May 2015

  • John Parker

    Over the last few weeks I have come to the conclusion that playing a game 5 or more times has disproportionate significance in my distorted little world. First some background, though, before I can explain why.

    Since I track my game plays on BoardGameGeek, it is easy and interesting for me to see which games meet those common gamer geek thresholds of nickels, dimes, and quarters (5, 10, and 25 plays). Of course, to do this, I also track my game collection. You can see what my game plays in 2014 were in my 2014 Review: Playin’ Games article.

    All this tracking provides the, maybe regrettable, ability to see what games I have acquired and not played; what some call “The List” or “The Stack.” I might just be looking for excuses, but I think that “The List” for me is not horribly embarrassing – 11 games (excluding expansions – see, I am already looking for ways to make this look better), compared to my collection, 121 games (again excluding expansions) – right at 10%. Further justifying, I have had only 3 of those games in my collection since before Christmas 2014 (a notable benchmark since I received more games than I could play that day).

  • John Parker

    Definition

    The BoardGameGeek Glossary defines Dexterity Game this way: n. A game where the major skill needed is a physical action, such as flicking (Crokinole), balance (Topple), or deft manipulation (Jenga).

    General Appeal

    Many people of all ages enjoy dexterity games and since they generally require skills that are not necessarily acquired with age, people of all ages can usually enjoy them together. Usually the “smarter” adults can’t stomp on the younger players just because they have more gaming experience. In fact, young players often have the dexterity necessary that can deteriorate with age, so in a dexterity game they may have the upper hand, as it were.

  • John Parker

    Design Workbench

    Introduction

    With the Picky Packrats game essentially design-complete, I do not intend to dedicate much more time on the Nines game framework – at least for now. However, through the design process several other alternate uses of the framework came to mind that might be explored. Some of these mechanics seemed like great ideas, but were left out of the design for various reasons: They didn’t fit the original game of Nines and its target player, they added unnecessary complexity to a game that was intended to be dirt simple, or they didn’t fit the feel or theme of the game. I describe them here with a minimal amount of detail in part for posterity, but also in case one of them insists on my attention. Game design pieces conceived in the process of one game’s design process tend to find their way into other games. In fact, I describe a different game at the end that incorporates some of these lost ideas.

  • John Parker

    Design Workbench

    Design Objective

    A theme and a name.

    As discussed in the early entries of doing these makeovers, I prefer to start a game design from a theme, but by their nature, these makeovers start with one or more mechanics. Finally, though, I am theming this game as the last improvement for this first stage of development.

    There is contradicting advice available in the marketplace of game design ideas about whether to present a game design to a publisher with or without a theme. In this case, I can see that basically, the game is an abstract and any theme is to make it more interesting. Obviously, the theme is not integral to the mechanisms since it is being applied to a mostly completed design. However, I have been thinking about the theme for this game over time and the theme I have in mind is not a wholesale paste-on. I think it fits quite well.

  • John Parker

    Design Workbench

    Design Objective

    In the last round, I proposed some rules changes to address a couple issues that had come up in testing that, though rare in occurrence, were frustrating problems when they did occur. In this round I will discuss how I have addressed those issues and what appear to be some final refinements. We are nearing the end of this game’s design phase and are at a level of refinement that can only progress through hundreds of playtests by dozens of people.

    Playtest

    Refinements through playtesting have been slow to reveal themselves because I am now trying to address issues that happen very infrequently.

    Prototype

    The prototype hasn’t changed from the last round, but I have posted a new set of stickers to make the cards. Remember, these can be applied to a set of Uno cards. This is easier and faster than printing and cutting a set of cards anyway. I bought an Uno deck at a major chain discount store for under $6.

    Playing and New Rules

    After the last round we had a few open items that I will close up now.