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Package Deals - multi level decisions


Who doesn't like receiving a large package? No-one, that's who.

But what does that have to do with game design? It's good that you ask!

 

I game design some decisions come with more than 1 consequence. This makes some decisions a lot better, because of the added difficulty of those. In no way that means that every decision made needs to be a hard or complicated one, but it does mean that in this way you can ramp up some decisions.

As an example I will use one of my own games, Edge of Humanity. EOH is a deck builder where you have to trash cards from your deck in order to bid for new cards. The cards you get are (mostly) a package deal (title call back!). This means that if you want a card that fits your deck, you might also get another card that is not your first choice. To add to this package deal you can also add the fact that everything you bid with is trashed, and you have a multi level decision.

My first game

A package deal can come in very different ways and sometimes are very elegant. In the newly published game Coimbra the every card is a package deal. The color of the card, the way you pay for the card, and the benefit of the card - are all a thing you have to consider. So if you have coins to buy the card, the color is right for you but the benefit is just ok-ish... that still might be a card you want most form the ones available.

In a game there should be a mix of easy and tough decisions. Some might even be trivial. In the design space you have in your game there should be at least one point when you have to let the players think and weigh the pros and cons of their actions. Giving the players a package deal, is a simple way of doing so.

Until next time design more games :)

Pini!

In the image - it's packages that arrived just for you. Nah, they're mine.

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