I settled on a location for Municipality pretty early on. New York City was the undisputed choice from the get go. This was for several reasons.
While I have answered the "where" of Municipality, I have yet to determine its "when".
The problem is that I haven't figured out a time that would match the gameplay. The most obvious choice is early New York. Unfortunately, one of my three building types, the office tower, did not exist back in 1800. It wasn't until Elisha Otis introduced the safety elevator in the 1850s that skyscrapers even became possible.
The next choice is contemporary New York. While building an office tower in this time frame isn't an anachronism, building New York from scratch would be.
My third option is to create a fake reality, either in the future or an alternate-history modern-day New York, in which players need to rebuild New York after some disaster. This makes it easy for me to shoehorn in thematic reasoning for the various mechanics, as players can't complain "It didn't happen like that". On the flip side, it is harder to immerse yourself in a contrived universe. Many gamers prefer games that hew close to history.
The last option is to just ignore it altogether. I wouldn't try to place Municipality at any particular point in time or give it any back-story. It just is what it is. This option requires the least effort on my part, it also will turn off players who enjoy a game's theme. While I rarely care about a game's theme and only evaluate the mechanics, I am a rarity in this respect. This option is pretty much a non-starter.
This isn't a pressing issue for Municipality, but it is something that needs to get decided before I start shopping it to publishers. Anyone out there care to vote on which option you'd prefer to see?
- It is one of the world's largest cities
- Its various waterways make for interesting gameplay
- As a native New Yorker, I am legally obligated to consider it the center of the universe
- I you can make it there, you can make it anywhere
While I have answered the "where" of Municipality, I have yet to determine its "when".The problem is that I haven't figured out a time that would match the gameplay. The most obvious choice is early New York. Unfortunately, one of my three building types, the office tower, did not exist back in 1800. It wasn't until Elisha Otis introduced the safety elevator in the 1850s that skyscrapers even became possible.
The next choice is contemporary New York. While building an office tower in this time frame isn't an anachronism, building New York from scratch would be.
My third option is to create a fake reality, either in the future or an alternate-history modern-day New York, in which players need to rebuild New York after some disaster. This makes it easy for me to shoehorn in thematic reasoning for the various mechanics, as players can't complain "It didn't happen like that". On the flip side, it is harder to immerse yourself in a contrived universe. Many gamers prefer games that hew close to history.
The last option is to just ignore it altogether. I wouldn't try to place Municipality at any particular point in time or give it any back-story. It just is what it is. This option requires the least effort on my part, it also will turn off players who enjoy a game's theme. While I rarely care about a game's theme and only evaluate the mechanics, I am a rarity in this respect. This option is pretty much a non-starter.
This isn't a pressing issue for Municipality, but it is something that needs to get decided before I start shopping it to publishers. Anyone out there care to vote on which option you'd prefer to see?
I recently played 


Over the 4+ years I've been designing games, I've gradually gained a sense of how far away from being "complete" a particular design of mine is. And something I've learned is that while minor changes reduce the amount of time remaining until a game is mechanically complete, large changes reset the clock. The larger the change, the further back it is set.
First, let's talk about the smartest thing they've done: stay away from
The growth model is based on both proximity and connections to different types of zones. To remove the complexity of the growth model would drastically reduce the strategic potential of the game. This is why I have been so reluctant to address this problem. The most I've done is play with different ways to represent the growth on a player card chart. I had hoped that if I explained it well enough, the complexity would disappear.