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Game Industry Edition
Problems with vanilla Monopoly
● Systems are shallow, not much depth to build various strategies.
● Endgame outcome often becomes apparent too soon.
● Heavy reliance on luck.
Examples of changes
● New resources to manage
– Company employees
– Customers and Public Recognition (PR)
– Action Cards
● Board rearranged and altered for new purposes
– Real estate → Publisher deals
– Community Chest → Action Cards
– Chance → Event Cards
Game completion and money
● Each player gets a tracking card representing their company's current game in progress.
● Employees are used to raise the progress of the games, at the end of a player's turn.
● Upon a player's game release, the player receives money based on multiple variables such as customers, unfinished game parts, PR, and publisher related alterations.
profit = ( customerCount * 10 ) - ( unfinishedGamePenalty * 5 ) + prModifier
Coopetition Support
● Players can invest their own money to another player to gain PR or get possible future bonus cash.
● Two players can also share a single employee's card and split the salary in half.
Mr. Player 1 co. ltd.$2,500
Ms. Player 2 inc.$2,500
Player Types' Involvements
Achievers
Explorers
Socializers
Killers
With so many variables to be aware of, one must manage theirchoices to maximize profits and reduce loss.
Multiple systems are present for experimentation and decisions.
Multiple players. Coopetition potential allows player interaction beyond just absolute destruction.
Plenty of room to design Actions thatcan interact with and devastate other players' companies.
Type Resonating material