dice but allow you to modify thrown dice by a certain amount). Each empty space can be filled from other game effects (eg. some salaries may be "gain 2 d{10/8/6} dice", or a Company card could have a static effect "Your count of d10 dice is always at least the number of employees in this company", or something like that).
Now, when a company is "Working", for the salary you check how many dice you have to roll (the number of employees), and take that many dice from your raster (types can be chosen freely). After the roll, any number of specials dice can be used. And for the production, most companies have something they produce based on the amount of workers, but some can be boosted with salary rolls' "goodness" (so you'd want to hire more people than just the minimum, and not just your kin 'cause you want to give lousy salaries to other people. As I said, this hasn't felt quite right yet).

I started thinking yesterday, that even though my intentions are pure with the dice thing (you can always do good, but once you start getting good dice to your raster, you'll do mostly good), I just realized that this might lend itself heavily to wild swings of luck in the early game. I might have to cut down the number of different dice (perhaps just d12, d10, d8 and d6), and perhaps invert them to "bigger number is better" and emphasize on the use of Special dice (in which case, the Production could just use the sum of the "Salary throw" to modify the amount of production gained).

And the reason I'm posting this here, is to fish for comments, naturally :P Does this make any sense to you, or does this sound like fun at all? Do you think that I've overlooked something stupid (Which is totally possible, since I've mostly done "unit-playtesting")? I welcome any discussion :)

Cogentesque
Cogentesque's picture
Offline
Joined: 08/17/2011
Heya Northburns - haven't

Heya Northburns - haven't seen you before buddy, if you are new here - then welcome aboard!! :D

Ok, so whenever any game uses dice, unless you put CRAZY heavy modifiers on it (in which case: do you need dice?) luck will have an enormous potency.

More so if you give them "the ability to be luckier" which is essentially what you are doing to them where they can choose any of their dice from a raster. And as it is a positive feedback system, the luckier you are, the higher your aility to be luckier, the luckier you are - so it would be one of those games which would kick-off at a certain point, leaving other players debating contiuing the game as they may well be "sure to lose" at this point, seeing as my competitor has just landed his 4th D12.

A way where you could balance risk for benefit is perhaps on the larger dice having very negative effects at the upper most limits.

Simple example: D8, on 8 you lose X work line points. So it would be up to Mr Player to use this explosive D8 or hedge bets on play safe on his D6, but this would then deny him the possibility of a 7 on a roll.

We would probably need a little more clear info on it, but I am thinking that this will probably be your sticking point. Can you think of anyway to limit luck early on in the game? By the same token - can you think of anyway to limit luck towards the end of the game? Also, a good piece of advice is to make your game as simple as possible - no simpler, and on VERY initial reading of your post, having different numbers of about 5 different types dice is pretty complicated - is there anyway to base them say, on only D6's - perhaps you could control them a little easier?

Hope Ive helped :)

NativeTexan
NativeTexan's picture
Offline
Joined: 03/04/2009
Welcome to the forum!

I would like to applaud your interest in developing a business-focused game. Those are fairly rare in this space. I would, however, like to raise a fundamental concern. The game seems to lack a natural flow and cohesion between the theme and the mechanics. I get the impression that you: A) Wanted to build a business / economic game and B) Thought that a dice mechanic seemed nifty and C) Figured that adding in the 'multi-generational / nepotism' angle to the business side of the equation would give it an edge. The problem is that it seems to be a rather forced combination.

I would suggest that you step back and ask yourself whether you have a mechanic in search of a game or a game in search of the right mechanic. In other words, do you believe that rolling dice in the manner you have described is an accurate representation of how the numbers play out in a business scenario? While I would agree that the odds of a brand new business succeeding are quite low (95% of all businesses fail within the first year), the odds get considerably better with each passing year. Additionally, do you really believe that the salary for an individual or the productivity of a business is accurately reflected by a die roll? I realize that you are trying to smooth all of this out through the use of a reference card that equates a die roll to the actual value, but that doesn't change the fact that you are essentially reducing "running a business" to "rolling some dice". Hmmm....not a very satisfying feeling!

I think you have two games here. You have an interesting business game that needs some natural and compelling mechanics. You also have a mechanic that is workable, but needs a theme that is more indicative of the 'press your luck' variety.

I hope that makes sense and provides some helpful insight. All the best on whatever you direction you decide to go!

Kyle Gabhart
Driftwood Games
www.driftwoodgames.com

Cogentesque
Cogentesque's picture
Offline
Joined: 08/17/2011
Yup seconding kyles advice -

Yup seconding kyles advice - he is a pro.

But he doesn't mean it in a bad way, not as in "this is shit, you're shit!" thats not at all what he means, he has a very valid point in the rolling mechanic is cool. The business theme is cool. Should they work together? I would intially say no - but time will tell :)

Had any more thoughts on it buddy?

