TV Executive Playtest
Oh, and happy birthday to our host yesterday, Don!
CodeInstead of having the circular arrows seen in the rulebook with the number in the center of them, it would just all be written out.
Move
2
terminals
LEFT

At the top of the card is the name. Below that are five numbers. They represent Fun, Dizziness, Capacity, Ticket Price, and Construction Cost, respectively. Fun and Dizziness affect which customers will use that building. Capacity is the number of customers that can simultaneously use that building. Ticket Price is how much money you will receive each time that building is used. Construction Cost is what you must pay to add the building to your section of the park.Tom: Do you think a lot of the reason for the popularity of Monopoly is simply that it's been around so long? With today's shorter attention spans, do you think Monopoly, introduced as a new game, would be successful?Well, no surprises here. He first spins the inertia as proof that the game is fun. This without recognizing how few adults still play Monopoly. If all of these parents teaching their children had such pleasant memories of the game, why did they stop playing until it was time to torture their children with it? The next part had me laughing for a good half-minute:
Ken: No. I do not think that is enough to sustain a game for so long. I am sure that the fact that there are generations of adults that introduce it to their children because they have pleasant memories playing is a factor. However, the bottom line is that it is fun to play. People like you and your readers who enjoy gaming love trying new games every year but we are only going to continue to play the ones that are fun.
Tom: There are many new board games that have been quite popular lately, commonly known as "German" games. These include games such as Ticket to Ride and Settlers of Catan. What is your opinion on these?I was sad that Tom didn't press forward on this point. I understand the need for politeness, but this ignorance, which lies at the heart of the problem, needs to be highlighted. Here is one of the highest-profile Moldiers and he can't defend his game against modern classics. I don't mean to make sport of this fellow, but there couldn't be a clearer signal that this guy is wrong than his inability to respond to that question.
Ken: I'm sorry but I am not familiar with those types of games.
ConceptI don't agree with everything said, but I believe that this list is quite useful as a sort of checklist for a designer to go over with each major iteration of a design.
* Originality - It possesses elements that have never, or at least not in this particular combination, been part of a game before.
* Freshness and replayability - It is different each time it is played. Repetition in sequence, progress, and events are avoided.
* Match between system and the theme - The system uses concepts intuitive and familiar to the players through their understanding of the theme.
Rules
* Complexity and target groups - The complexity of the game rules is consistent with the target audience for the game.
* Complexity and influence - The complexity of the game rules is commensurate with the player's level of influence over the course of the game.
* Learning - The presentation and order of the rules make the game easy to learn.
* Playing Aids - Summaries of often-used, complex information are provided for players.
* Completeness - Rules cover all possible occurrences in game play. Players can easily find answers to rules questions.
Player Involvement
* Player desire - Players want to play it again.
* Player influence - Players have the opportunity to affect the games progress and direction. They play the game, the game does not play them.
* Tension - There are no long periods of relatively low tension. The game gets to the action relatively quickly.
* Reasonable waiting times - Players are not subjected to long periods of inactivity while they wait their turns. Players act simultaneously or are involved in others' turns.
* Meaningful choices - At any decision point a player has small number of meaningful choices. There should not be one option which is optimal for all decision points.
Balance Issues
* Equal opportunity - The initial state of the game gives every player an equal chance of winning.
* Turn order - Overall the first and last players should have neither an advantage nor a disadvantage over the rest of the field.
* No early elimination - All players are involved in the game until it's almost over.
* No runaway leaders - Every player has at least a theoretical and preferably a practical possibility of winning until the very end.
* No "kingmaker effect" - A player who no longer has any hope of winning cannot somehow determine the winner.
Production
* Recognition rather than recall - The game components make the game status visible, minimizing the players' memory load. A player should not have to remember information from one part of the game to another.
* Legibility - Text is clearly legible and tokens are clearly distinguishable.
* Uniformity - The title, theme, format, and graphics give a unified impression of the game.
* Component quality - Components are durable, functional, visually and tactilely appealing.
Dear Mr. Keller,This was great. Two game companies, both of which I considered Tier-1 in terms of market presence, were now interested in my design. However, it was very close to the point where Out of the Box would be evaluating and making their decision on the prototype I sent them. Therefore, I decided to wait to hear from them before sending my rulebook to Mayfair. I would not have to wait long.
