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piecepack Workshop: Cell Management v0.6 by Mark Goadrich
- To: piecepack@yahoogroups.com
- Subject: piecepack Workshop: Cell Management v0.6 by Mark Goadrich
- From: "Benedict" <boycat_oh@...>
- Date: Thu, 15 Sep 2005 14:24:17 -0000
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- In-reply-to: <bu9801+p3me@...>
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Brykovian suggested in early 2004 that willing members of the
group might participate in a formal or informal piecepack game
design workshop (similar to the one at Board Game Designers
Forum) to help authors improve their game designs. This can
take all sorts of forms, from comments about gameplay, game
mechanics, theme, rules writing, rules clarity, and can be
applied to games in any stage of design, whether at the basic
idea stage or almost ready for release.
The yahoo group has been very quiet of late (the usual summer
slow down) so I thought I would kick off Bryk's idea with an
informal (but critical) look at some of the games in the Rules in
Progress folder. Hopefully some analysis and suggestions will
help motivate authors to polish up their games and submit them
to piecepack.org, not to mention increase activity in the group.
First up is Mark Goadrich's solitaire game Cell Management
v0.6. Hopefully over the next few of weeks more members
interested in the design workshop idea will also have time to
comment.
1) General comments
Solo games are always welcome additions to the piecepack
family. Quite a few solitaires exist already so new ones need to
add something more or different in terms of gameplay. I think
overall Mark has done a great job with a game that has a few
neat features. I liked the fact that the game requires no extra
equipment (in fact it is one of the few piecepack games that
doesn't exert itself to use all the bits); I thought the circular layout
of the cells was attractive when set up; I liked the guard
mechanic. This might be a good time to state that, as Mark
points out in the rules, this solitaire falls squarely into the puzzle
category. Like Mark, I get the feeling that all layouts are
solveable, but there is enough going on that it isn't always
immediately obvious what the shortest path to victory is.
The rules themselves are generally well-presented, well-written
(i.e. sound use of English, attention paid to spelling and
grammar) and contain very nicely done diagrams. I always like
to see where game designs originate, so I enjoyed the
background info at the end of the rules.
2) Specific comments
I think that gameplay itself is fine and does not need to be
altered - very solid puzzle abstract.
I did struggle a bit after reading the rules the first time - it wasn't
immediately obvious to me that the escaping species member
would escape to a different hideout than the adjacent hideout.
Mark makes use of the words 'its own hideout' which perhaps
wasn't specific enough for me. Maybe something like 'adjacent
hideout' and 'destination hideout' would have made this clearer.
I finally understood the mechanics when I realized that Mark's
examples of play diagrams didn't make sense to me. I spent
some time working out how the game went from the start to the
end of turn 1, and finally it clicked. It is hard at first to visualize
the fact that species members escape, but some of them will be
discovered by the guards and returned to their containment cells
with just 1 diagram for the end of each turn. Although the
diagrams are very nicely done, I think there should be a few
more - perhaps a series of 6 diagrams showing a whole turn
(the first turn would be best) then keep the diagram of the end of
the 2nd turn.
This next point is one of personal preference - it would make it
much easier for me if the friendly/hostile suits corresponded to
sun/moon which, for me, are easier to see as opposites, then
use either arms or crowns for the containment cells.
3) Conclusion
Although this could be sent to piecepack.org as is, a few small
additions would really make it an excellent ruleset.
I hope you don't mind being the guineapig designer for the
workshop, Mark!
Looking forward to seeing other designs from you in the future.
Phillip