GAMEDESIGN JOURNAL

Game mechanics – The factions pt II.

We’ve got our first test game – just online, but nonetheless it was AMAZING. To see my ideas come alive, watch how the game parts work and feel the other players really playing it – even with this very early version (without a lot of things I’d like to implement later on) – was astonishing for me. But I’ll report on this in the near future, when we get there…

Now let’s back into the other four factions – or at least what we know yet.

A mask for the carnival.

So as I stated a lot yet (and probably will) I started to get to know the factions through their background stories. While I’ve been logging everything from them to my notebook, I’ve been thinking, discovering a lot of game mechanics and also visual, aesthetic ideas, questions, desires – so my book is not really coherent from these days. I will cover these “changes” a bit like an update log* here (or something like that, I’m not a developer at all – or maybe I am now?) – let’s start with

THE CROWS

  • They used to travel in the beak of their biggest individuals, in interplanetary routes, but a few centuries ago they conquered/discovered/bred their spacewhales to expand in interstellar space.
  • They have some indicators for their “little crows” on the board, and if all territories are crowded (hehe) by them, they win.
  • They have 4 classes: crowlings, warriors, parents and mother crow – the queen.
  • They can’t use the common resources (and have their own set of cards?)

 

THE EMPEROR

  • Nazgul, Abaddon, Roman hoplite, Illyrian helmet vibes.
  • If the faction is in the game, it will only take X rounds at maximum.
  • They start with one horseman, but could call down others – but there are only 4 total. And if all of them are on the board some BIG thing happens. Maybe they win? Also there are different abilities for each horseman.
  • The different abilities are that they could use +1 die if they fight from an attacker/defender/advantageous/disadvantageous position.
  • Energy-whip, glare as plume on the helmet and a lance? Long range weaponry?
  • They could use their money mainly to stabilize/destabilize the situation?

 

THE CARNIVAL

  • They gather information by fighting different factions – they get cubes from every non-lost fight, which they could use for various developments, on tech trees.
  • There could be a winning condition when they fighted enough (in variety) and so they acquired the required knowledge.
  • Tall individuals with drawn mask faces and barcodes on the figures. (This latest will indicate if it’s a robot or a human.)
  • There has to be at least 1 human for each 10 robots – they will determine the humans at the start of the game? If they exceed the required human count, how will they put on a new one, that is a secret from the other players? Taking back all figures and rearrange? 
  • All of the warriors move simultaneously?
  • They could somehow sell their knowledge and information?
  • The robots could be mercenaries also for other factions?

 

THE BEARS AND BEAVERS

  • So they are two different species, the laser-beavers:
    • building gates
    • collecting trees
    • can’t fight
    • fatigue from laser-usage
  • and the frost-bears:
    • digging caves
    • fighting and maybe slowing enemies?
  • They can move faster because they know the terrain well.
  • They could use the environment, the landmarks better?

 

GENERAL

  • The impression of the board in play, aesthetics are highly important – but more abstract than detailed. 
  • There could be different winning conditions, faction by faction.
  • Or there could be a general point collecting, and the game ends, when one player is eliminated; or meets their faction’s winning condition (like a specific number of rounds have passed – emperor).
  • Every faction has a special losing condition also?

 

So while these thoughts about the factions and the previously discussed game mechanics were whirling in me – somewhere here was the point when I started to replace my notebook with a dry and clean spreadsheet. So sad. Or not, as I really like order, even for its own. But anyways: necessary – for me at least. So soon, bye-bye notebook sketches. (And welcome digital tablet sketches, but let’s not rush forward.)

*It is definitely NOT like an update log, now that I re-read this.

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