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.
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.
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).
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!
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!)
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!
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.
Step 7
A bit more waiting.
Step 8
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.
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!