Ridere, ludere, hoc est vivere.

Tuesday, November 1, 2011

Reactor Scram

My latest design inspiration is a co-op game idea I've had for a while.  The setting is a nuclear reactor plant that has gone horribly wrong.  Players try to operate various controls to keep the reactor (or perhaps multiple reactors in a single plant) from melting down.  Problems can accelerate rapidly; players can quiesce one issue only to have another pop up elsewhere.  Players win if they can stabilize the entire reactor plant; players lose if any core gets hot enough to start a meltdown.

Existing co-op games like Pandemic and Forbidden Island are obvious models.  I have a couple of specific innovations to try to induce a strong sense of urgency (and perhaps panic) in the players.  I've realized that in general, a co-op game (one that does not have traitors) is rather like team solitaire.  That means that the game boils down to card luck and problem optimization.  The tricky part about making a game like this fun is ensuring that players' decisions are not obvious but do affect the progress of the game.  I want to make sure that mistakes cause setbacks but don't render the problem unsolvable.  So there has to be a pretty broad decision space, with multiple variables in play and multiple "knobs" for the players to manipulate in an effort to control the game state and get to a solution.

I recognize that in any players-vs-game, luck has to be a factor.  In fact, I think uncertainty and variability contribute to the fun and excitement of the game.  But I'd hate for the game to devolve into a question of what order the cards came up or how the dice rolled.
 
I had some thoughts regarding card luck in general.  In an upcoming post, I'll discuss a game design idea that came out of the question, "can I make a card game that minimizes card luck?"

2 comments:

  1. Interesting. Have you thought of any possible negative reaction (no pun intended!) re: your game's theme with the disaster in Japan earlier this year? Just curious, because Bruno Faidutti talks about something similar on his web site with his game Red November and the real-life Kursk tragedy. Theme and it's impact on people can be an over-looked and fascinating discussion.

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  2. That's an entirely fair question, Jason. I am mindful of the appearance of insensitivity to real-life tragedy. It's relevant to the Ethics in Gaming post I blogged last summer.

    Thanks for mentioning the Bruno Faidutti post. I can see how he and the potential publishers were a little concerned about the sensitivity toward the seriousness of the Kursk incident. It seems they disarmed it fairly well by introducing a fantasy element and keeping it light-hearted. That approach seems to have worked.

    I'd like to take a similarly lightweight approach to the reactor accident game as well. As long as it's easy to be caught up in the gameplay and not tie it too closely to the real-world theme, it should remain fun and appropriate.

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