Thank you for contacting Mayfair Games with your design submission. We are always excited to see great new ideas from designers like you.
The game you describe briefly in your note sounds like it might be rather interesting. I would like to know more about it. Can you please send a copy of the rules or a detailed description of the game? A couple graphics that illustrate what the game is like could also be helpful.
Thank you again,
-William Niebling
Director of Submissions
MichaelI was ecstatic. My first attempt at submitting a game and they were interested enough in the concept and rules to want the actual prototype. I made a final set of tweaks, printed up a brand new copy and cut it as perfectly as possible. Three days later I placed it in a white corrugated cardboard box that I bought from the local hobby shop. I labeled it "'Programmer' Prototype by Michael Keller". I then brought it, a copy of the rules, and printouts of all correspondence to the UPS store near me and had it packed and shipped. I e-mailed Mark back letting him know the prototype was on its way. And so the wait began.
COMPUTER PROGRAMMING is indeed a very original concept. I would like the opportunity to present this to our Product Development team in late September. Please send a working prototype at your earliest convenience to the address below.......express service is not necessary.
Thanks
Mark
This will also be the first full ruleset that I will have posted on this blog, so you guys can get an idea of my work as a game designer wannabe. Note that the rules you will see are no longer the current rules of the game. Major mechanical changes have been made since then. But it was the first game that I thought worthy of submission to publishers, so it is an important sample.I tried futzing with the layout but it just wouldn't fit in this page, so I made a separate one. Enjoy.
MichaelI hadn’t at that point thought to start writing a rulebook, so I immediately set upon writing one for Programmer. As I said here, I copied my rulebook’s structure and explanatory methodology from the rulebook for San Juan. The new graphics for the rulebook were created in MS-Paint, as I felt diagrams for a version that was meant to explain the game to a publisher were better off clean and simple and to spend time creating aesthetically pleasing ones in Photoshop were just not worth the effort. When I showed actual cards from the game in the rulebook, I did use the images for the cards from Photoshop because they looked nice and were already done, so the only changes I had to do were to resize them to fit in the rulebook layout.
Thank you for submitting your COMPUTER PROGRAMMING card game for our consideration. If possible, please email the rules for further consideration.
Mark
Thank you for your quick response. My current draft of the rulebook is attached in PDF format. I am not an experienced rulebook-writer, (I usually just teach people verbally how to play this game) so please forgive it's less-than-perfect layout and phrasing. If it is unclear in any way, I would be happy to answer any questions you might have. Thank you again!Tomorrow I’ll figure out a way to post the rulebook here. This will also be the first full ruleset that I will have posted on this blog, so you guys can get an idea of my work as a game designer wannabe. Note that the rules you will see are no longer the current rules of the game. Major mechanical changes have been made since then. But it was the first game that I thought worthy of submission to publishers, so it is an important sample.
==========================
Michael R. Keller
Congratulations on your new game idea!
Out of the Box Publishing is always looking for new and innovative designs that fit for our growing line of games. If you would like us to consider your game for publication, please observe the following submission guidelines:
- First, email a basic description and overview of your game idea directly to me (mark@otb-games.com). Make sure that you include the following information:
- Age ranges
- Time needed to learn the game
- Time needed to play the game
- Components
- Brief description of play and winning conditions
- Proposed theme
- If we feel that the information that you provided in step 1 appears promising, we will request a copy of the rules, more detailed information or both.
- If we are still interested after step #2, we will request a prototype for more extensive playtesting.
- Out of the Box Publishing will not consider any product submission requiring a signed non-disclosure agreement .....sorry, there are no exceptions to this rule.
Since we plan on releasing 4-6 new products each year, I would be delighted if your game turned out to be a good addition to our line!
Thank you for your confidence in Out of the Box Publishing.
Mark Alan Osterhaus
President
For legal reasons, only William Niebling will look at new game submissions. This insures that no employee of Mayfair Games is influenced by your design ideas.On July 27, 2005 I sent the following to OotB:
If you would like to have us consider your game, you need to send a memo (like a Resume for your game) to:
William Niebling
Director of Submissions
Mayfair Games, Inc.
P.O. Box 1023
Ann Arbor, MI 48106
or via email to: submissions@mayfairgames.com
This memo should outline the following items:
• Topic nature of the game (ie, a game about ....)
