American Board Games on Google Maps

A few of my friends sent me links to Hasbro joining up with Google Maps to do their World Monopoly thing. I don’t have the link handy, but I’m sure you can find it. I know that the site has been pretty much down all day, so I’m pretty sure noone has even seen how it works. It doesn’t really sound like Monopoly to me. Of all the Classic American Board Games, I’d have to say that Monopoly I enjoyed the least.

There was too many house rules, too many rules ignored (specifically auctioning of titles) and losers take 6 hours to get knocked out of the game. Now sometimes Risk isn’t much better at that, but at least if everyone teams up they might be able to dislodge the person in the lead. In Monopoly, there really isn’t any player interaction besides “you landed on my square.” So there you have it. I’ve never really liked Monopoly.

Back to the mashup: obviously I always thought using the actual globe as a playground for board games was a good idea. A lot of people complained that you couldn’t zoom in and do the type of things that it sounds like World Monopoly is going to do. But that wasn’t Risk. I wasn’t trying to turn a global domination game into Hearts of Iron. Sure it’s possible, but I don’t know if that would be considered a board game anymore. And besides sharing names, the links to the original game seem slim at best. In general I think this experiment is a good idea, as long as there servers can handle it, which so far haven’t proven that they can. Hasbro is such a large company that it can always benefit from some type of buzz generated by pulling this off well.

Now I guess I’ll answer the question that first came to my mind when I was saw the Monopoly thing on Reddit the other day. How would you do it differently? Well firstly, this feels more like Sim City to me than Monopoly. I still am unsure how the system works besides streets having costs and everyone having seed money. Do people move around the world? Do you make more money? Anyways, I’d start classic Monopoly as the first try. Don’t open it until Multiplayer is playable. Drop it in the original location: Atlantic City, NJ. Try to keep the board as recognizable as possible, even though it won’t be a square. Allow options for turning off auctions, and enabling a few of the most popular house rules. The only one I can think of is the Free Parking = Money Square rule. Once you get it fleshed out, make it esy to transport. Allow the data to be created on the fly, allowing people to jump into a map, mark it up with everything that’s required. Then be able to save it out and use it in their own games. Maybe even have a community map supported system too.

One other option I might add is making your character choice worth-while. I always like the idea of unqieu, balanced characters. So maybe the car could get a +1 movement once per salary loop. That is, after you roll the dice, you may add 1 to your roll. This doesn’t cause you to have doubles. Or maybe the dog can choose to stop (losing the rest of her movement dice) on any street where you already own a property. [Eg. You may stop at Marvin’s Gardens if you already own Atlantic Avenue]

This is obviously just a rough idea, and would need to be balanced out to make sure it’s not broken. But it might be a fun way to include the different tokens.

Well I guess that’s all I have about that. For those curious, I did look into Atlantic City debating how well GMMonopoly would have worked. I also considered Stratego as a possibility. Monopoly came before the papers, Stratego afterwards.

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Giant Log Flume

Alright, now some of you may consider this cheating but seeing as Ian has now gotten to the the project phase of the course; I think I’m just going to roll what I was going to run a prototype for into the project. I hadn’t gotten too far in the prototyping, as I realized I was going to need a decent amount of cards for time processing. I’ll still do them, but for now I know how I want to setup card templates. This idea is relatively new for me, and it’s only really been explored in the last week or so, and honestly, not as much as I had planned on.

So I’m not sure how this will work, but it seems like I may not be having any movable pawns at all. I guess it’s more like an RTS in that point. There will be some building (such as roads and settlements in Settlers), resource collection, and time flow. I’m still going to focus on getting the game up and running for two players. But luckily, his restrictions didn’t really hit on what I had planned. There will be a fair amount of cards, as they represent the time flow (sort of a chit-pulling system). But I need to actually start writing all this stuff down in a notebook so I can monitor it closely. Short post today. Just wanted to report in and my progress of last week, and the change of plans.

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Game Design

I don’t mind stating the obvious on the ASoOJ blog. It’s because random people stumbling upon this may not be familiar with what it is.

But basically, I really enjoy hobbyist game design. It’s not something I’ve been doing for very long, but nonetheless it’s fun to create your own stuff, and try it out. Obviously, Global Skirmish doesn’t always get the amount of time it deserves, and I think I’m going to experiment with a separate game with a paper prototyping technique. A lot of the stuff I’m doing here are brainstormed ideas, that I jot down and run simulations in my head about. Which are all fine and dandy, but in the long run it’s just creating a slow prototype, as programming all the rules together causes time loss. So I’m still going to work on Global Skirmish, but i think i’m going to try to get a second game with a paper prototype up and running quickly (like say within a week, starting Monday) the only issue with that is I’m going to find some bits to create the game with. Which I guess shouldn’t be a big deal.

My resurgences always come with a reason, and this one is due to Game Design Concepts. I heard about this just before it was about to start, and decided I’d follow along but unfortunately, didn’t decide to sign up. The course has been great, and while originally I hadn’t planned on my buying the primary text, I ended up with it and one of the supplementary readings (and since I already owned the other basically everything). Ian’s writing is great, I wonder how wily veterans feel about it, but for me a lot of ideas that didn’t have formalized names and new concepts, that I hadn’t considered are now flowing. I have been a bit reluctant to take some of the practice challenges very far, but I think I’ll break that ice with my Greenland project that I’ll be starting next week.

I am still looking for jobs however, so I think I will be spending my mornings sifting through job postings, and my afternoons creating worlds. I have been strong on the theme, and could probably write up the whole Story write now. It’s been festering in my head, and I already have an idea of what I want to do. I just need to decide which mechanics I’m going to use, and then take it from there. Another recommendation is a scoping issue. Which as a novice game designer is probably one of my bigger issues (something that GSkirm suffers from) instead of starting simple and building up. I started large, and tried to incorporate everything. I was able to compromise that in GS, slightly but and at this point have a playable demo, but some features that are important for progression are missing, so the game is kind of stuck in the state of “well as soon as I get a bit of a lead, i should be pretty golden”.

I had two main goals for GS. The first was to speed up gameplay from your standard global domination game. Sometimes rolling so many dice is slow. So combat was simplified to a single roll on each side, and a bunch of math to decide how much damage each side took. My other goal is to incorporate some negative feedback. This is done in one way with capping of the points at 6. And the other way was the Badge system, which would allow weaker players, to recover from being beaten early. It’s no fun getting a few bad rolls early and then sitting out the rest of the game. Once the badge system is in place, I may find it’s too tough to win, and may end up with earlier win conditions. I don’t want games dragging out just because everyone is too equal.  Oh well, lamentings of a designer. So with Greenland I’m going to start from scratch and get a game up and built. I think I may need to go find some bits this weekend, so I can start monday off well.

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