The first 5 parts of my designer diary are up! You can read them here or
on boardgamegeek.
For me, steampunk is about optimism.
Popular media has long been down on science and creation. Most fictional
visions of the future are dystopian. Even my longtime favourite film,
Jurassic Park, is all about the perils of science, the message being
that progress is to be feared. But there was a time when this message
was not so ubiquitous. Before the horrors of WWI (and then again for a
while during the Atomic age) we were pretty gung-ho on science and the
future. Or maybe that’s modern revisionism and we were never gung-ho.
After all, Mary Shelly wrote
Frankenstein in 1818. But whatever, I’m
going with it.
I don’t have to tell you that there’s a dark side
to this optimism. Colonialism, nationalism and environmental
devastation all spring from this romantic idea that man (might as well
throw sexism in there) can master the ways of the universe and bend them
to his will for the good of all. There is definitely a naiveté to this
worldview. But gosh darn is it a refreshing change from the status quo
of evil mad scientists, useless nebbish scientists, negligent corporate
scientists, etc. Steampunk gives us the hero scientist! The savior who
accomplishes great deeds not through marksmanship, luck, or some heroic
destiny hokum, but by his (or her!) brains, tenacity and creativity! As a
perpetually scrawny nerd, this is the sort of hero I can get behind.
Or maybe it’s just that adding lots of gears to stuff makes it look really cool.
Steampunk has popped up in a ton of boardgames (
City of Iron,
Mission: Red Planet,
Leviathans) and videogames (
Bioshock,
Age of Legends,
Steamworld Dig),
and I love a lot of these games, but I’ve never found a game that
really scratched my steampunk itch. Most “steampunk” games incorporate
it as an aesthetic, nifty looking but interchangeable. The last game I
remember that sort of felt steampunk in its mechanics was the
edutainment game
Super Solvers: Gizmos & Gadgets! and my memory is fuzzy on that one since I was about seven.
Those Magnificent Men In Their Flying Machines
made a pretty big impact on my child brain as well, seeing as I watched
it about a billion times (perhaps only surpassed by the original 1961
The Absent-Minded Professor).
It had a goodly dose of that scientific optimism I referred to earlier
(the character Lord Rawnsley is much opposed to his daughter’s passion
for airplanes, and he is depicted as a stuffy luddite), and the idea of
racing over Europe in rickety, often barely-functioning machines always
had immense appeal to me. Somewhere at the convergence of LEGOs and
reality television (
Junkyard Wars,
The Amazing Race,
Top Gear) the idea took hold and wouldn’t let go.
One
element of steampunk that’s crucial is that it’s set at a time when
technology was relatively understandable. Even if you know something
about circuit boards and microchips, modern technology is extremely
opaque. But steam-driven mechanisms are (conceptually) simple. You boil
some water, it pushes on some pistons and turns some gears, cool stuff
ensues. I wanted a game where I could do that. And most of my game ideas
come about when something I want to play doesn’t seem to exist.
Inspired partly by reading about the
legendary feud between Thomas Edison and Nikola Tesla, and from becoming
more acquainted with “steampunk” as a genre, I first sat down and
started prototyping
Steampunk Rally, then titled "
Tesla’s Wager,"
seven years ago, in my sophomore year at the University of Waterloo. I
was pleasantly surrounded with nerds and engineers, so finding
playtesters wasn’t difficult. Many racing games use some sort of Roll
and Move mechanic, but mine was the reverse: Move and Roll. Based on the
parts you had in your invention, you chose to move up to some allowed
maximum, and then rolled one die per space moved. The terrain icons
rolled were multiplied by the number of terrain spaces passed over, and
you took this many “stress” tokens and distributed them amongst your
parts. Take too much stress, and parts would fall off.
There
were things I liked about this version. The multiplication added a huge
risk-reward dynamic. And many parts allowed you to place stress tokens
on them to trigger special powers, which added some tough choices since
you were basically sacrificing durability to try and gain an upper hand.
(My favorite racing videogame
F-Zero GX did this by making
“boost” and “shields” the same bar.) Overall though, the game was just
too chaotic for its level of complexity. I hadn’t internalized the value
of iconography that modern euros have embraced, and consequently most
cards had reams of text to digest despite minimal variation. So you’d
carefully decide on a set of parts to use after poring over your hand,
make sure the total weight fell within the correct bounds (yeah, you had
to calculate weight in older versions. I’m glad I realized this was
unnecessary, and that I could make big clunky vehicles feel and act big
and clunky through less literal means) and then you’d roll a bunch of
dice and watch it fall apart because you rolled horribly. Also virtually
everyone who played wanted the physical placement of their machine’s
parts to be relevant somehow, and I couldn’t figure out how to
accomplish this, so the game was shelved.
Every designer I know “shelves” things.
We never officially give up on games, we just put them on a shelf
somewhere, with the fervent hope that one day we will discover how to
take them the rest of the way. Most of the games I’ve shelved over the
years sit in boxes in my basement and files on my computer, untouched
and only occasionally thought about.
Steampunk Rally was
different. Over the years I returned to it again and again with the
fervid intention of discovering how to bring the theme to life. I
prototyped versions with part tiles of varying sizes, with cards
representing terrain and optional routes, with deck-building mechanics,
with cubes and icons of all sorts. I knew I had an awesome theme, I just
didn’t seem to have the skills to properly execute on it. I needed to
become a better designer.
One thing I learned along the way was
that I wanted a system where different types of energy flowed throughout
a player’s machine. I’ve played a lot of “engine-building” Euros, and
there’s a reason this term is used. It’s because it feels like you’re
building an engine which processes one type of resource (money, actions,
cloth), converts them into various other resources, and ultimately
churns out Victory Points (or “VPs”). But VPs are so dull. What is a VP?
I’ve never seen one in reality, nor do I particularly care to strive
for them in my escapist entertainment. I was a maverick, and I felt a
need… A need for speed!
So the game was to be an engine-building
Euro. But instead of VPs, these engines would generate speed, or more
accurately distance. Instead of a VP track I would have a racetrack with
hazards, opportunities, and forks (I always felt the VP track in
Carcassonne
was so pretty, and yet such a waste of table and design space). That
was what the engines would output, but what would players feed into
them?
In some of the earlier versions I had cubes representing
heat, steam and electricity (the purest building-blocks of steampunk,
along with brass) which could be placed on and generated by (and even
move between) part cards/tiles. A recurring problem I recognized was
that a lot of this ended up amounting to busywork. Eurogames generally
introduce whatever player interaction there is by making basic game
resources, the fuel for your engine, central in some way, such that
everyone’s pulling from a limited pot. But aside from adding interaction
(as it may be), it introduces the crucial element of uncertainty and
risk which keeps things from devolving into deterministic mathematics
(except for the ones that have a fetish for mathematics and keep that
part too, *cough*
Powergrid*cough*). This sort of dynamic of
competing over central resources felt incorrect for a racing theme, but
then as soon as players go off in a corner with their resources
uncontested, it has a tendency to become busywork. (I have electricity
and my wheels require steam so obviously I’m going to put them through
the chain of cards that turn them into steam just like every other
turn.) If I wasn’t going to have the players fighting over a central
resource pool, then the use of the resources themselves had to be
unpredictable in some way.
And this is how I hit upon the idea of dice-placement and after seven years finally had a game people wanted to play.