• Who is the expected market for the game (family members between ?-? or males between the ages of ?-?)
• How does your game fit into the style of games which Mayfair currently produces?
• What is the most interesting facet of the game which could be used in an interesting Marketing approach?
• Is there any similar game to your game? Which ones?
• Has the game been published before?
• What other games have you published?
We are not so interested in the game mechanic, as we are why this game will fit Mayfair's line well. Never send us a prototype unless we specifically request it. If an un-solicited prototype is received it will be immediately destroyed, for your protection and ours. We are always working on games of our own and we would like to protect your idea.
I hope that this assists you in your quest to be published as a game designer.
Thank you,
William Niebling,
Director of Submissions P.O. Box 1023
Ann Arbor, MI 48106
Ages 12+And the following to Mayfair:
Takes about 5 minutes to learn.
A 4-player game takes about 45 minutes.
A 3-player game takes about 30 minutes.
A 5 or 6-player game takes about 1 hour.
The only components are cards, normal size, about 120 of them (exact set of cards is slightly in flux at this point, but it will stay between 100 and 130).
Players take turns building a shared "computer program" using code cards that pass a scoring token among them in different ways. Players also have event cards that can help yourself or hurt opponents. Every round new code cards get added to the existing program, then it is run, scoring points accordingly. The player to first reach a certain number of points wins the game. (3 players = 12 points, 4 players = 9 points, 5 players = 7 points, 6 players = 6 points)
The theme this is built on is that of players taking on the personae of computer programmers (hackers, really) battling each other over a network.
• Topic nature of the game (ie, a game about ....) Computers, Programming, Hackers, and the InternetWhat responses did I get? Tune in same bat time, same bat channel!
• Who is the expected market for the game (family members between ?-? or males between the ages of ?-?) Technology-oriented males over the age of 12
• How does your game fit into the style of games which Mayfair currently produces?
It best fits because its theme is one that you haven't addressed in your line of games. Just about every game you make seems to take place in or prior to the Industrial Age. This game's theme appeals to a different segment of the population. In addition, like most of your games, every player's move affects the utility of all of his opponent's cards, so current Mayfair players would appreciate the interaction of the gameplay.
• What is the most interesting facet of the game which could be used in an interesting Marketing approach?
The most interesting facet from a marketing standpoint is the theme, which is relatively unexplored in the current American game market which seems to be oversaturated with fantasy and midieval games. The mechanics of the game also lends itself to being able to learn to play on a computer, making it easier to attract people who don't necessarily go to gaming conventions but still enjoy playing games.
• Is there any similar game to your game? Which ones?
Programmer's Nightmare (http://boardgamegeek.com/game/3564)
Like my game, has players building a program, but that is really where the similarity ends. The mechanics of how it plays out are vastly different.
Input/Output Game (http://boardgamegeek.com/game/13312)
The game description makes it sound like it is about constructing a program, however, I cannot find a detailed gameplay description of this game.
• Has the game been published before?
No.
• What other games have you published?
I was a designer on the upcoming expansions for "Star Trek CCG Second Edition" titled "To Boldly Go" and "Captain's Log". TBG is planned to release around the end of August 2005. The lead designer is Mike Girard (mike.girard@decipher.com).
I would be happy to answer any further questions you might have. Thank you for your time.
After the game, I talked to Andy a bit about a problem I'm having with a game I'm designing (or trying to, anyway). In three minutes he came up with a solution to the problem that's stalled me for three or four months now. I was flabbergasted. He's apparently a natural at this. Meanwhile, my game will never be published, no matter how long I try, even with his solution and a few tips on showing it to publishers. It's a shame, too, I like this game so much more than my misguided past attempts at a sci-fi RTS CCG and a sci-fi wargame. This one is exciting mechanically to me. I've never heard of anything like it; Andy said he hadn't either and would like to try it. Yet, even if he helps me perfect it I know I've got no chance: no publisher has ever heard of me, I have no money to invest of my own, and the universe would never be that nice to me to give me a chance to design games for a living.I obviously have become more delusional since then. Anyway, shortly after Origins I began intensive playtesting of this game. After tweaking some rules and adding/changing/removing some of the cards it seemed to be good and I couldn't identify any specific problems that needed to be addressed. That's when I began the submissions process.