Northburns
Northburns's picture
Offline
Joined: 09/28/2011
Quick reply

Cogentesque wrote:
Heya Northburns - haven't seen you before buddy, if you are new here - then welcome aboard!! :D
NativeTexan wrote:
Welcome to the forum!
I didn't want to make too big of a fuzz about it, but yeah, my membership is only about 12 days old. Thanks for the welcome, and hello everyone! :D
Cogentesque wrote:
But he doesn't mean it in a bad way, not as in "this is shit, you're shit!" thats not at all what he means, ...
Oh, I didn't take it that way, not at all! In fact, you've both given the exact kind of feedback I was looking for. Got me thinking with new perspectives :) In fact, I read your comments, and it got my creative juices flowing like never before. Damn, this forum is great! :D

Cogentesque wrote:
... as it is a positive feedback system, the luckier you are, the higher your aility to be luckier, the luckier you are - so it would be one of those games which would kick-off at a certain point, leaving other players debating contiuing the game as they may well be "sure to lose" at this point, seeing as my competitor has just landed his 4th D12.
Yes, I see now that it is a strong positive feedback system, that feeds on luck and gives more luck in return. The basic idea is something I like, and am happy to hear that it could be described as "cool", but as you both pointed out, it's highly likely that it will feel forced in this theme. I think I'll start thinking of a new game that'd benefit from a mechanic like this, or when this game matures, perhaps find a natural way of embedding it here in some form. But I really like the "exploding in a bad way" dice idea!

Cogentesque wrote:
Also, a good piece of advice is to make your game as simple as possible - no simpler, and on VERY initial reading of your post, having different numbers of about 5 different types dice is pretty complicated - is there anyway to base them say, on only D6's - perhaps you could control them a little easier?
It's totally true that using several different kinds of polyhedral dice could/would make things really complicated. Using just one or two types of dice would make my probability calculations a lot easier, too. (Still a little voice in my head yells "But using all sorts of polyhedral dice at the same time is inherently cool!" :P )

NativeTexan wrote:
I would like to applaud your interest in developing a business-focused game. Those are fairly rare in this space. ... I would suggest that you step back and ask yourself whether you have a mechanic in search of a game or a game in search of the right mechanic.
I see myself having a game in search of the right mechanic. This game idea has been in my head for some time, though it was originally only about agriculture and forestry lines of business. But now that it has evolved into more of a "general business" theme, I really need to study more on the real life business rules, and re-define the scope of my game :)

NativeTexan wrote:
I get the impression that you: A) Wanted to build a business / economic game and B) Thought that a dice mechanic seemed nifty and C) Figured that adding in the 'multi-generational / nepotism' angle to the business side of the equation would give it an edge. The problem is that it seems to be a rather forced combination.
On reflection, you're pretty much spot on with those points. I think I'll just remove the B-point from the equation, and tone down the C-point, and see how this plots out.

NativeTexan wrote:
Additionally, do you really believe that the salary for an individual or the productivity of a business is accurately reflected by a die roll? I realize that you are trying to smooth all of this out through the use of a reference card that equates a die roll to the actual value, but that doesn't change the fact that you are essentially reducing "running a business" to "rolling some dice". Hmmm....not a very satisfying feeling!
Looking back at it now with "new eyes", it seems a little silly to give such volatile salaries, and for the production of companies being so directly influenced by the value of salaries given. I'd like to thank you for the "running a business" thought, 'cause that's basically what my game idea has boiled down to during its lifetime. I should put more emphasis on that. Time to browse Wikipedia on business running, ethics and all that stuff.

NativeTexan wrote:
I think you have two games here. You have an interesting business game that needs some natural and compelling mechanics. You also have a mechanic that is workable, but needs a theme that is more indicative of the 'press your luck' variety.
This sums up my feelings at the moment pretty well. The business game is the way to go, in my opinion. And as it involves a lot more than just waving money at stocks and hoping for the best, I think I'll start experimenting on emulation of those real-life laws and practices in a format that's feasible in the board game medium. I won't trash the dice mechanic. I'll stash it in a binder, and think of a game that'll benefit from it.

Thanks a lot you both, I feel really creative at the moment :) (Sorry I couldn't write a more thourough post. I'll return with new thoughts once I have a bit more free time one of these evenings)

NativeTexan
NativeTexan's picture
Offline
Joined: 03/04/2009
Great attitude

I am very glad that my comments were received in the manner that they were intended. I would never want to tear down someone else's design in a cruel way (until we know each other better at least). :-)

I appreciate your attitude and your willingness to accept constructive criticism. Also, I think it's great that you are going to do some research and go back to the drawing board. Might I also suggest that you do some interviews? Find business owners, business developers, investors, and professionals and quiz them about the experience of running a business. Perhaps a business professor at a local college could give you some insight! Reading about a subject is helpful, but direct human interaction and the ability to have a dialogue about what is involved in running a business is crucial.

