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Game Design Villanostra

Mean Stress and Net Stress

I’ve been struggling with creating a deck of Village Life cards to draw for each villager at the end of the year. I had lots of ideas for what to do, but I hadn’t yet committed to anything. This morning I remembered that anything testable, no matter how poorly implemented, is superior to lots of unexpressed ideas.

I knew that I needed the Village Life cards, on average, to cause 2 stress and cost 1 coin. That should allow them to replace the food cost and health rolls I used previously without changing the system economy very much. So in my spreadsheet of card ideas, I added columns for stress, coins, support, corruption, and inactivity. These aren’t the values that will actually appear on the cards, they’re estimated values based on the card effects, which I can use to balance the entire population of cards. For example, if a card causes 3 stress to villager and their neighbor, the value in the stress column is 6, because that’s the adjustment for the village as a whole.

The average at the bottom of the stress column is the Mean Stress change per card draw. But support and corruption also affect the stress in the village, so I also added a Net Stress equal to the Mean Stress, minus 3 times the average in the support column, plus 3 times the average in the corruption column. The current result is +3.05 net stress to the village per Village Life card draw. That’s higher than I thought I wanted, but I’d rather have too much stress in the system than not enough. More importantly, I can look at that net value when I modify the cards to get an idea of how it will affect the entire game.

Unfortunately, when I import the card sheet into Component.Studio, I think it will also try to import the rows for those mean and net values, which will screw up populating the card templates. Maybe there’s a solution for that.

Categories
Book Review

Never Split the Difference

Never Split the Difference by Chris Voss

My rating: 5 of 5 stars


This book has a lot of great information on how to interact with other people to arrive at a mutually beneficial solution. There are few topics in life that are more important. And the information is intermingled with fascinating stories about real-life negotiations that Voss engaged in, whether over the life of a hostage or the price of a new car. It’s not just worth a read, it’s worth re-reading.



View all my reviews

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Uncategorized

Remote Testing of Tabletop Games

Yesterday was my first solo presentation at a professional event. I presented on “Remote Testing of Tabletop Games” for an event with the Indiana UXPA. I feel a little embarrassed about how much time I spent on an event that was only observed by 11 people. But the event was recorded, so maybe other people will see it in the future. And it was a good step forward for my professional path, and for my desire to share what I’ve learned with others.

Categories
Game Design Villanostra

No Food for the Village

This morning I removed food as a mechanism from Villanostra. It was just another way to add stress to the villagers (if they couldn’t afford it) that could be mitigated by some of the buildings. But as the buildings have been updated to experiment with new moral-related mechanisms, only the Granary remained as a building related to food. I’ll figure out something different to do with it.

This puts more pressure on a good design for the Village Life cards for each villager at the end of the year. Food mostly caused stress for poor villagers, so the Village Life cards need to do likewise. But the end-of-year processing for each villager was getting far too complex, and needed to be streamlined. Food was the least interesting mechanism in the list, so it needed to go.

Categories
Career UX Engineer

Busy Day

I’ve had a timed coding evaluation for a job opening waiting for almost a week, and I was determined to do it yesterday. But then our AC went out and someone was here working on it all morning. I spent part of the morning on FreeCodeCamp learning more about JavaScript, but by 10am realized I needed to make more progress on my Remote Playtesting of Tabletop Games presentation for tonight. So I worked on that until about 1pm, when the AC guy finished up. I took a break for lunch and went through the coding evaluation. It was pretty easy, technically, compared to the stuff I’ve been learning in FreeCodeCamp. But it can also be tricky to make sure you’re following the instructions correctly, even if you write code that does what you think it should. So, being careful to read and re-read the requirements, it still took me almost all of the 90 minutes available.

After that I had about a 20 minute break before a screening phone call for a UX Design position. (And during that break people showed up to clean our rain gutters!) I spent some time on their website and going over my notes on the position before the call. It seemed to go well, and unless there are other candidates who are far more qualified, I expect to have a second interview.

Karen came home while I was wrapping up that call, and we barely had time for dinner before I attended my first event with React.Indy. They were super friendly and I got a lot of great info about resources for getting into JavaScript development.

(After that we planned meals for next week, I made a grocery list, and ordered groceries online for me and also for my sister. Collapsed in bed around 11pm. Whew.)

Categories
Game Design Villanostra

Villager Stories

Back to thinking about annual life events for villagers. The d10 – stress die roll I used previously did a good job of cycling the villagers through injury and death, but it was abstract and slow. In my last playtest, however, I forgot to include anything like it, and the villagers were too prosperous and effective for the game to be interesting. So, I think a set of cards is the way to go. They should almost always increase the villager’s stress–“stress” was originally “age”, until I realized I could combine the two–but they’re also an opportunity for more interesting and engaging things to happen. It’s a little tricky coming up with ideas that don’t overlap too much with stuff that’s already modeled by other game mechanisms, especially related to work.

My epiphany this morning was to design each life event card so that it includes a first-person quote from the villager. Instead of the Robbery card just saying “This villager gains stress and loses coins”, now it starts with “They took so much stuff. I don’t feel safe in my own home anymore.” Designing the effects of the card from there already seems to be inspiring me to come up with more creative ways to model the event. And I think the players will find it more engaging.

Categories
Career UX Engineer

Spent too much time yesterday posting on social media to announce my presentation for tomorrow evening. The problem with posting on those media is that it’s very, very hard to do without also getting distracted with what I see on the media. Between crafting the message, tailoring it for each outlet, and the distractions, a lot of the day gets consumed.

I have a coding evaluation I need to perform for a job I applied for, and I hoped to do it yesterday afternoon. Unfortunately, by the time I sat down to do it, I didn’t feel like I had enough time to complete it before Karen would come home. (Turns out, I was right.) I took that time instead to make more progress in FreeCodeCamp.org. Not wasted time. It looks like the lessons I’m going over now are applicable to that evaluation, so that’s good. I want to do that evaluation this morning, but remembered people will be here this morning to fix the air conditioning, which will be a distraction. I guess I’ll do more FCC exercises until they leave.

But I also need to finish assembling and polishing my presentation for tomorrow evening. Gonna be a busy day.

Categories
Game Design Villanostra

Not Enough Stress

This morning I picked up a Villanostra playtest that I started yesterday. Things are going too smoothly for the village. I accidentally removed the end-of-year mechanism that causes the villagers stress (and previously, injury as well) at the same time that I unthinkingly added the new support mechanism to counteract stress. They are far too happy. I was trying to simplify the game so I could move on to testing the new buildings, but by changing the testing context I rendered the test invalid. Oops.

Categories
Career Game Design UX Engineer

Making Myself Presentable

I spent much of yesterday working on a presentation for Remote Testing of Tabletop Games for this week’s Indiana User Experience Professionals meeting. I was able to run through a first draft of the presentation with Mike Miserendino, the chapter president, and he gave me a lot of great feedback and ideas. I was worried about not having enough to say, and now I’m finding instead that it’s much too long. I need to trim it back, and yet also make more of it relevant to the UX professionals in the audience.

I was also concerned about being nervous during the presentation, but in the practice with Mike I could already tell that I’m so excited by the topic that stage fright isn’t a problem. It might also help that I recently listened to this Choiceology podcast on stage fright and reframing it as excitement.

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Game Design Villanostra

Too easy?

This morning I started a new solo playtest, using feedback from the last multiplayer playtest. First year went very smoothly, all three projects were completed. Second year looks to be well-funded already, will probably complete all three buildings again. Probably too easy! But the main thing I want to test in this solo is the effects of the buildings, so getting them into play earlier is probably a good thing. At least, for now.