Showing posts with label New Bedford. Show all posts
Showing posts with label New Bedford. Show all posts

Tuesday, June 1, 2021

Victory Point Architecture: Oversimplified Point Salad vs Point Journey



There are stereotypes of what experiences take place within a Point Salad and a Point Journey.  Neither of these victory point architectures have to meet their stereotypes, but certain design decisions within either framework increases the likelihood the games will match their stereotypes.


Point Salads and Point Journeys have natural flavors that alter players experience.   A stereotypical Point Salad, say Agricola, gives players freedom to build in their sandbox a series of decisions to maximize your points.  The interesting part of that statement is not point maximization, but sandbox.  I am building my own world in the way I want to view it. That means I am making my own special brew in VivaJava, neutering my bird sanctuary in Wingspan, and running my brewery my way in Brew Crafters.  


Points award me for what I build, but at the end of the day, what I construct drives my enjoyment of the game.  In any building point salad, say Suburbia, Chinatown, or Tiny Towns, joy is found in whatever you are able to construct.


Point Salads lend themselves well to games where you really want players to feel like they created something.


Having an open ended point salad with many ways to score points lends to the feeling of building something.  That experience is magnified by the popularity of building themes within Point Salads.  


Point Journey lends well to narrative experiences where there is a start and an end.

Chess is all about the struggle players undertake to capture each other's Kings.  Formula D is a journey where you race to be first.


What Design Choices Contributes to Stereotype


Point Salad: More Freedom, More Options, More Custom Sandbox. 


The more legitimate options provided for players in a Point Salad, the more players will have the opportunity to create their own custom world.  Imagine playing New Bedford without the town building element.  New Bedford is a town building and whaling game, where players can invest in expanding the town or in their whaling expeditions.  When players expand the town, they receive ownership for their particular part of town.  To expand the town, players must collect the resources required to build a particular building.  Each building added is unique, and will add a different character to the overall town.  Removing the ability to legitimately win by adding on to the town, dampens players ability to create a custom world where the player feels they are contributing to the development of New Bedford. 


The creative space in Point Salads can be enriched with game expansions.  More legitimate paths an expansion creates, the more a player can customize their own custom world.  Terraforming Mars base game begins with 208 cards representing a project the player’s company can undertake. The projects the players choose to undertake, and the timing of their projects enables them to create their own custom version of Mars.  The Terraforming Mars expansions broaden the possible ways for players to create their own custom world.  Now, players can not only choose to Terraform Mars, but also affect the colonization of other planets, interplanetary shipping, and the outcome of solar system’s politics.


Ironically, Point Salades can also create different flavors each game by limiting your ingredients. Beginning each game with a different subset of options allows players to experiment with combinations that may be lost if all everything was available.  The Quacks of Quedlinburg limits the types of ingredients available each game to all players, quak doctors, to make their custom brew.  Working around this limitation results in players exploring custom combinations that would not exist if all ingredients were available every game.  Similarly, Dominion creates a different flavor each time you play by varying which card types are being used each game.  The limitation encourages players to explore different card combinations since the relative effectiveness of card combinations is alter, a different flavor I will say, because of what other cards are or not available.


Point Journey: Detail Narratives or Clear Overarching Narratives


Providing players with Detail Narratives or a Clear Overarching Narrative enhances player connections to the Narrative experience in a Point Journey.  Each location in Arkham Horror draws a location encounter that weaves a narrative to that moment, at that location, in the overall story of the game.  Players do not need to create the narrative when a detailed Narrative is provided, they just have to embrace the story they are experiencing from the game as the game tells them the story.


Point Journeys that rely on Clear Overarching Narratives use the clear objective of the Journey to propel players to create their own narratives as they seek to fulfill their predestined purpose.  Pandemic makes it clear, you are on a mission to save the world from a series of deadly diseases.  When players see an outbreak spread across North America, the players create a story about the gravity of the situation and how they will respond.


When a Clear Overarching Narrative is missing, it becomes harder for players to create narratives as they play.  Compare Checkers with Chess.  Both are Point Journeys where a player wins under very specific conditions.  Yet in Chess, I have the goal of capturing a King, with pieces based on positions that existed in real life.  That means my pieces can have personality, a story.  In checkers, there is no Clear Overarching Narrative.  I win if I take all of your pieces.  The pieces are not mystical bears fighting wise but overconfident unicorns.  There is no accomplishment of destroying my opponent’s Kingdom at the end of the game.  Just a piece on the board, and then a piece off the board. No story to help lean players into the natural tendency to develop a narrative as they undertake a Point Journey.   

