1 hour ago, Tom Sloper said:
It doesn't have to be. Rough and dirty is okay, as long as it works. Hand-draw the board (if there's a board). Get some toy soldiers to use as pawns (if you need pieces). If you need money, get some play money at the Walgreens, or cannibalize a Monopoly set. The cards (if you need cards) are the time-consuming part. Write on some index cards for starters. Once you get started, it goes quickly, or you lose track of time and somebody has to drag you away to eat and sleep.
I already have a rough board drawn up. That's the first and easiest thing I did. I also have figures I can use for the players. Other tokens and markers are also easy to create quick and dirty.
The hard part, and most time-consuming part will indeed being making up the cards. In fact, that's the reason I needed to create this flowchart. I'm still not done. I also need to create a meaningful quantitative relationship between the events and solutions. That is the heart of this game. The problems will always be one of four categories I call "type". I'm still working this out conceptually and may potentially need to add more types, but I think I can make it work well with only four types. Note: The players themselves will have no clue about these "types". These "types" are only something I need to be aware of as the game designer.
Example of the four types:
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Physical
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Logical
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Ethical
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Emotional
Every "problem" I create on an event card will fall into one of these four types. Then they pick a solution card that offers them four possible actions they can take to solve the problem at had. Each of those solutions will reflect one of these basic types.
If they choose a solution that is of the same type as the problem then will score high points. However, if they choose a solution that is not of the same type as the problem, then they will either gain only a few points or possibly lose existing points. Exactly how I'm going to make this work out on a board game with just cards is still not clear. It may not even be possible. This game might ultimately need to be a computer program so the program can figure out whether the type of solution matches the type of problem. I'm still unclear on how, or even if, this can be done using a board game and just cards. I'm sure it could be programmed into a computer game. But trying to design cards with enough information on them to instruct the players on how to tally points might be formidable.
It's not going to help to try to prototype a game by trial and error if the game is impossible to implement with just a board and cards.
So I guess this is also my major concern and why I'm trying to figure out a complete flowchart scenario. The flowchart I've come up with thus far makes the overall structure of the game pretty clear. And that was certainly helpful. But it still isn't helpful in terms of exactly how I will need to design the cards to properly instruct the players on how to score their actions.
The "Calculate Results" box of my innocent-looking flowchart is not so innocent. I can see how I would calculate the results using a computer program and all the known information up to that point. But explaining to the players how to score their results on paper cards is not so clear. Especially when they aren't even supposed to be vividly aware of the four types. After all, if they were openly aware of the four types they would ALWAYS choose a matching solution. That wouldn't be much of a game. So the "type" of problem and solution has to remain somewhat hidden from them. They have to either guess or just realize from common sense which solution best matches the problem at hand. That's the whole point of the game. The better they do at this, the higher they score.
This game just might not loan itself to becoming a simple board game without the assistance of dynamic computer analysis.
I just don't know the answer to this question yet. However I'm starting to suspect that it might not be possible to do what I would like to do via a simple board game without computer assistance. Only time will tell on this one.
Here's a rough sketch of the board. I know this game would be possible as a computer game because the computer would know the "type" of problems and solutions and could then score from that information, but I'm not sure it can be played as a board game without extremely complex instructions on the playing cards. I can't just tell the players, "If the problem and solution are the same type then score points, otherwise deduct points". I need to figure out some way to make things work out without the players knowing anything about "types". And I'm not sure if this can even be done with just game cards. It may be literally impossible.
This is what I'm trying to figure out with flowcharts. Clearly I'm not done with the flowcharts because I haven't actually made a flowchart on precisely HOW to score things. When I do that I may be able to see clearly whether or not this game can be done without computer assistance. It may ultimately need to become a computer game just to work.
In fact, having just explained all of this, I'm starting to guess that this will only be possible as a computer game. In order to score actions too much information will need to be known that the players themselves simply won't know without revealing the "secret" of types. Once they know that "secret" it's no longer a challenging game because at that point they would just always chose solutions that match the type of problem at hand. How can you lose when you already know which choice is best?
It's going to have to be a computer game. Surely. As a computer game there would be no problem as the computer could figure out the score without the players necessarily understanding why they are getting the scores they are getting.