Game Makeovers Notebook

Not that I don’t have enough to do in working on several original designs and concepts, but the brain is always looking for creative distractions to “recharge under load” and to break out of neural pathways that rut so quickly. Who knows, maybe this process will result in something worthwhile itself as well.

There is value in deriving something new from something known; those who know the original are on their way toward understanding the new. It is a form of assimilation. Resistance is futile.

One might criticize, “A makeover isn’t original and is a waste of time.” I think that makeovers are not only valuable exercises, but they also result in very viable games. There are many and one might even say that most games are makeovers of previous games since something truly new comes maybe once a year. Here are a few popular makeovers of very simple traditional games:

Cheesonomics: Go Fish

Diamonds: Whist

King of Tokyo: Yahtzee

Oddball Aeronauts: Top Trumps

One Night Ultimate Werewolf: Werewolf/Mafia

Objective

Redesign a traditional game or game system to make a more modern, fun, interesting, probably less random and more interactive game while maintaining enough of the original game that it is still obviously “in there.” In this process I expect to post:

  • An evaluation of the existing game/system for what is working and what needs work.
  • A description and rationale of each “improvement.”
  • The evaluation – redesign – playtest cycle for major changes.
  • Any tools that I use or create in the process.
  • A description with rules and PnP files (as appropriate) of the “final” product (at least as far as I intend to take it) and a comparison to the original.
  • (Maybe) A step or two further; breaking my first rule of trying to maintain a recognizable semblance to the original game and seeing how far I can take the design.

Hopefully you find this discovery process interesting and maybe even gain some inspiration from it.


Game Makeovers Notebook Icon
John Parker

Design Workbench

Design Objective

It has been a while since I first did the makeover of Nines to form Picky Packrats and I have played hundreds of rounds of the game as-is. So, why would I change anything? Well, to see if I can make it better. In this design round, we break the game layout out of the box and into a circle. A circle is more reminiscent of the rat midden that our theme is suggesting and it opens the game up to more scoring possibilities.

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.

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.

John Parker

Design Workbench

Design Objective

Since it has been a while since I last reported on this project and the game is actively being playtested, I thought I should report on progress even though there are no major changes. I propose a few tweaks here that may cause changes to the rules and the cards, so by the next round I may post all new documents for rules and for building a deck. Historically, I have introduced new ideas in this notebook after they have been tested and changes decided. I am going to break form in this entry and suggest a couple new rules that we will be testing in the coming weeks. With many successful tests behind us, these are in the range of fine tuning. We are not experiencing any major problems with the game.

John Parker

Design Workbench

Design Objective

In this round I will try to address two seemingly unrelated observations: The “1” Action (Reveal/Peek at any card) does not get used much and a player may run out of time sooner than they want. According to the major objectives for this game, both of these observations may not be recognizing negative conditions, but they may be more pronounced than desired. Let’s break them down a bit into what is actually positive about these observations and what might be negative:

John Parker

Design Workbench

Design Objective

Now with a game that seems to be pretty solid and fun it is time to introduce Orientation as a card state. Orientation is the final (at least that we can think of at this time) card state important to the game. Its importance comes from the original goal of having a purely graphical game in which the scoring is obvious by the appearance of the grid. Along with making orientation important comes providing an action to manipulate it.

Will card orientation introduce more fun and new (desirable) player challenges or just complicate the game with little or no benefits? Let’s see.

John Parker

Design Workbench

Design Objective

Now that we have a sense of how the game plays, we are ready to make a few more changes. Although we started with fairly stripped down rules, we are going to try to strip them down a bit more. Previously we only allowed Actions and Locks to be played on Revealed cards. That made it simple to think about what was happening, but also imposed a rule; “the card must be revealed” that may not be necessary and may actually inhibit the game play. So what if the state of the card Concealed/Revealed doesn’t matter?

Is the game more interesting? Is it easier or more difficult to understand, explain, score, play, etc.? What new problems may arise from this new mechanism? Does it reduce or increase the rule set?

John Parker

Design Workbench

Design Objective

It didn’t take very many more test games to figure out that a stalemate condition could arise; where Player 1 would perform an Action (or more likely 2 Actions) and Player 2 would immediately perform an Action (or likely 2 Actions) to exactly counter or undo Player 1’s Action(s). Now Player 1 is set to do the exact same thing. Details are discussed a little later in the Grid Play section.

Let’s see how we might fix this issue without creating more rules.

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.