October 2013 Game Design Showdown - "Balancing the Line"
We have a winner!
Wobbly Towers
Congratulations! Wobbly Towers ran away with the vote, garnering a medal from nearly every voter.
The full awards are posted in the Comments and Questions section.
Discussion is starting in the Critiques area. Join in!
Entries are in!
Take a look through the entries and have at them with your votes!
- Voting: Through to the the 15th. PM your votes to mindspike.
- Voting Format: Each person has 3 Medals (Gold, Silver, and Bronze - with values 3, 2, and 1 vote respectively) to distribute any way they choose among the GDS entries with the following restrictions:
- Entrants may not assign any Medals to their own entry!
- Entrants must assign all 3 Medals.
- An entrant who does not assign all 3 Medals will receive a Pyrite Medal (-3 votes) as a penalty.
This month's GDS is about balance - in both physically balancing, and in balancing your audience.
When I think of modern hobby games, so many of them are economic or war games - and even more have themes that can alienate players that who "aren't in to that stuff" even if the theme is almost irrelevant to the choices made in the game.
But then there is that subset of hobby games that SHOULD be mainstream - the casual designer game. You know the ones: they have a light application of theme, are often whimsical, casual, and still manage to have the designer's name on the box. They use a mix of familiar card play or dexterity as a central feature. And they are a lot of fun. But why aren't more of them in mass market stores? Why do some game geeks snub them?
Your challenge this October is to create a game that uses dexterity as a main mechanic, and balances that line of "heavy enough for a gamer, but light enough for the masses."
With that in mind, you may use any components or theme you wish, but be aware of the magical $20 price point that mass market games try to come under. It might help in your visualization of a "light enough for the masses."
And for some inspiration, here's an anecdote from Mindspike about what made him think of a dexterity game:
I love baseball.
When I saw the Topps MLB Chipz at the store the packaging claimed that it was a game, and that the foil pack of 4 random chips included a game board. I do collect some baseball cards, but collectible poker chips really aren't my thing. I bought a pack for the novelty of it, and to get a look at their “game”. The game board was a printed page inspired by a baseball field with scoring zones on it; the game consisted of flipping, spinning, or sliding the chips onto the scoring zones. The game had nothing to do with baseball, even if the poker chips featured MLB players and baseball themed design – but it got me thinking. How might poker chips be creatively used in a game?
Here's the breakdown for this month's GDS:
Rules: Create a game that uses dexterity as a main mechanic, while keeping theme/gameplay "on the line" to appeal to both gamers and the mass market.
Word Limit: The usual 500 words.
Voting: Award a Gold, Silver, and Bronze (worth 3,2, and 1 points respectively) Medals to your three favorite entries. Any entrant that does not award all three Medals will receive a Pyrite Meal (that's "Fool's Gold") worth -3 votes!
When submitting your entry: Please PM submissions to richdurham with the following subject line.
Subject: GDS - OCT - [your username]
Questions on the GDS should be posted in the Questions and Comments thread here
Critique Thread is here
Submissions: Tuesday the 1st through to Tuesday the 8th.
Voting: Through to the the 15th. PM your votes to mindspike.
Voting Format: Each person has 3 Medals (Gold, Silver, and Bronze - with values 3, 2, and 1 vote respectively) to distribute any way they choose among the GDS entries with the following restrictions:
- Entrants may not assign any Medals to their own entry!
- Entrants must assign all 3 Medals.
- An entrant who does not assign all 3 Medals will receive a Pyrite Medal (-3 votes) as a penalty.
Good luck!