Jay and Sen take a look back at how Akrotiri came to be!
Jay: Let me start by saying that Akrotiri is my favourite game that I’ve had a part in designing. I really love tile laying games and I love the unique mechanic that we came up with for the game. Though we’ve had other games published before this, you could say that Akrotiri was our very first game design ever!
When Sen and I decided to design games, we started to make a tile laying game about trying to find treasure in a jungle while avoiding natives.
Sen: Jay is a *huge* Indiana Jones fan so our first attempt at making a game naturally centred around a theme we knew well. Jay didn’t just want the players to find a map, he wanted them to find a map from combining random pieces. The trick here was that those random map pieces still had to make a usable map that would help the player locate treasures on an ever-changing map.
Jay: Yeah! So, these map pieces would say things like “Two paces north” or “West of a tree,” where the player could then triangulate the location of a hidden treasure based on location relative to landmarks and such.
Sen: We were on to something with that mechanism, but we couldn’t figure out how to make the *rest* of the game fun.
Jay: So, like many people, we kind of gave up. We’d talk about it less and less when we hung out and then eventually stopped talking about it altogether. Fast forward a few years and I had to move to the west coast of Canada for work.
Sen: We thought that making games together would be a great way to stay connected despite the distance between us, but we were so focused on new titles that we completely forgot about that first game.
Jay: Now, fast forward a few more years to 2010. Now, we have a few games designed and we’ve successfully signed our first two games (Belfort and Train of Thought with Tasty Minstrel Games). We’ve been using this 25-tile restriction concept to help us get games to a playable point faster and I had started to work on another small 25-tile game as a gift for someone. It was originally called Smokeboat because players were boating from island to island picking up meat and smoking them.
Sen: mmmmm Smoked meat…
Jay: In the first version of the game, players were supposed to lay tiles over 1/4 of another tile, which would create unique islands and pathways. This seemed really interesting at first but, upon playtesting, it became obvious that it was just too hard to figure out where to place your tiles.
Sen: So we removed this aspect and the game changed to a much more conventional and, thus, accessible tile laying game – instead of the Carcasonne rules of placement where you had to match similar aspects from one tile to the next, we put all the land in the corners and made the pathways vary on each tile. It was the pathways, or trade routes, that would vary but a tile could be placed and fit on any position on the map.
Jay: Yeah, it was more based on how you wanted the trade routes to line up that mattered. The game started out as a basic “pick-up-and-deliver” style game with the goal being about making as much money as possible. We fiddled around with it like this for a while, but it lacked that special spark. We did come up with a more interesting way to do movement though. Instead of a 1:1 movement where you count how many tiles you can go, you travel from dock to dock. Sometimes this might take you to an island that’s located on the exact same tile that you’re already on, but most of the time it will take you halfway across the board as you aren’t forced to stop at every dock you pass. This made the traveling part really quick and interesting.
Sen: Sometimes an island can get cut off from the trade routes, so we allowed players to portage from one dock to another – on the same island. This opened up the board and solved the issue of getting a blocked board!
Now, for some reason, we stumbled back upon the idea of borrowing the mechanic from our very first game that we never finished – the random treasure map on a random tile map. Surprisingly, this worked out extremely well with very little alteration! Our tiles already had terrain icons on them to dictate resource availability per island, so we based all our maps around the terrain icons. Now a treasure could be located south of a mountain and east of a volcano, for example. Players were now placing tiles in order to create a world to make their map cards playable. At the time, we had never played any other game quite like this.
Jay: We decided to set the game in the Greek islands and called the game Santorini after the famous Aegean island. As we refined it, we wanted to create a believable reason for the whole “shipping in the Mediterranean” portion of the game. We created the backstory that players were not mere merchants but explorers who needed to dabble in trading goods to fund their expeditions. We learned that Santorini exists due to a volcano erupting and thus creating that island. Bringing your resources back to Santorini to sell made a lot of sense since they weren’t capable of growing their own resources.
Sen: We tried a bunch of different ways to make the market interesting and we ended up with one that players can affect in small ways, and one that also increases over time as the game ramps up. It was a stroke of luck that the market we use also matched the pace of our game! We also changed the hidden treasures to lost temples that needed to be excavated. When we checked http://www.boardgamegeek.com, we found that there was already a game called Santorini, so we changed the name to Akrotiri. That’s the name of an archaeological dig site on Santorini itself, and Santorini is also known as the island of Thera – it’s all a bit confusing, really!
Jay: So we had our name and we had our mechanisms. The game still lacked a strong narrative arc and we couldn’t figure out a solid end game. For the longest time, the game revolved around the players finding to find Atlantis. The volcanic eruption that formed Santorini was reputed to have also sunk Atlantis. We had players sailing around to the islands, finding temples using their map cards, all while collecting clues to where a gateway to Atlantis was located.
Sen: When a player found a temple, she would place a random rumour token under it. So then, the other players would sail to their opponents’ temples trying to collect these tokens to be the first to find the gateway to Atlantis.
Jay: There were so many other ideas that were tested with this game. At one point we had pirates that players controlled that would steal resources from you. We had flags that you placed on islands to claim them – which gave players different abilities than placing a temple did. We had meeples at one point too – I think they were priests that you would deliver to the temples for a benefit. There were contracts in the game at one point too – where you could fulfill by delivering a specific set of resources to Santorini to get points- but not many people ever did that because it was more fun to use resources to gain money and use that money to find temples!
Sen: We had huts on the islands for awhile which gave players more actions – but eventually we streamlined that by giving players more actions as they excavated temples. For a long time players could buy more boats and the boats had different attributes like speed and capacity – but that all was unnecessary as we found out through our playtesting when everyone pretty much focused on just one boat most of the time anyway. We had role selection in the game at one time too – with each role giving the player a specific bonus that round. That might be good for an expansion! With all the pieces in place, Jay pitched the game to Z-Man Games at BGG.con in 2010. Zev liked it and took it for further review.
Jay: Then the waiting began. We heard nothing back for a long time; months, really. Then Z-Man got bought out by Filosofia. This caused some delays so, wanting to be transparent and wanting to place the game, we asked if it was okay for us to send Akrotiri to another company. Quined, a Dutch publisher, had expressed interest in seeing it and we didn’t want to miss an opportunity. Zev was amenable to that and so we sent another copy of the prototype to Quined.
Sen: After some time, Quined got back to us. They said they liked the game, but felt that the whole “Quest for Atlantis” aspect of the end game was tacked on, so to speak. In retrospect, it, in some ways was. We discussed modifications with their team, but they still decided to pass on it.
Jay: But did that deter us? No! It gave us further motivation to figure out how to end the game properly! After tinkering with it for a couple months, we realized that the game should really just be about finding the temples so we stripped away all of the Atlantis references. This streamlined the game immensely, which just goes to show you that rejection can be a good thing because it helped us transform a game that we really liked into a game that we loved!
Sen: We sent the new version of the game to Filosofia for them to test and they liked it. The only challenge was that we originally pitched the game for 2-5 players. We had tested it under those conditions and it held up in all regards. Sophie from Filosofia was adamant, however, that the game would only be signed as a 2-player game. Her position was that there was too much down-time between individual turns with larger player counts. We conceded, agreeing that Akrotiri would make an excellent 2-player game.
Jay: And so, we signed on the dotted line! Needless to say, we’re extremely excited that the gaming world is finally be able to experience Akrotiri!
Next up we’ll take you on a tour of how the player aid changed throughout the development of Akrotiri!