Game Design

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John Parker

Design Workbench

Design Objective

The goal of going micro is to drop the game down to its bare essentials in components and rules while keeping the essence of the game. I’ll start by dropping the card count down (assuming 2 players) to:

  • 18 = Minimum for the player grids.
  • + 3 = A trade row of 3-5 cards (depending on player count, maybe n+1)
  • + 3 = A few cards that are taken out of the game to hide some information; hopefully, making it more than a puzzle and keep it interesting.
  • = 24 Total cards.
John Parker

Introduction

At the time that I am doing this makeover, card games, particularly ones derived from traditional games, are quite popular. Even more popular are “micro games” and micro card games are all the rage. There is much discussion among game designers, developers, publishers, and enthusiasts about what makes a game “micro.” I won’t dwell on that, but will proceed with the following definition:

A micro game is significantly simpler, quicker, and smaller (has few components) relative to a “full size” game of the same genre while providing a similar experience.

Some call it streamlining, but I would hope that most games, including “full size” games go through a streamlining process throughout development anyway. So it is more than just streamlining.

So, in Microsizing Nines (or more accurately, Eclectic Clock Collectors) I am going to trim the game that I have designed to this point (somewhere between Round 5 and 6) down to its very basics. I will also strip the theme and look for an appropriate one that matches the final game play (or leave it abstract).

John Parker

Design Workbench

The Key to Incorporating the Action Cards

As mentioned in previous rounds and in “What Needs Work,” the 7, 8, and 9 point cards are generally not used and not wanted. The 10 point cards had a similar problem until I doubled the number of them in the deck. Certainly it would not be advisable to double the count of all the unwanted cards, but I have been saving the 7, 8, and 9 cards for this next change.

Since there are 3 different types of Action Cards and 3 values of unwanted Clock Cards, I have applied the actions to the point cards. (I have been heading this direction from early in the design process, but didn’t want to give life to an idea that I would later have to kill). I have called the ability to use the action on a Clock Card a Key (picture a clock winding key). Since the lower point cards are more likely to be kept in a collection, they might best be used for the higher value actions. However, the difference between keeping a 7 or a 9 seems to be negligible – the decision is based more on the perceived availability of the cards than the avoidance of a penalty. So I have applied the “higher value actions” to the higher point cards, which seems to be more intuitive to the casual player. The perceived value of a particular action is subjective and some players would not value some of the actions at all (e.g., a Take That action is undesirable to some). So here, higher value = greater blast radius (impact):

John Parker

Design Workbench

Catching Up

In this round I am going to catch up on a few things that have happened over the previous rounds, but I have been building information over time.

Player Order

At first I was concerned that the player order would have some impact on which player went out first or the score (First Player Preference). Playtesting statistics so far don’t show a bias, even though in my testing statistics Player 1 is always the player to the left of the dealer, their average score is in line with other players at 2, 3, and 4 player counts.

In any case, I had some ideas to mitigate any problem that may exist which at this point are not implemented. On the shelf for future reference if needed are:

  • Players draw from the market in reverse order during the Start Phase.
  • The deal passes to the person who was the first to complete their Cabinet in the previous hand.

Round Dynamics

One of the issues that I wanted to work on in this game was the lack of variability in how each round, hand, and game played out. To be fair, each round has a slight arc, but the game is really just a series of rounds. There is not much difference in play one round to the next. Did the introduction of the Action Cards have any impact? With the introduction of some “Take That” opportunities there could be a pile on the leader in later rounds, but not so much if the “Take That” is limited or light as we have seen so far. So this is what a round looks like and how the use of Action Cards varies within them:

John Parker

Design Workbench

Player Interaction

The next aspect of the game I want to address is the lack of player interaction. As the game stands, the only interaction is the occasional time that one player has a discard that the next player wants and the first player has the reasonable ability to hold onto it for a while. This doesn’t happen often since,

  • Many of the discards are done blindly from the unrevealed cards in the grid.
  • The discarding player often has no real choice in where to place a new card (and therefore which card will be discarded).

So there are few opportunities for even this light decision.

The way I see to incorporate some player interaction is through some actions that players can take on one another (seems obvious enough). Since this is a card game, those actions will be on cards, Action Cards. With a variety of actions possible on these cards, I can address some of the other aspects of the game that need work like dealing with some of the frustration related to the randomness of the unrevealed cards and adding some variety and decisions to change up each round.

I can also see a potential use for those unwanted high point cards, but for now I’ll just introduce the Action Cards to the deck and see how they work in play.

Here is a list of Action Cards that came about fairly quickly, categorized by their general effect (help me, hinder you). I wanted 3-4 cards in three levels of impact:

John Parker

Design Workbench

Starting the Game

The first thing that bothers me about this game is the first thing that happens. Each player turns up 3 cards as their starting collection. At least in the version I was taught, they can put these in the grid however they want, but this is still very random and a player can feel like they have nothing to start with.

So I introduced a market at the beginning to “buy” the first three cards. Instead of dealing 9 cards to each player and then turning up 3 each, I dealt 6 cards to each player and then turned 3 cards up in the center to form a market. Players in turn select one of the cards from the market and a new card is turned up to replace it. Once all players have 3 cards from the market, they arrange their grid. Technically, it does not matter if the 6 unrevealed cards are dealt before or after the market, but for now we’ll stick with the deal being first.

Thematically, the collectors start their collection by going to an estate sale or collectibles auction. The competition for the treasures is heavy, but they eventually come home with their first 3 clocks. This is called the Start Phase or the Auction Phase. So the game now has three distinct phases:

  • Start Phase: Drawing from the market and setting up the initial 3 x 3 grids (Cabinets).
  • Collection Phase: Drawing/Discarding and placing new cards into the Cabinet.
  • End Phase: Once one player completes their Cabinet to the end of the hand.
John Parker

Design Workbench

I immediately had several ideas about how to change up this game and noted them on my planning board (subject for another article). However, I am applying the changes stepwise and analyzing the results before making other changes.

Theme Me

Since this exercise not only started with a mechanism, but a complete game, any theme at this point may be considered to be “pasted on.” However, I am generally a theme-first gamer so the first change I want to make to the game is to apply a theme so that all future decisions are impacted by and hopefully will conform to the theme. Like making over a room in the house, we already know the purpose of the room and are starting by pasting on the wall paper before we have selected the furniture and wall-hangings. We are setting the décor of this room with the theme.

John Parker

Playtesting

A few words about the playtesting approach are in order so they are not necessary in every posting.

Approach

Most of the changes made are playtested one at a time to avoid ambiguous cause and effect unless two or more changes can be made either to complement one another (intentionally as a unit) or it is quite certain that they have unrelated effects.

Player Types

See my other post about using Player Types in Playtesting . A high level description of their strategies and how they are exhibited in this game follows. Due to the multiplayer solitaire history of this game, the player types that focus on their own collection will be the most common among players who know the game. In rough order of expected occurrence: