My games keep stalling out and dying. And that is normal, really. Probably something like 99% of forum games die before their actual ends.
But I want to to be in that brilliant 1%, that manages to reach to its conclusion, and have a winner.
I did learn some stuff from the plenty of previous games I've ran in the past, and the one I am currently running. A goal is important. It needs to entice both the players and me to continue. A way of losing is a must. It can't be too convoluted or it'll collapse into itself. All that jazz.
So, I am thinking of an evolution game that combines the strengths and weaknesses of both versions I tried to run.
The "Roll-to-Evolve Evo" is too small and barren, there is just not much you can do with 5 species at any given time. And the scarcity of the species makes them precious. No one wants to play risky, and lose their creature or plant they built up for a dozen turns. They are precious, too precious. It just all stalls out after a while. No conflict happens, and it mellows into a sandbox game that fizzles out like how sandbox games do. The setting loses novelty. Players run out of ideas. I get disinterested.
The "Roll-to-Speciate Evo", on the other hand, is too large and diverse to control. Even with a simple game rule framework, it collapses in on itself before turn 5. And making things more and more convoluted to streamline it makes it less and less comprehensible to the players. After a point, it becomes too distant and stratified. The game becomes an esoteric, arcane nightmare with "tokens" and "cross-dependacies". The setting never forms. The players can't wrap their noggins around it. I manage to sell, but fail to convey the idea.
How about these both meet in the middle? What makes a forum game good in my opinion is a good balance between elasticty and simplicity with a healthy dose of chaoes and wackiness sprinkled in. One is too elastic. The other is too simple. Neither are wacky nor chaotic enough.
Let's get to how this format would work.
Players will control multiple species in battle royale and there will be niches and habitats. But these niches and habitats will be simple and to the point, and the number of them will be strictly limited. No tokens. No web of intricate dependancies. You say, you roll, and get it, with a seldom bonus/penalty attached.
I have already thought of the setting, and how it works. I just want to hear your thoughts.