Friday, September 20, 2013

Congres of Gamers Preview 2013: Nathaniel Levan



Just one more week till Congress of Gamers (http://www.congressofgamers.org/) in Bethesda, Maryland on September 28th & 29th.  I have been checking in with diffrent game designers that I have met on the UNPUB circuit who I know are also attending Congress of Gamers.  Today I am talking to Nathaniel Levan of Oak Leaf Games about his game New Bedford.

I met Nathaniel at UNPUB South Jersey 2013 when he was demoing New Bedford.



 

Nathaniel Levan: That was my first public showing of the game, and my first UNPUB event.  I had no idea what to expect at UNPUB South Jersey, but people said a lot of positive things about the game which encouraged me to  keep developing it.

 

Dr. Wictz:           Can you give us a quick rundown of New Bedford, which you will also be playtesting at Congress of Gamers?


Nathaniel Levan: New Bedford is a worker placement game about building a whaling town.  Players add actions to the game by building buildings and launch ships to compete for the best opportunity to catch whales.  Whaling uses an original “track” mechanic that balances the time players spend collecting whales with the competition as supply of whales decrease.

 
Dr. Wictz:           How does the “track” mechanic work?
 
Nathaniel Levan: Players have the ability to launch ships to the whaling track.  The ships farthest from shore get the best choice of the randomly drawn whale tokens.  Ships slowly move toward shore, which gives other players a chance to push their ships further out to sea and grab better whale tokens until you can launch another ship.  Meanwhile, you need to earn enough money to pay your ships crew when it returns to port.  Whale tokens are never returned to the supply, so as the game progresses it becomes harder to catch good whales.   
 
Dr. Wictz:           How has New Bedford changed since you started presenting it UNPUB events?

Nathaniel Levan: There are a lot of small graphical changes, which is natural for a prototype.  Most of them were superficial changes that make it easier to pick up and learn the game.  But there was also a few big changes.  Thanks to input from Dr. Wictz, the main board was separated into two pieces, and the whaling mechanic was dramatically simplified.  Based on feedback from my last UNPUB event, I removed an entire resource.  Even after these changes the core gameplay is still the same, but the game is much more elegant and compelling.
 
Dr. Wictz:             What inspired the whaling theme in New Bedford?
 
Nathaniel Levan: I had been interested in developing a game about whaling since rereading Moby Dick a couple of years ago, but I didn’t really put the two together until I saw a documentary on PBS about whaling.  After that everything started to fit into place.  Moby Dick provides a  great slice of mythology and culture from the golden age of whaling that New Bedford draws upon for thematic inspiration.  At the same time, I wanted to keep specific references from the book out of the game so the game has its own identity.
 
Dr. Wictz:            How did you get into designing board games?
 
Nathaniel Levan:  I’m an engineer, so I naturally think about ways to rearrange and combine parts into something new.  I started writing down ideas and developed some fan expansions by tweaking game rules and borrowing rules from other games.  Then I moved on to developing whole mechanics and games based on what I have liked and dislike from other games.  I’ve been working on a number of designs, but New Bedford is the first one I have gotten into a playable form.

Dr. Wictz:            Why do you love making board games?
 
Nathaniel Levan: I love having interesting things to think about in my spare time.  Games let me combine that analytical portion of my brain with all of the random snippets of information I have gathered.
 
Dr. Wictz:            Any shout outs to your most dedicated game testers (cough cough, wife, gf, etc.)?

Nathaniel Levan: I’d like to thank my wife for both her moral support in the development, and practical support with the design.  When I have a problem with the game or add something new I ask her to take a look and she tells me what fits and what doesn’t.  She has really helped shaped the playing experience of New Bedford.  I’d also like to thank/apologize to my friends who put you with my continual requests for playtesting.
 
Dr. Wictz:           Thank you Nathaniel for stopping by and chatting.  You can learn more about New Bedford and Nathaniel’s other games by following his blog Oakleafgames.WordPress.com or by following him on facebook at Facebook.com/OakleafGames .