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gamedesign/upwelling

BLOGSPOT
Creative process.
Like I wrote above, it stems from an article.
Ever since I read about/played Reef Encounter and how Richard Breese came up with the idea for that game, I have kept my eye on anything that might make an interesting theme for a game. The local paper had an article about the problems of the Salmon during the last few years and why. I read it and until recently, just mulled about ideas for it. So, this contest was perfect for it to become a reality and force me to commit to trying it out, going from theme first before mechanics, to design a game. Thus far, it has proven just as hard to make mechanics from a theme as it is to make mechanics then add a theme that makes sense. Solo playthrough has proven helpful in tweaking the boats properties...but real playtests should determine if the strengths/weakenesses are balanced or "work at all" for that matter.
The only problem I have for this game thus far is the theme might be rather dry and make a dry game. The wow! factor might be missing because I am trying to stay in the theme as much as possible. This could prove good or detrimental for a game to be "fun"...tests will prove this as well, hopefully.

As for a board of some kind of fishing area map? I'm not sure how to implement the actual trawler fishing into it without adding a bunch of mechanisms that are pasted on. Like I said, I want to "Just stick to the facts Ma'am" as much as possible. A board would be nice, but we'll see.

Idea squished "map of locations on the board"
I had an idea that dependant on which boat you used that you would be linked to a certain route on a map of the ocean with various locations, and you needed to be linked to other locations in order to gather the fish types that you want for that season (bonuses for certain pairs, perhaps). Each place on the board might show a fish type that is most frequent in those areas, and arrows to adjacent fishing locations. Months fishing could determine the how many locations you could visit. The problem with this is that it is a static board and everyone would know what the best route is each time. The other problem is that it does not fit the theme; it is more abstract with pasted on theme. A board map might be nice, but thus far, I can only see it hurting the depth of the game, not helping it, nor adding any fun-factor to it. So, currently, no map on the board. *puts on thinking cap* So it's back to the drawing board.

Idea 2 squished "another deathrate factor"
I already have a few deathrate factors, that this one was not needed. I was going to add another factor: the times each player fished. It would be a bunch of boxes (dependant on number of players) each row of boxes if filled would add to the deathrate factor. Filled or rather the marker would be moved along to the next box or next row next box. But, I thought it was redundant in that this is saying the players are going to have a choice in how many times they are going to fish. Fishermen that use trawlers do not have a choice -- it is business, they have a certain time to fish, and during that time they fish as much as they can. So, this idea was already implemented in the number of fishing months which is a factor already for the deathrate of next years' crop.

Idea 3 squished "selling amounts variable"
Sticking to the theme I could add a marketplace of varying prices dependant on the sells and limited quantities. But, I was mostly trying to stick to the fishing part of it, and that marketplace idea has been done many times, and would it add to the flavor of the game or just make it more complex for no reason. I chose the latter as a reason to squash the idea. Maybe it will resurface, but for now, I left it on the cutting room floor.

Fixed a number of 4 for the amount divided from bribes to determine projected season. Number of players was too low. This way anyone can pay 20 even if everyone wants to "tank" the idea and offer no help in the bribe, and still can get the marker to the 8 season length. I'll see if the number should go up depending on player count, but as is, it appears 4 is doable for all numbers since sometimes you all have to do it on your own, and losing that much isn't going to hurt as much as say divided by 6 could place you in doghouse if your gamble doesn't pay off.

Not sure about a fix for those who go in the hole (can't pay their rent at the end of the season). I think it has been mitigated by the amounts earned. But I do feel it will happen, and I have to figure out a fix for that...sticking with theme first, of course.

Aug 26.08 Changed the skull of a human on the board to a fish bones picture. It only seems fitting since the fish are dying, and not the population of the human beings. Lack of fish could prove that idea incorrect, but for the game's sake we'll have the fish die due to the factors occuring.

Aug 28.08 Working on various fishing ships instead of using just the 4 on the board. Thinking about using cards that 4 or 5 will be placed a turn to choose from, might stick with 4, but maybe 5 depending on the number of ships if it is divisible by 4 or 5, mainly.

Aug 29.08 I have 14 different ships with abilities. The bonuses I've added to a few are not the normal months fishing bonuses. I'll see how it plays out with bonuses as such. Playtested the 4 static ships version last night. They work, but sometimes you _know_ exactly what ship you want. There is a gamble to tour unless you have a lot of money to bribe with. I was tanked twice by my wife which shot me into the hole at one point. Still needs a fix for going in the red. Maybe a loan ticket of $50 that you payback at the end? or $45 and you have to payback $50. Still tweaking. The playtest worked, my wife won...twice. It seems a lot math heavy for a eurogame. Might try to streamline that as well. The deathrate and the fish factor bits and seasons and bribes and all of that worked! The worst is when my wife rolled a 1 adding to the fish factor -4 because the death rate was so high. We almost fell off the board on that one. It is hard to make money if you run into the x2 section. It is hard to get back unless you work together to move the fish factor upwards by not taking pollution boats and not bribing so much (which was easy when we started losing money on expenses. All in all, it was "enjoyable" as my wife put it. I'll agree. It had enough choices to keep me interested for the hour it took to lose.


Aug 31.08 Reworked map - still trying to work it in, but it may be extra and not needed.
Elimination of more boats, working down to 9 only.
Test was harder than it was supposed to be. Unforgiving game at times.
Moved the starting x amount to the first space in the 4x to give some starting cash.
Made loans at $45 with same payback of $50. They were not used much because the payback was too high when you are barely getting $15 a season.
Added weights to each route so that you can't take a trip around the entire island chain in an entire season.

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