I'll look forward to seeing your next iteration!

Kyle Gabhart
Driftwood Games
www.driftwoodgames.com

Northburns
Northburns's picture
Offline
Joined: 09/28/2011
I did some preliminary research!

I did some preliminary studying with the help of Wikipedia, and various sources on the internet (there's a Finnish magazine Taloussanomat, which has an amazing economy dictionary online). Now, I realize that I've only scratched the surface in this field, but I already have some ideas. I'll use this thread to make a small public note of some of the ideas, in the hopes that someone wants to feedback on them and help me brainstorm, and perhaps catch something I've missed :)
(Please note, that there isn't anything "dice-y" in this post)

At the moment, I've taken a gameplay-first--scoring-second -approach to the design (though scoring makes the game, I know). With this I want to reflect that at the moment I try to emulate something, and then study what makes players successful and what actions are fun (ie. what should give players points).

Since a company is an "artificial person" (a discrete legal entity), I thought that maybe all the companies could be in the common play area, and players would try to get their kin in Chief Officer positions in companies to influence them. Different Chief Officers have distinct responsibilities inside companies (and aren't exactly Chief Officers, but more like representatives of whole departments). Companies are competing for major market shares in different lines of business, and players are trying to co-operate inside companies to make that happen (but please note that this is not a co-operative game. Running a business requires co-operation, but the players are still in competitive positions).
Of course, player A could be the Chief Financial Officer in Company X, and the Chief Human Resources Officer in Company Y. This is desired, so that players can act in different responsibilities throughout the game.
There is always a dummy player, which can fill in on missing Officers, and even make up whole companies. (This might be the thing I anticipate the most to design: A some-what competent AI. I'll thank Power Grid: the Robot for this idea!)

I've thought on limiting the scope of the game to companies that provide products/services to the general public (actually, the companies are intrested in the general demand for products, and try to influence the demands with marketing. The companies deal with wholesale, not with retail with its distributions and what not)). The amount of different products/services are abstracted down to a handful of different things (like Entertainment, Accomodations/Food Services, Real Estate, ... Thank you, Statistical Classification of Economic Activities in the European Community for inspiration regarding this and a few other things). These "end-products" also define the different markets, in which the companies are competing. (With marketing companies can influence the demand, but also each company's public image, which is taken into account when the public decides where to buy the demanded product (of course price is a major factor, but goodwill and PR should be taken into account too))

How companies acquire these "end-products"?
In Puerto Rico, the most fun aspect of the game for me, was the creating and tweaking an assembly line, and I'd like to try something like that here (let's hope I can make it work). I'm not saying that all the companies are factories, no. Some will have factories, sure. For example: to create a unit of Real Estate, the company needs a Production Process which creates it. This production process requires staff and buildings (a kind of product) to do business. Another Production Process creates buildings, for example a Construction Production Process (which needs staff, building materials (a product) and safety insurance (a product)) or perhaps another Real Estate (which "buys" existing buildings). (If you think Puerto Rico, and add new "converters" (like Coffee Barrel + Stone == Coffee With Stone), you'll get the idea).
Of course some companies are small, and have only one or two Production Process. Missing Production Processes can be substituted by Outsourcing the Process totally, or by buying the needed "products" from other companies (including Dummy companies). (small recap: Everything that companies handle is a kind of product. Production Processes convert products to other kinds of products. The public is interested in only a small amount of different products.)

To recap, there are products that are in demand. Companies in the game try to supply these demands creating Production Processes. Production Processes require money, staff and other Production Processes. Meeting the demands of the consumers creates revenue and increases the marketshare. Production Processes don't have to be "in house", but can be outsourced or negotiated with other companies. Players are heads of departments in companies, and try to co-operate with other players in the same company, and compete with other players in other companies (with some overlapping between these two groups). Certain negotiations between the company and other companies or the public are handled by certain Officers (for example negotiations for product trade between companies is handled by Chief Procurement Officer (?), and they are responsible in coming to an agreement on the price and other terms of the product trade (if they are the same player, something bad could happen!)).

Now, I realize that here's already a lot of stuff here (and in my notebook! My Google Docs document is 12 pages of links and quotes, and related ideas), and now I must make some tests on the concepts I've fabricated, and see what works, could work, and doesn't work. But this is the jist of the idea I have at the moment.

