I’m very sorry, as this is latest I’ve ever posted – this week is filled with a lot of applications for jobs once I graduate from my PhD, and I am pretty much run off my feet. So this being yesterday’s post, I thought I might very quickly write about a time-based mechanism I was thinking about.
There are slowly more and more real time games, where you have to try and do as much as you can within a certain time limit (either imposed digitally or otherwise). What if you had a twist on this, in which you had to track the number of actions you had taken in a particular time limit, and then would have to pay a number of resources or money – whatever you had been generating by your actions – equal to the number of actions you had taken. So you wouldn’t necessarily have to be the quickest to act to win, but rather would have to make the most efficient actions.
Potentially you could combine this with a game in which information is constantly revealed as the game goes on, changing the relative efficiency of certain actions. It would be up to players to adapt the quickest to make sure they keep taking efficient actions, rather than trying to do a lot of similar actions quickly without thinking if there is a way to do something better.
Hanabi does this in a way, really you are being graded on how efficient you can be with the limited number of information tokens and turns that you have. But this game would be like playing Hanabi where each player is playing competitively, and can use as much information as they like, but their score at the end will be divided by the amount of information that they used. What do you think? Are there games that use this idea already out there?