Downtime leads a special series of game design topics for us this month.
I know, I know - Downtime as a topic is equally as exciting as competitively waiting-in-line, but it remains memorable with players long after the end of the game.
We've included some crucial takeaways for every game designer. We'll cover Paradox of Choice, Analysis Paralysis, mitigating other causes of downtime and what to consider to avoid the problematic issues surrounding downtime.
Thanks X3M!
I'd love to hear more. It sounds like players are taking turns sequentially; when it is my turn I flip my hourglass and have until it runs out to make my choice. Then play moves to the next player?
I think it can be a great approach but I would usually want a second purpose for the hourglass other than to reduce downtime.
For instance does it benefit your theme? Time is certainly relevant when serving customers or disarming an explosive.
Is limited time the primary source of tension? If you've built in some really fascinating choices, I'd feel irritated more than anything if I've got to rush thought provoking decisions.
Are players trying to complete some sort of puzzle? I recently played Enigma and I thought it was particularly interesting because players complete mini-puzzles simultaneously and the player who complete theirs first gets the best benefit and anyone who finishes within the time limit got a lesser benefit. Anyone who didn't finish in time got no benefit. If players are battling for (time) efficiency that can be a really great idea.
Making time a factor is an area that remains largely unexplored in modern tabletop design. It probably works best when its a primary focus of the game. Otherwise you might frustrate slower players or infrequent gamers while not really benefiting anyone. Its easier to accept that I'm not very good at managing the frenetic pace of a game if I know that is the game's calling card.