Going It Alone
The story of the design and production of 6 Billion™,  by David A. Coutts. Page 3 
 Playtesting therefore defines your own views on what you want your game to be. I wanted a game that lasted about 2 hours (it takes 2-3 hours, including rules explanation). I can enjoy shorter games, and longer games, but around 2 hours is just right for me. Sometimes, a diet of shorter games feels like eating a couple of entrees - just not satisfying! Sometimes, a long game can drag interminably (especially if you're losing with no way back) and feels like either you've over-eaten, or you just ate a meal that's gone cold. I also included a mechanism in the game whereby the player with the least to do gets to control the Neutral(s) for a turn, and to allow the players to manipulate the Neutral(s) to their own advantage. The other thing I wanted to try was to present players with the option to score points for helping each other. I knew this would be difficult, and most new players steer clear of these cards until they see what a hindrance this "help" can be in game terms.

The free population doubling limits are a little subjective and arbitrary, though the exclusion of a limit on The Asteroid Belt quickly became a determinant in ending the game. The game also ends when all population tracks are colonized, and it frequently occurs that either could happen on the last turn (this was not by design, but chance, and works well). The special rules to make Pluto and Mercury harder took some refining, as did the use of the Discovery cards for the minor planets. Different map configurations were tried, which caused minor changes to the rules (mainly terminology). The mechanism of using face-up cards to draw from is probably the only game mechanism I borrowed from other games. I like it because it reduces the luck factor and increases choice in which cards a player draws.

I maintained throughout the design an abstraction of the patterns of colonisation followed by migration. I think it works well, especially with the generation of the Neutral migrants each turn.

I dislike games where it is impossible peg back the leader, so I worked hard to allow the leader to be nobbled. But I also hate games where it is possible to calculate everything, and see precisely who is winning and (this is the critical bit) which of your many moves will maximise your points. Very skilful, but often way too slow and a big problem in a multi-player game. Hence, the face-down Hidden Agenda cards dealt at game start. Then again, I didn't want to restrict players to just those fixed goals, hence the Discovery Card rules whereby players can potentially work through the Discovery Deck and adjust their goals. With the Hidden Agendas and Discovery Cards it's hard to see who IS winning, but possible to see who MIGHT be winning. And I wanted players to be able to try different strategies, even in the middle of a game, depending upon the cards and options available.

But above all I wanted to present an optimistic view of our future, with humanity spread throughout the Solar System, in a playable and entertaining game.

This article was provided by David A. Coutts. Thank you again David!. 

Pickup with the conclusion of this great article as David tells how 6 Billion was produced.

 

  © 2000 Discover Games, All Rights Reserved