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  LUDOGRAPHIE BRIAN ROBSON

 
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Brian Robson
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  Version 0.5 shortened the game to 8 rounds, introduced a staggered cash to points conversion system and simplified the reputation scoring into the single scoring system which is implemented in the final game. Version 0.5a made the auctions more difficult by removing the discounts for second and third places (previously players paid 2/3rds and 1/3rd of their bids, respectively). The game was now clocking in at around the two hour mark for the experienced playtesters. When I asked “is it good enough for the competition” I was told “go for it!”. By this stage the competition entry date was fast approaching and some largely minor, final cosmetic tweaks were made to the game files before I packaged them up and sent version 0.6 to Mücke Spiele. When I submitted the files to the competition – one day before the submission deadline – the best I was hoping for was some constructive feedback on my design from the Mönchengladbach gamers to enable me further develop my game design capabilities. I was overjoyed to reach the playoff stages (the last 8 ... better than Scotland have ever achieved at the World Cup!) and very, very surprised when it was announced that I was one of the joint winners of the competition. The e-mail from Harald telling me that I was a joint winner of the competition said “don’t spend all of the prize money on champagne”. I followed his advice and bough a good bottle of single malt scotch whisky instead.

At that stage I naively thought, in the best superhero tradition, “my work here is done”. Wrong. Harald started to ask lots of questions resulting in a fair old bit of work for me ... can we have an administration summary to ease players through the administration phase? ... can we cut the number of game rounds? ... can we change the map? ... could we add Namibian landmarks to the map? So the game was reduced to 6 turns and “no go” areas surrounded by pre-built rails were introduced on to the map and the map size was reduced. This had the unexpected side effect of making some of the players’ choices more difficult. The rail building action had more options and the prospecting action was now much more tactical and required more thought. The last set of changes arose when the final version of the board began to be developed by the artist, Carsten Fuhrmann. The size of the board was limited to 400mm x 400mm so the map was compressed and the “no-go” areas removed. The price range of the market was also reduced from a maximum of 20 down to 15 so that the market index could fit on to the board. We weren’t sure how the map and market would now play out but were very pleasantly surprised when we playtested the game. The playtesters all felt that the shorter, more compact map improved gameplay by forcing more player interaction and making some of their choices more difficult. The game still clocks in at just under 2 hours and this is put down to the “additional thinking time” now required by players.

I have – rather cheekily, it has to be said – proposed a Namibia expansion to Harald. The expansion introduces another commodity (uranium) which is prospected, shipped and valued differently from the other commodities mined in the game. The board includes the a price track and starting spaces for the uranium ore. To find out how this works you’ll need to go and buy the game!

So to all of you readers who, like me, dream about having a game published one day, please don’t give up. It is not easy, and you’ll need the help of your fellow gamers to playtest your designs (and you’ll need to listen to their criticism of your “baby”), but it is well worth persevering. Believe me. My wife tells me that I’ve been as excited as my 4 year old son at Christmas during the final development phase and I’m getting worse as SPIEL ‘10 at Essen approaches. I must admit I’m just enjoying the ride and trying to learn as much as I can from the experience. I would like to thank Harald for being patient with me, a very inexperienced game author, throughout the development and publication process. I hope he finds that publishing Namibia is well worth his time and effort.