When thinking of a natural way of determining success in the game, the first thing that popped to my mind was making as much money as possible. That could be achieved by buying and selling shares/stocks. Though I'm not sure if stock market is a natural extension to all this (you can disagree, it's all about the scope), and could feel glued on. But then again, if a player controls a family, some will go be executives, some will be working class, and some go to the stock market. Why not?... Or perhaps just major share holders score points depending on market shares at set intervals (annual financial statement). Or something completely different. I'll have to test these concepts, and see if I can judge "good play" somehow. And also read more on the subject, it's getting more interesting by every page I read! :D

NativeTexan
NativeTexan's picture
Offline
Joined: 03/04/2009
Start Small

You've got a lot of potential pieces that could go somewhere. The key now is to figure out the simplest version of the game possible and build out a crude prototype to figure out how it can work. Go ahead and make wild assumptions to keep it simple. For example, assume that $50,000 appears in your bank every month and you are simply concerned with building a viable engine for how to spend that money once it appears. Then next you can develop the piece of how you go about creating cash. And so on....

Happy Gaming!

Kyle Gabhart
Driftwood Games
www.driftwoodgames.com

Cogentesque
Cogentesque's picture
Offline
Joined: 08/17/2011
Right Northburns, lets do

Right Northburns, lets do this.

First of all - well done you for posting long posts, I appreciate the time and effort that long posts have go into them and think that it's a good thing to do (as long as you dont waffle or repeat yourself thousands of time which you did not!)

Ok so reember the Best Advice guide ALWAYs when even just thinking about a game:
"http://boardgamegeek.com/thread/693766"

In here it says that the scoring design IS the game design. As you say, the scoring makes the game: but more than this, the scoring IS the game. If the players can "win" without using huge chunks of your game, they will do just that. Its human nature.

About what is fun in games, I would highly reccomend "The Theory of Fun" by Raph Koster (http://www.amazon.co.uk/Theory-Game-Design-Raph-Koster/dp/1932111972) gives a lovely easy to read idea of what exactly "Fun" is in respect to video and borad games.

Here is some nice exerpt from a games design course (lots of similarities to the book above)

Sensation. Games can engage the senses directly. Consider the audio and video “eye candy” of video games; the tactile feel of the wooden roads and houses in Settlers of Catan; or the physical movement involved in playing sports, Dance Dance Revolution, or any game on the Nintendo Wii.
Fantasy. Games can provide a make-believe world (some might cynically call it “escapism”) that is more interesting than the real world.
Narrative. As we mentioned earlier in passing, games can involve stories, either of the embedded kind that designers put there, or the emergent kind that are created through player action.
Challenge. Some games, particularly retro-arcade games, professional sports, and some highly competitive board games like Chess and Go, derive their fun largely from the thrill of competition. Even single-player games like Minesweeper or activities like mountain climbing are fun mainly from overcoming a difficult challenge.
Fellowship. Many games have a highly social component to them. I think it is this alone that allows many American board games like Monopoly to continue to sell many copies per year, in spite of the uninteresting decisions and dull mechanics. It is not the game, but the social interaction with family, that people remember fondly from their childhood.
Discovery. This is rare in board games, but can be found in exploration-type games like Tikal and Entdecker. It is more commonly found in adventure and role-playing video games, particularly games in the Zelda and Metroid series.
Expression. By this, I think the MDA authors mean the ability to express yourself through gameplay. Examples include games like Charades or Poker where the way that you act is at least as important as what other actions you take within a game; Dungeons & Dragons where the character you create is largely an expression of your own personal idea; or open-world and sim video games like The Sims or Grand Theft Auto or Oblivion or Fable, which are largely concerned with giving the player the tools needed to create their own custom experience.
Submission. A name that often has my students chuckling with their dirty minds, but the intent is games as an ongoing hobby rather than an isolated event. Consider the metagame and the tournament scene in Magic: the Gathering, the demands of a guild to show up at regular meetings in World of Warcraft, or even the ritualized play of games at a weekly boardgame or tabletop-roleplaying group.

So yeah, theres a whole lot in both the Best Advice and the simple idea of what is fun above.

Now on to the game.

When you were explaining it iniitlaly I had the idea that each player was going to "start at the bottom" of any single or multiple companies - all selling whatever (we can abstract this too hell, no need to get bogged down here) and then make their ways to the top. After X turns, the highest ranked person wins, or perhaps first to "CEO". There could be rules of tendering resignation and applying to other companies with other company trees - you would probably take your resources along with you when you transferred and the rewards for payment/cost/resource would be sligtly different in each company depending on what they sold to the end user (as you say: tourism, goods, high tech, fast moving consumer goods, services etc)

What I would straight away to add somethign to your game is make sure that the companies sell COOL things. I personally would much rather play a game where the company I work in sells Sky Diving Lessons, the worlds sweetest icecream and Secret Laser Beams than a real world company that sold Personal Liability Insurance, Gas and Electricity Monitoring and Outsources Paper work as per most office companies in the real world. People get a lot of enjoyment from not being in the real world (See: Fantasy as per above) so I would personally use some existing clever stuff from the real world, but abstract it and make it "cool" in your boardgame.

So yeah, food for thought for the minute, have any more ideas buddy? :)

Syndicate content


forum | by Dr. Radut