Post by Judge Sam on Jul 31, 2009 8:55:47 GMT -5
This will be the first of a bunch of long essay-ish topics from me about the game. I really enjoy talking about what goes behind the design of each game, the decisions, theory, setups, and I enjoy hearing what you guys think of it all. There's a few topics I could start off with but I guess I'll begin with the long and twisted road Spies 6 took to get to from Spies 5 to day one of Spies 6 on May 17, 2009 . For awhile I thought the concept was cursed and would never get started!
So after December 3rd, 2007 Spies 4 ended I started thinking about future games. I came up with two main concepts: gangs, and union busters. I went with the gang theme first. Spies 5 and Spies 6 were actually two games developed in tandem... both ideas for themes + the main twist came together at the same time. Actually I ended up grabbing the Council of Nine twist straight out of Spies 6 where it had been planned. I thought of that as a little secret teaser or clue towards where Spies 6 was going. As well as The Trial twist from Spies 4.
Which is kinda weird because Spies 5 and Spies 6 were spread a year apart and you wouldn't think they were connected. So this game has been in the planning for a long time coming haha.
I'm flipping through my paper notebook which starts at the beginning of Spies 4 and here's the first note about it: "Labor Spies: The people are the hard workers of the Corporation, supporting their families. They want to unionize for fair conditions. Enemy is the Corporation, bosses, + union busters (spies) hired to cause dissent." Sounds about right.
So now in the start of 2008 I start off with brainstorming and listing a bunch of different voting changes I can come up with. Remember the inspiration for this theme was that I already had a bunch of ideas previous for different voting rounds haha. So I went through all of my old ideas, I went through the big Wikipedia box which has every way of voting imaginable, (yes I read all that!) and I thought up some new ideas. Here's what I came up with:
-[not used]
-Forum Mafia Round
-Consensus Voting System
-Trusted Weighted Votes (my name for stockholders, the wording just means that votes are weighted at different vote #'s based on trust of others)
-Run off Voting
-Preferential Voting
-Borda count
-IRV, reverse IRV
-Council of Five
-[not used]
The bolded ones have stars next to them which I guess means they were the best candidates at the time but as you can see that didn't turn out haha.
I also found a topic on the Spies 5 board from Jan 25, 2008 where it has a similar early list of ideas with their wikipedia explanations copied. "It is possible that a game could be based around this (such as Spies 6) with rounds occurring every / every other round and/or someone with a role deciding when each takes place." Early on there was an idea of having a player decide when one of the voting systems took place, while that sounds cool, it would be a logistical nightmare trying to adjust each system for each # of players, as well as spoil every system early. There was also an idea of having the group vote on which system they wanted to use, either during the game or at the end which one they wanted to use again.
Okay so at this point 99% of my focus was on creating the ginormous amount of content I shoved into Spies 5 so we don't revisit this until that's over around May 18th, 2008. But after Spies 5 there was still a lot of work to do. There's just so much junk and I wanted to make it that fantastic game accessible to future players (i.e. you guys). I mean if you come to this Spies 6 site right now, knowing nothing about this incredible game, what are you going to get from it from looking at the front page for a few minutes? Probably not much at all, which is sad, there's just so much crap everywhere I wanted to make it more inviting. So that was a lot of summary things I was working on, as well as just enjoying the post-game.
So I gave myself two months of that before beginning work on Spies 6 around July 10th, 2008. Here's what I said in a confessional I'll be showing soon: "So it's July 10th, and today I decided I want a summer game Spies 6. The problem is that it's really late, so basically I'm going to have to go into overdrive to produce content. The bad news is I haven't really done anything for Spies 6 in the 2 months since Spies 5 ended."
So I start whittling down and setting up the voting systems. Which ones to use and when to do them was probably the biggest part of it all. I know it seemed like it went so smoothly and easily (which I was surprised haha) but there's tons of behind the scenes stuff which I will write up in it's own mega-essay. At this point I want a summer game which ends before school starts around the start of September, and it's already the middle of July, and I'm still just starting out with design.
Though I gave it a good shot and worked on it tons for a few weeks, the short amount of time and immense workload made it impossible to set up in time. Plus my exhaustion from the last game. which I previously mentioned, the game was both really long and really negative. Plus I asked about six people if they wanted to help me with a few things, all of them said yes they did, I explained what they could do for like a half hour, none of them produced anything even when given two weeks. So that was a downer.
But during this time I was able to look over Spies 5 and pick out a bunch of awesome changes to make to the game to make it better and I credit that a lot with how smoothly this game ran. I will be asking y'all more questions to make it even better for the next one!