Designer Diary: The Great City of Rome, or How Long Did You Say Rome Was Gonna Take Again?

Designer Diary: The Great City of Rome, or How Long Did You Say Rome Was Gonna Take Again?
Board Game: The Great City of Rome
by Matthew Dunstan (with italicized interruptions by Brett J. Gilbert)

As the saying goes, Rome wasn't built in a day, and neither was the game that went on to become The Great City of Rome.

I had been tinkering with city-building games at many different points over the past seven years, always trying to emulate that familiarity and fun associated with games like SimCity.

There were many prototypes hastily built, then abandoned after one play (not a recommended strategy for actually finishing a game), and while on holiday in Snowdonia in 2015 I even went so far as to hand-make 150 cards for an entire city-building game that was never actually played — an act of lunacy that stands out in my memory even today.

•••
Matt's ability to "just do it" and make something is miraculous. I am reminded of a period during which he would regularly arrive each week at our Tuesday playtest meet-up with a brand-new, completely realized Eurogame, brimming with multiple, interconnected mechanisms and replete with boards, tokens, cards — and perfectly playable!
 —Brett
•••


I guess you could say that I hadn't found the right starting point — or more accurately that I didn't have enough patience. It was lucky then that in the days after SPIEL in November 2015 that I would come up with an idea that worked on the first time!

Trawling back over the files in my computer and emails with Brett like a forensic accountant reveals a now-familiar process about how we go about co-designing.

Step 1

I have an idea and hastily put together a hand-drawn prototype. The reason I know this happened for The Great City of Rome is that the versions of the prototype I have on my computer actually start with B, the A version being only a half-finished Excel file which I'm sure I gave up on in favor of actually getting the game to the table in time!

In this case, my idea centered around a classic trade-off between better choice and better actions during a player's turn (a trope we explored previously in Pyramids), with players playing their pieces on an action strip in order.

•••
While we're here, let board game historians record that The Great City of Rome and Pyramids are both part of a single thread of tableau-building games we've developed, each based on a different geometry, with Pyramids being a triangle and City of Rome a square. Keep your eyes peeled for a new game with two lines of parallel cards ("walls"), and — maybe! and even then not till 2020 at the earliest! — one that stacks cards vertically ("towers").
•••


The position of each player's piece on the action strip would determine not only the order that they get to pick new buildings, but also the actions they would have available to them as they would receive the actions printed on their space and everything ahead of them. Do you place early, ensuring a good pick but few actions, or do you place near the end, being able to do a bunch of actions but having the worst choice of new cards?

These cards would all be built in a 4-by-4 grid and would score for various things being adjacent to them, such as having different amenities close to different apartment blocks. I was able to finally meld that city-building vibe with a simple enough shell that could be played!

Step 2

Playtest with Brett at the Cambridge meet-up. I even know the exact date — Tuesday, November 3, 2015 — and player count (five). Having a weekly meet-up always provides a good motivation to actually get a playable version ready and onto the table (which is probably why I abandoned a more time-consuming option for Step 1).

•••
I don't recall that first playtest — it was three years ago! — but I do recall one I ran in January 2016, which I mention here not for the details of the game itself, but for the calibre of the players. I was joined around a cramped pub table on that particular chilly Tuesday evening in Cambridge by two other designers: Alan Paull (entrepreneur, wargamer, raconteur) and Wolfgang Warsch. (Such a nice guy! I wonder what happened to him?)
•••


From gallery of 55cards
Some of Matt's early prototype cards
Step 3

Wait for Brett to email me, usually the day immediately following the playtest. He will most likely have a number of extremely useful insights into the playtest, with precise suggestions for improvement. In this case, it is spooky to see how many of these suggestions (made after the first play of the first prototype) were right on the money and feature in the final game:

* Game perhaps shouldn't play up to five — too much downtime. (In the end, we settled on a 2–4 player game.)
Change the starting factory (now production buildings) to give money, not more cards, as this ensures players can more readily buy more symbols that they need.

* Players need some starting money so that they also have more freedom early to be able to buy symbols they need.

