I’ve been working on Plutocracy a lot lately to get it submitted to the Cardboard Edison Award. With the changes added last week it really seems like the major design portion is complete and now it needs development. I’m happy with the game arc, the player incentives, the timing, even the theme has become more specific.
I just found my first design document for it, which I started on December 13, 2016. The very first line of my design notes is “Currency manipulation 4x ish political intrigue.” That was the core of what I wanted the game to be.
It began life as an action card drafting game with a modular board. Players manipulated 4 tracks; economy, military, technology, and culture, for 3 kingdoms. It was supposed to have a lot of area control to push combat, but the economy manipulation was so rewarding no one did anything else. From that first design through player decks, rondels, static and modular boards, and buildings I’ve come to the current version which is still very much the “Currency manipulation 4x ish political intrigue” idea I had back then. Though the currency is influence and the political intrigue is very high level inter-faction conflict, it is more solidly a 4X game.
Games can change drastically during design. When you start a design, make one simple, solid guidepost. Use that as an idea to build everything else off of. In a creative endeavor that can easily circle back around on itself it’s helpful to be able to see where you started from.
That guidepost can change, but if the guidepost changes I would say you are designing a different game, which is fine. Sometimes one game design is the inspiration you need for another game. But always check what your game has become against that original idea.
Here is some Plutocracy stuff, since I worked so hard on it.