Showing posts with label economic. Show all posts
Showing posts with label economic. Show all posts

Wednesday, July 23, 2014

Looking to the Stars for Inspiration

First, a confession: I forgot my game idea. I remembered it was a good one, so I came back to this very blog, and reading my posts sparked inspiration for a new round of ideas.

Been thinking about Race for the Galaxy and how they didn't introduce combat rules until the 3rd expansion. I hear it's a bad mechanic, but I like the idea of having a game in which you build your engine toward your goal without someone else tearing it down, though they can obstruct your way as they build their own.

To this end I have been looking at the Star Wars universe as my main source of inspiration, and chewing on whether there is enough in if I remove all the combat.
Political intrigue, trading via legal and illegal means, bounty hunters, and more go along in the background, so I think there is something to work with.

I've also been thinking of some of the 4X video games I've played, such as Master of Orion and Civilization and looking for ideas - possible victory conditions in particular.

As I was typing this, I actually thought to look some things up, and an idea sparked - what if instead of playing a supreme leader type of role players took the role of some sort of galactic criminal. Like Firefly, I guess? (Not a huge fan of the series.)

Thursday, February 20, 2014

An Alien Defense Board Game

Been inspired to recreate the XCom: UFO Defense base building and financial engine aspects in a board game. If I ever take one of these games out of the idea phase, it would probably be something simpler, this is a good thought exercise and elements from it might pop up in other places.

The basic premise is for each player (2-4) to have start with a basic base, a few personnel - soldiers to fight, workers to build projects and scientists for research project. Each would start with an income as well as immediate finances.
UFO will pop up, players would need to intercept and shoot them down with fighter jets, then send in soldiers to grab artifacts.
Taking these artifacts back to their base, players would research them to gain money and special abilities that would make certain things easier, and give access to new buildings.
Eventually a game end event will occur, such as a mother ship showing up and players would have to work together to defeat it before checking who has made the most points, or something similar.

One of the interesting ideas that came from this exercise is the building / research mechanic: each project would start with a certain number, higher for bigger complexity. Each turn a worker/scientist on the project would place a counter, once the number is reached, the project it done.
Placing more workers would shorten build time, but increase cost, making it an important choice. 

Wednesday, July 24, 2013

Job Agency: Focusing the idea


As I was walking on the beach, thinking about my latest game idea, as I often do, I came upon an interesting theme which informed some of my game mechanics.

The idea is that players would take the role of recruiting agencies, competing to place new recruits into a limited number of available spots, promote employees to higher positions, block other players, collect money and more.

Since the cards to do all these things would be shuffled into a deck and drawn randomly, individual pieces may move in unpredictable ways, and hopefully make things fun.