Jay Cormier on his Roadblock

Roadblock is a series of articles where I interview other designers, developpers, and others involved in the industry, to do a deep dive into a specific issue they’ve dealt with in a project. The goal is to add concrete examples to the mass of game design advice out there.

JV: Today I’m sharing with you folks a discussion with Jay Cormier, half of the design team behind Belfort, Junk Art, and In the Hall of the Mountain King, and now founder of Off the Page Games! Remember when Sen-Foong Lim talked about designing MIND MGMT? This time, we’re switching it up a bit as Jay will describe issues he ran into as a first-time publisher while working on that very same game!

First, can you give us a bit of background on the game at the stage where you ran into the issue?

The game is a one vs. many game, in which one player will secretly move around on their own hidden map, while the rest are moving around on the big board, asking questions to deduce the one’s whereabouts. The problem came up as soon as I became a publisher of this game. When we were the designers we actually said, “Oh that’s the publisher’s job to figure that out!” Little did I know that I would be that publisher!

JV: What was the problem, and when did you first encounter it? 

In the game, when the rogue agents ask a question to the one recruiter, the recruiter answers if they’ve been to any location with the requested feature (each feature appears 5 times on the board). If the recruiter HAS been on a location with that feature, then they place a Step token on one of those locations. But if the recruiter has not been on a location with that feature, they say no….aaaaand….that’s it. Or so we thought. While playtesting the game we realized that players wanted some way to keep track of this information. In a deduction game, not getting a success can sometimes give you more information than getting a hit! 

Example: If an agent asked the recruiter if they have ever been to a location with a Subliminal Billboard and the recruiter says they have NOT, then that’s a lot of information! This means that the agents know 5 spaces on the board that the recruiter has NOT visited up until this turn number (there is a time track off to the side to know exactly which turn it is).

So we started coming up with some ideas. Maybe one of the agents gets a notebook and that player can write notes down on a restricted size of paper. This didn’t really work because it wasn’t intuitive and players would forget — either to write it down, or to refer back to it later. Then we thought, what if the players also had a secret map? A duplicate of the board that was also dry erasable, so they could make notes on it. This was maybe a bit better, but still, only one player could really look at it at a time, and so it would be forgotten.

So then around this point is when I became the publisher of the game, and now I had to figure out how to do this! For awhile I was thinking I would have numbered tokens that would be placed on the board, possibly fitting into grooves or holes in the board. This proved to be costly as well as fiddly since there would need to be so many tokens. Also, it wasn’t versatile enough since it couldn’t say exactly what a player would want to say.

And that was probably the ‘a ha’ moment. If we want players to ‘say’ whatever they want on these tokens, then maybe these tokens need to be dry erase. We tried giving players dry erase tokens to use, and wow — what a difference! The game really came alive. Now all players could ALWAYS see the information that they have collected. No longer was the game about remembering information about where the recruiter had been or had not been to. Now players could see the hits and the ‘misses’ on the board, and this really helped the agents narrow in on the recruiter’s path! 

To clarify, when the recruiter now says that they have NOT been on a Subliminal Billboard, the agents then write out “1-8 X” (where 8 would be whatever the current turn number is) onto 5 different dry erase tokens (which we humourously call, Mental Note Tokens), and place on on each location that has a Subliminal Billboard. For the rest of the game, the agents can now easily see that the recruiter hasn’t been on those 5 spaces up to turn 8! 

JV: Had you ever encountered a similar problem before? Why was this one different?

There was another similar issue about components. It was with our Step tokens. Originally we had 16 different Step tokens – each with a number from 1 to 16. When the Recruiter placed a Step token onto a location, they had find the Step token with the correct number (the number that matched the turn that they visited that location) on the bottom and then place it in that location that they have visited. I tried a bunch of different ideas, and used some Facebook groups to brainstorm how to solve this (maybe it was a plastic token that had a hinge that folded out to reveal the number inside it). Once we came up with the Mental Note tokens we realized we could use these for our revealed Step tokens as well. 

So now we just needed generic Step tokens that didn’t have a number below it at all. Then when that Step token was revealed during play, the recruiter would announce which turn they were on that location, and the agents would use a Mental Note token and write that number on it. Worked perfectly and was way less fiddly!

JV: For a designer who does not intend on self-publishing, how do you think a publisher would react to a game requiring dry erase tokens or boards? We’ve seen a few of them recently –Silver & Gold, QE, Just One… As a publisher, would you see it as a plus or as a pain?

There is a pain side to dry erase (finding markers that don’t dry out too quickly, responding to numerous customer issues about dried out markers!), but I think the idea is — whatever is the best way to make the game work in the most functional and unique way possible. The game needs to be functional first and foremost. If the dry erase isn’t necessary and is only a nice-to-have, then I’d question it too. But if the dry erase is 100% needed to make the game work in the most efficient way, then it makes sense. It’s more cost effective and more environmentally friendly to use dry erase instead of tear-away pads that you’d use and then discard.

JV:We often talk about components in terms of table presence, but here those tokens are really mostly about making the players’ lives easier, taking a process that was annoying and forgettable and making it simple and straightforward. What would be your favorite component that just makes players’ lives easier in another game?

Great question. Can I say Game Trayz? Any time they’re involved in a project I get excited because they have such an amazing eye for functionality and improving the playing experience. The setup time is always reduced as you don’t have to open numerous baggies and dump out resources or tokens, and the functionality is often improved, while table space is preserved. For In the Hall of the Mountain King, Game Trayz make setting up the game super easy! All the tunnels are in this tray, all the resources are in this other tray! The Great Halls are stored in the bottom tray – but then they actually stand up in the tray so you can see which ones have been taken and which ones haven’t. Clever!

JV: Before stepping into the shoes of the publisher, how much would you try to tackle those kinds of component-based issues, whether before a pitch or working with a publisher on solving it?

If we could come up with some sort of component that was eye catching and helped get publishers excited, we’d do it. For Junk Art, we had to make all the unique pieces, so it had to be impressive and work immediately. For Akrotiri, we made little boats that held the resources as you moved them around. Our goal is to make the components and the prototype functional to ensure the game can be played as easy as possible. If the Akrotiri boats couldn’t carry the resources, then that would have negatively impacted the experience as you would either have to place them next to your boat or come up with some other solution.

JV: Well thank you very much Jay for this. It’s a very different perspective when we tackle those issues from the perspective of a designer of your pedigree who self-publishes. You brought up many good points for me to reflect on. Thank you and best of luck with the MIND MGMT Kickstarter!

In addition to the MIND MGMT Kickstarter, Jay runs a series of videos about self-publishing which are fascinating, and great insight about what it’s like to launch a business in this industry.

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