Toothless

Toothless
Scott Purdy compresses at least 1000 words with this image.

Thursday, April 8, 2010

biggest problems...

First part of the game is set, very psychological (I know that you know but do you know that I know) time as resource management for templars. Many things to do not enough time to do all type of game play. For the yew it's about gathering,watching, guessing, chuckling evily in the corner, throwing wrenches into works. Mechanics set. Like it.

Problem is once forces come into conflict. Want the stakes high but don't heroes and demons dying in first contact, or at least not every time, possible but unusual. Most strategy games have all or nothing combat. Heroes of might and magic system, strategic over map tactical battlefield map, adds level of complication without adding same level of fun. Some games have an clunky save against damage system. Only want one maybe two rolls to resolve conflict. Finding that thin line between interesting/complicated and simple/boring is key. Other big problem is art assets, want a combination of abstraction of concepts, photorealism, and recreation of period styles. Tall order.

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