My Stonemaier Games Top Design Regrets
Video Statistics and Information
Channel: Stonemaier Games
Views: 29,939
Rating: undefined out of 5
Keywords: game design, board games, tabletop games
Id: P3P70PrE8i4
Channel Id: undefined
Length: 27min 33sec (1653 seconds)
Published: Sun May 08 2022
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Scythe's endgame trigger is perfect, the problem is the size of the reward for doing so.
Obviously that person is going to have at least one more star than anyone else, often two, and that's already enough extra points to incentivise ending the game in most cases. That's fine, great even. But the "fan-out" advantage is way too strong.
Unless you're playing 5+ players, its usually not that difficult to seize five or six territories with your final move action and that is a lot of points. Almost certainly enough to make a close game feel uncompetitive in the final scoring when combined with your extra stars, unless you're two tiers behind the rest of the field on popularity.
It just feels so cheap when everyone has spent the whole game managing their map positions so carefully (we all must know that having workers sent back to your starting space without a mech is brutal) only for someone to be able to fling their workers across the map knowing they'll never have to defend those positions, and even if they did the popularity cost to any would be attackers is nothing short of punishing.
Interesting that Jamey mentions the thought of letting everyone take one more turn, but without taking the move action. With that caveat it wouldn't change anything IMO.
Once more around or equal turns sounds like a nice change, but I would definitely still allow movement, and I would also exclude territories only being controlled by workers from the final scoring.
I really disagree with Pendulum - the real time is pretty much the only interesting thing in that game, and taking it out would just leave the most bland imaginable resource conversion euro.
Interesting that he didn't hit on balance concerns (like the factions that needed to be banned in Scythe), but maybe that's more of development than design.
Enjoyable video, but really surprised on his regrets re Charterstone. He doesn't even address all the major issues they people complain about.
For those of us not currently able to watch the video, what are the key takeaways from what Jamey has to say about his design regrets?
I assume this is a perpetual livestream?
I disagree with changing the game end condition in scythe. Yes it can feel too sudden and it gives a huge advantage, but it's also very exciting. Giving everyone one more turn would feel underwhelming. Using enlist for worker placement might be a good idea, but I didn't find the cost for using workers as confusing as he described.
I completely agree with the Wingspan change. It would've been a huge QoL improvement, because the idea that activating cards being optional doesn't feel very intuitive.
It may be my perception vs reality, but it seems to me that Stonemaier moves on quickly. If a game isnt a hit, they dont seem to try to amend the rules or push out an expansion. This probably makes a good deal of business sense but to me they seem to move on faster than most.