* The final tourism card (now influence cards) should work like the others and be awarded only to the player with the most influence rather than an alternate majority scoring. Also, the cards don't all have to be worth the same number of points as the game progresses, so there can be more to play for later in the game.

* Players should receive 1 point for each $1 remaining at the end of the game.

* Transport cards (now aqueducts) should be simpler; perhaps they can be placed only in a row or column that doesn't already have one.

Right here is the core of why Brett and I can get games finished so often. I am quite adept at pinning down a new idea into a playable prototype quickly so that we can see what it plays like (and often I'm the one quite down after the first test that doesn't work out quite how I'd hoped). Then Brett turns his developer brain on and quickly points out the key places for improvement, all the while assuring me that the game is, in fact, not terrible!

•••
Matt's being uncharacteristically complimentary, but this combination of skills really is at the heart of why we've made so many games. This basic efficacy is certainly necessary, but hardly sufficient to ensure we make *good* games, but that's not the point. Do, or do not...as a man operating a diminutive plastic puppet once observed in the 1970s. And I personally think The Great City of Rome is an exemplar of how effective and immediate that collaboration can be at its best.
•••


Step 4

Iterate! With a good core and suggestions for specific improvements, I make new versions, we test, we analyze, and so on. The last version on my computer is dated Dec. 10, 2015, beyond which Brett took over designing a much prettier looking prototype. (Another one of his valuable skills!)


From gallery of 55cards
A work-in-progress overview of all of the cards; we designed the game to be only cards (and only 110 cards at that)
so this scheme includes cards that were later rendered as other components during development


•••
Getting stuck in making a "pretty" prototype often reveals structure in a design that was otherwise hidden — but simply making something look nicer is vastly less important than making it mean more: color, layout, iconography, typography can all be put to work. And when I really get into this, I very often begin to see the game in different terms, which can often bring details to light that feed directly back into the game design process.
•••


Step 5

Pitch. We were lucky that "City Cards" — we're not that inventive with naming our prototypes — came together quickly, so quickly that we were ready to pitch it to potential publishers at the Spielwarenmesse Toy Fair in Nürnberg, Germany in February 2016.

Amongst these meetings was one with Matthias Wagner at ABACUSSPIELE. We'd been meeting with Matthias regularly at SPIEL since 2012 but hadn't yet presented the right project to pique his interest. He took a copy of "City Cards" away with him, and in April 2016, he offered us a contract to publish the game. Success!

•••
Reflecting on this timeline now, it's remarkable. I don't do German board game publishers any disservice by observing that they are deliberate in their decisions. Generally speaking, that means those careful choices take time — and quite right, too! We did a good job as designers and made something good and made it well. We were thrilled to finally hit the target for Matthias, and his and his colleagues' enthusiasm and passion for the design shines out of the final product.
•••


Step 6

Wait. Matthias was quietly developing the game in the background and also revealed the new theme for the game: building Rome!

The only downside of this thematic shift was that our powerful building "Statue of Taylor Swift"* would have to change its name. Darn.

•••
* Surely a monument that any self-respecting city would be proud to erect?
•••



Board Game: The Great City of Rome


Step 7

A bit more waiting.

•••
But we busied ourselves designing more games! And patience, in any case, is a virtue. Some things should simply not be hurried.
•••


Step 8

Board Game: The Great City of Rome
Profit! "City Cards" had become The Great City of Rome, co-published by ABACUSSPIELE and Z-Man Games, and was released at SPIEL '18, amazingly finishing at the top of the Fairplay rankings.

•••
The appearance of the game in the Fairplay rankings was a complete surprise to us, but a fantastic endorsement of the work done by ABACUSSPIELE. They were very pleased indeed with the game's reception, and I was very pleased for them. Bravo!
•••


I've been happy (and surprised as always) with the positive reception the game has received, and kudos must go to Matthias (and Steve Kimball from Z-Man Games) for making such a wonderful product.

Turns out you can build (The Great) City of Rome in around three years, and we can't wait to share it with the world!


From gallery of 55cards

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