A labor of love from 2007. The objective is to become the greatest and most prolific artist, rising from toy to king.
The gameplay needs refining but it's not too far from functional at this point.
The object of Franchise is to open the most successful franchises. From 2006.
Franchise began as a solitaire-type game played with a regular deck of cards. Face cards were customers and number cards became locations and money. After getting frustrated with the limitations of a regular deck, I thought, "Wait, why not just design a deck?" I had a year and a half of design school behind me and made just as many mistakes as one might imagine.
At this point, the gameplay feels like it might work better as a tile laying game but I learned quite a lot along the way. Perhaps the biggest lesson was to spend less time on design before the gameplay is functional.
And when it came to the mechanics, it seemed I had forgotten one of the most important parts about approaching anything creative: start broad and work your way into the details.
Freshman year of high school, our art instructor had us sculpt before we put pencil to paper. In sculpture it's impossible to start detailing a chin while convincing yourself you don't see the giant square block it's attached to. If forces the artist to start with the basic shapes first.
Instead of building Franchise from a set of basic, broad mechanics and then work in further details, I would end up getting a certain set of rules down and then find out I had to adjust or abandon another finely tuned set. From that point on I've strived to always start with the basic 'shapes'.
White background is fast food. Colored background is a sit-down location.
Each has their benefits and challenges.
Gray Locations create or attract customers.
Still in early development, but has some promising gameplay mechanics.