Second, the map system had to be easily store-able and take less than a minute to setup.Īt one point I drew up extensive plans for a ribbed scroll map that could hold flat plastic pieces and could be rolled and unrolled as players needed. First, I needed it to be adaptable, carrying with it real distances and board development. I needed something more flexible.īasically I needed two things out of my mapping system. It looked like it could perhaps hold ten or so cards. But, more than that, it just couldn't hold that much information. When I actually saw the game revealed, I admired the ingenuity of their pouch board, but knew it wasn't for me. I had little doubt that the two games would be as different as night and day (or as Rising Sun and Root). Trudvang had been announced a few months after I had been working on Oath, and I was intrigued how they were going to approach some of the problems I was tackling. One game I took a close look at was CMON's upcoming Trudvang Legends. I also didn't want any system that would fill up or seem to approach an end point the way, for instance, a group's Gloomhaven board will gradually be colored in over the course of many plays. I hated the latter idea mostly for aesthetic reasons. To this end, I constructed some truly zany prototypes, wondering If I could reduce things to a single sheet of lego-like pieces or if I needed some kind of reusable sticker system. I wanted a map that could change during the game and then be held in-between games. Part of this was a purely physical concern. I knew early on in the design how I wanted the deck to grow and change in between games and, while I burned through a dozen different versions of the victory system, I had the idea more-or-less outlined long before I built the game's action structure. The map was essentially the last primary design element that came into shape. Today, I want to talk about the game's map. Finally, the game remembers how it ended, and will adapt the victory condition for the next game in response to this victory condition. This deck will also change from game to game based on how the previous game was played. Second, the game remembers many of the characters, enterprises, and ideas of the previous game in the form of the game deck. First, it remembers a portion of the game's map, which also holds the various rules modifications in play. If I was going to build a robust game that changed based on the decisions of the players, the game design needed to be built from the ground up to adapt to those choices. Last week I mentioned how I didn't want to first build a game and then bolt on a suite of legacy mechanisms.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |