One Trillion Dollars
I’m presently working on a game in which a team of players take the role of evil masterminds trying to get one trillion dollars out of the UN. Each turn they get cards and can either play half of them or threaten to play all of them and offer not to for some fixed amount of money. Their goal is to get enough money doing this. The UN player can catch and arrest them all, but the cards they play make this harder, so they need to strike a balance between giving up too much money and losing and letting too many cards be played and be unable to win (Which as the evil players can get money in some other ways will also result in a loss).
Tone of Threats
The initial threats deck I’ve made by marking cities on a world map in a “This city is in a convenient place for my map” kind of a way and then picking something a mastermind might do to each city to threaten it.
This has lead to threats which have a tone all over the place. Kidnapping the queen of England is maybe a bit silly, but something someone could plausibly do that would definitely cause an uproar. Awakening the Egyptian mummies would definitely cause problems in Cairo but is clearly stepping into fantasy. You could definitely do something to Taipei and Beijing by annexing Taiwan but… actually that whole situation is pretty real and real people’s lives are going to be quite affected by how it plays out.
Just going through cities and writing the first thing that popped into my head has lead this version to be all over the place. This is a problem.
Who cares about tone?
I was going to start this off printing a user review of Escape the Nightmare but the user has deleted it :O
It boiled down to “I really like this game mechanically but can’t play it with my preferred groups because the tone of the art means it can’t be played in those circles.”
Which is a fair cop. I *did* make a light party game which had art including dismemberment and disfigurement. I probably shouldn’t have done, it made a great game less accessible to some audiences and less enjoyable to others.
How do you get tone right?
I don’t know. I really don’t. “Inconsistent tone” is an accusation that could be reasonably levelled at all of the games I’ve made.
I’m hoping that being more conscious of it is a good starting point. Previously I’ve tried to generate as many good ideas as possible that fit the theme – which has lead to a lot of good ideas. I’ve then winnowed them away through playtesting, removing things which don’t pull their weight gameplay wise – which is also very important.
Designers talk a lot of about theme vs mechanics and the compromises made in order to carry both. I think that it might be wise for me to look at this set of cards in terms of theme-tone-mechanics and start removing cards from the set that significantly fail in any one of the three areas.
I think it’ll be hard to say goodbye to something that fits the theme and presents great gameplay because of tone inconsistencies – but it should lead to a stronger game. I’m a very mechanics oriented player so I’m constantly fighting the desire to go “Screw everything else” but for most players enjoyment is a combination of factors. There will be opportunities to make relatively small sacrifices in other areas for relatively large gains here, so I just need to be alert for them.
What do you think?
This post has been less useful to designers reading it than others because rather than it being “Here’s a thing I’ve figured out, let me share” it’s “Here’s something I’m figuring out and where I’m going with it at the moment.” So some of the readers almost certainly have a better idea about it than I do – more than usual I’d encourage folks to comment and for readers to read the comments. I know I will be ?
A collection of posts by game designer Gregory Carslaw, including mirrors of all of his blogs maintained for particular projects. A complete index of posts can be found here: https://boardgamegeek.com/blogpost/58777/index
08 Sep 2018
- [+] Dice rolls