We began with addressing the pros and cons of the modes of transport, and separating this from the sabotage scenarios because the former referred to the rules of the game and the latter referred to the mechanics. The mechanics, we elaborated, could be cards that players earn and then can place on the board to hinder another players journey, forcing them to take distant route, bypassing the sabotage card and situation or by continuing their journey but having to miss a go due to the inconvenience. This will make the player think tactically, planning in advance, looking for other directions they can take if this one gets sabotaged.
At first we chose to use a hex board, however we decided to simplify this to a basic square grid board, like Snakes and Ladders, to work out the pros and cons of how far one can travel. However we still had trouble balancing out the advantages and disadvantages, so we tried out a new idea: all players begin as pedestrians. And linking this with an older idea: all players start at the corners of the board gave us a starting point with the balancing problem, although it opened up new challenges, since the other vehicle facilities, like train stations, cars and bicycles racks (Borris Bikes), needed to be equally scattered and arranged so that one route or starting point did not have a dominant strategy and gave the player unfair advantages. Although, making the 4 quarters of the board the same would mean the players are playing on separated maps.
We tried out our idea with a map of the Elephant and Castle area, I picked one corner and Matthew picked another, however, the map was too small of an area and only included one tube station, so we used cars, bicycles and walking as our modes of transport, trying to get to university which was conveniently in the middle of the map. We marked off where we would go, opting for the car, trying to be devious and working out loopholes, we decided that you can’t get too close to the university in the car as there is no place to park! So finding a small narrow road, the car was parked and the route carried on by foot.
Although this was just a trial of a trial, we learned the importance of marking out areas in strategic locations, not having too little facilities so the player has no choice and not having too many, cluttering the board, also it showed how we could use our daily commutes as ideas, seeing the infrastructure of transport, how in some areas favour certain modes of transport; making the journey more accessible for them, like cycle lanes. And how some make it a little difficult, a bit like our sabotage cards! Yellow lanes in shopping areas, forcing you to either take public transport or pay for parking in multi storey car parks, either way rinsing out your wallet well before you make it to elephant and castle mall.
In the next lesson we will split the map up into grids and play with more regards to the rules. Fearing our game would not have much content if we only focused on trains, cars, pedestrians and bicycles, we began adding other forms of transport, like pedalos, trams, cabs and buses. This would give us more to work with if we didn’t have enough, after refining their characteristics, and it would give the game variety, although if they needed to be cut, we would still have our 3 or 4 main modes left to work with.
So the changes we have put on the table:
1. All players begin the game on foot
2. Starting points for players are the corners of the board
3. Having a map drawn onto the board, with transport facilities being available (and unavailable due to sabotage cards) to the players
4. Sabotage is in the form of cards than are awarded to the player (we still have to work out how, perhaps by detouring to collect them as bonuses) the player can place these on the grid to hinder players. This’ll involve thinking strategically; working out where the opposing player will want to go, attacking their shortest route will cause the most damage
5. Hex board replaced with square grids, mirroring co-ordinates on maps.
Aims for next lesson
1. Work on balancing the game objects
2. Begin the design on the playing board