Wednesday, May 15, 2019

Making Fiddle of Gold: Initial Ideas

Alright, so I will be starting off with the basic question – 'why?'. Why is Fiddle of Gold what it is?
Fiddle of Gold


Now I will speak honestly, here – Fiddle of Gold started as a thought experiment. How could one take the best parts of a economic stock trading game, (most notably the 18xx series of train games), and convert that gameplay into something more pure, more based around the economic politics and the intrigue with less energy invested into this economy that our companies are all in the business of.

For those unfamiliar with this variety of game, I will give a brief introduction. In an 18xx game, you invest in Train Companies, specific ones. With largest investment in a company, you gain control of it and make decisions using the money that everyone has invested into the company. These decisions can be good for the company (expanding the lines and so on), or bad for the company (paying out dividends to stock holders rather than trying to run a business), but generally they run somewhere in-between. The goal here is to make the most money out of these companies that many people might have a stake in. A company will likely be good if it has many investors, because they are giving it the money to be good, and have likely invested because it seems like a safe bet. A company will also usually try to be good if it only has one investor, because they will be making all of the profit. In this way there are many shades of 'alliance' you could describe happening and these leads to some very interesting gameplay. The specific nature of any of these systems can vary quite a bit depending upon the game, but this is a sort of general outline (and why we care).
1851 components
An 18xx Game Courtesy of their Wiki

So in taking these train games, S first started with some sort of Fairy game concept that was always a bit unclear to me. The core economy of it never seemed to work out, but it did make clear that a natural extension of this sort of concept was a sort of 'Demon Deal', as companies you invested in were often screwed over by you and still had to obey. This meant the whole concept made an easy transition into a sort of supernatural demons owning you sort of theme, which would sow the seeds for later ideas.

To make the economy work out I had a few proto-games sort of drafted.

The truly first version was a bit of a mess, and focused upon city-building. The economy how how a city developed and so on seemed to be sufficiently interesting and simpler than building train networks. At its core though it didn't necessarily hook into the competition aspects well enough that drive the genre forward and was a bit of a flop of an idea.

This quickly transitioned into a sort of warring nations game, where leaders of the nations would be tempted by players (demons), much like the game Imperial. Country based mechanics could be slimmed down, leading to some pretty basic area-control mechanics. Area control felt like a natural extension of a 'simple' competing companies economy, as the easiest way to change an economy in competition was to just take or lose territory that gave points.

The final idea I came up with was a sort of competitive music game. As a simple thought experiment for how to make the simplest possible theme based off the territory expansion of war, I decided that musicians fighting each-other for popularity seemed decent. Now, in my head this idea seemed silly, as I pretty much exclusively imagined pop musicians competing against each-other, all of which were bad at music and basically pawns. The theme, in my eyes, just didn't make much sense, as I had only been trying to take the very minimal excuses that would technically work, to succeed at the initial design goal -have the lightest possible economic game for competing 'companies' that you can hold shares in.

S was wise enough (or at least distanced enough from my thoughts), to see that this theme was actually spot on if you tapped into broader conventions that already existed in the whole of music. I created a simple Territory map, and a simple ruleset for expansion, and the very first stages of Fiddle of Gold were born.


The Original Map prototype had more zones, and expected to have 3 time periods, but this made the game take too long.
-K

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