Parlor tricks - Poker, Gambling and more!

Parlor Tricks


Yes that's pirate dogs playing pirate poker

    Ahoy all! We're polishing up a few things for our next Alpha test. Realized that while I've had many conversations about parlor games, poker in particular, I hadn't made a full post about them! In short, I envision the parlor games in our game to be like an arcade. Designed to be a lot of fun and win a few prizes, but also to drain some money. So first let me go over the concerns and how we will be addressing them. Secondly I will present a split between more chaotic free form and the classic rulesets for parlor games.

Loosing without dignity apparently

To start with the thing I have heard the most:


"Poker killed YPP"


    I have listened and talked with many players, and have the following thoughts. I believe it is a contributing factor to the rampant inflation and economic mess, but it has also been something that kept people playing. Many people genuinely enjoy playing and being able to earn rewards by doing so. Especially when they don`t have time for a big pilly.

    I don't believe that it's the sole cause, but it is a clear indicator of what is causing the decline. Poker will be in our game, that's final, but all the parlor games will have features to balance their impact on the game economy.



Controls and changes for parlor games


All of these will be present in all parlor games, though how each one will be implemented will vary.


Rakes - A rake is a cost per round or per game. How much and how frequently it's applied will depend on the game. Playing a hand of poker may have a percentage rake based on the table value and the winnings, while games like chess or drinking games would have an up front set cost and limited winnings. 

Taxes are due!


Limited tables & bets - Parlor games where players can win money (gambling) will have limits for each round of betting based on the average time it takes per round, and the total profits possible. A player on a win streak should be able to make about as much as a good pilly in the same amount of time. Of course this requires a lot of losers too, but such is the life of a sky-pirate. 

    The exceptions to this will be in tournaments and events, some of which a player may be able to win fortunes, special items, even ships or islands! 


Private ownership - Parlors/Tavern will be available to be privately owned. They will have to pay taxes or rent, buy supplies, pay (NPC) staff, to keep the doors open. They may seek to avoid these costs or absorb them themselves but it will be a drain one way or another. Parlor/Tavern owners will make money for the Parlor/Tavern via the rake mechanic, so setting it to balance the costs for the tavern with the amount of money it makes will be required. Furthermore privately owned parlors will have limits on how many players and what sort of games are available. Each game type will require furniture, space for the furniture to be placed, and will have add a number of games spaces to be played and have an upkeep cost based upon its quality.

Parlor owners can also make local events, organize competitions, and advertise them. They will also be responsible for the prizes for the winners! What good are all those expensive new chairs without butts to sit in them?


     


    As part of the economy, parlor games and their associated costs will help governor's pay for the navy, island improvements, events, and their own taxes or tithes to any organization above them (Queens, Lord's, Admiralties, mercenaries, etc)

    So the key we are striving for is balance. To allow players to have fun and make money, without ruining the economy or make other activities less rewarding.



 Professional VS Pirate games


    Part two is a goal of all our games; variety! While the classic rulesets are time tested and reliable, we wish to make a more thematic version to try to encompass the chaotic nature and external influences that could be envisioned. So parlor games in particular will have two versions: Professional and Pirate.


Professional Parlor games:

  • Use existing rules and rulesets
  • No powerups, advantages or distractions from the game
  • Simpler
  • Less Chaotic
  • Existing strategies and tactics will work normally

    Professional versions of the game will be with classic rulesets and form the base of all versions. There will be no power ups, no ability to mess with others outside of chat or play, and the rules and variations will be within well known boundaries.



Pirate Parlor Games:

  • Use expanded rules and rulesets
  • Powerups, random advantages and distractions are common
  • More complex
  • More chaotic, you are never completely secure in your victory or defeat until the game is over
  • New strategies and tactics will need to be created



    Pirate games will be based on the original, professional version, but be much more chaotic and unpredictable; from a much more loose ruleset to powerups that allow you to gain an advantage over your opponents, distract or confuse them, or just make their round more difficult. Power ups can include defensive maneuvers as well, allowing you to turn the tables on an aggressive opponent. Pirate games can also include game pieces or rules not normally seen, making it much harder to have a guaranteed victory or defeat on any single round.

    Take poker for example: A normal game has 52 cards, bets after each card is revealed, and no ability to see another player's cards or face (in online ones). That is professional poker in our game.

    Pirate poker can have no limit on the cards in the deck, allowing for multiple players to have the same card and even five of a kind. Power ups can reveal a random card, the other players 'faces' (giving a happy, sad or neutral emoji), challenge an opponent to a fight, or any wide variety of effects. You can also defend against these with powerups that block or misdirect them. Other powerups can be less powerful but still useful for skilled players.

    As we build these we will be taking ideas and refinements, and will be heavily testing them both ourselves and in the betas to make sure they are both fun and fair.



    Progress is slowing during the summer months. With the lockdowns subsiding the team is finding more reasons to get away from the computer and harder to be motivated with the bright summer days outside, myself included. Health and time constraints have also cut down on the number of contributors. We're still as always looking for assistance, the more we get the faster we can complete the project and get it in your hot little hands. If you know C#, Unity, game design or just have the time to learn let us know!


    Till then, fair winds!


Comments

  1. I found out about this. I am very much looking forward to this. I would like to know how to help, is there an email address where I can be contacted?

    ReplyDelete

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