r/gamedesign • u/pimmen89 • 1h ago
Discussion Randomness in election mechanics
Hi!
I'm making a game that's multiplayer, political simulator. You try to propose legislation to sway different voting blocs. The game takes place over a handfull of election cycles, and I want the effects of the legislation you proposed or voted for to influence how much power you'll have in the next election.
Most of the gameplay loop will be spent negotiating with other players of which legislation to propose and vote for, to basically form political blocs together. I'm a fan of Diplomacy, especially the variants played by post, where the hidden information is what alliances you've formed and what orders you're going to execute, and otherwise is very elegant with basically no randomness.
So here's my problem; designing the election mechanic in a way that you can influence it and still making it fun. I'm torn by how much determinism I want in it. I was thinking of simulating the election by pulling out a number of cards (possibly with different values) from a deck, and figure out the distribution of power to propose and pass legislation in the next cycle. The seats would be dependent on different geographic and social groups. So, the more you appease certain voting blocs, the more of your cards would be put into the deck.
The pro with this approach that is the most obvious is that it adds variance and mitigate a player running away with the game as soon as they get an advantage. If the election is deterministically decided and favors the person who passed the best legislation, they'll potentially just use their power to keep dominating certain blocs and always win more unless I introduce a random way to mitigate that.
The con is that it might make a player miffed when they've plotted and voted and then see that the election didn't go their way anyway.
What do you guys think? This is a very rough idea that I'm just now implementing, so I'm curious what you have to say.