1. player structure

    ewilde:

    Our game supports 2-4 players right now but could possibly support more if we got more game pieces. Players generally can’t enter or leave during the game unless they decided to quit. It would be interesting to have an enter or leave option, like in the werewolf game where some players are “lynched” or “eaten by werewolves.”  If it was a last man standing game, the element of sabotage would have to be a lot stronger.  Rather than just “devolving” a player by landing on their space, maybe there could be an easier way to devolve them and additionally a way to kick them out of the game. That might play into a sort of natural selection type theme—only the best evolved player survives.

    The players in our game are in an every-man-for-himself situation right now. There are no teams, nor a way to help out any other player for the sake of sabotaging another who is about to win (as in munchkin.) I think the introduction of cards giving players different immunities or powers, like we were talking about in class, would add a real strategy element to the game. The biggest con of our structure is that players don’t have a whole lot of control over whether they win or not.  As it stands now, it is mostly about luck. The pro is that it makes for pretty simple rules and gameplay. Possibly too simple and maybe boring.

    Reading this made me think about how interesting it would be if there were to be an instance where a player would have to “sit out” for a while. This would perhaps get a player more excited to play when they get back in, and would make them work harder at remaining in the game. Sort of like if lynched players in Warewolf could come back to life. This would allow for a much more casual gaming experience and might end up be a refreshing change of pace.

    I think the element of sabotage is almost crucial for any game to be truly as fun as it has the potential to be. You mentioned our experiences with munchkin last week. The game was at its most exciting when the difference of someone winning or losing horribly depended on whether or not one felt to sabotage or help. Sabotage allows for the complexities of human emotion to play a discerning role in the way the game progresses. I would find a way to incorporate it in some way. I haven’t played your group’s game yet, so for all I know, you’re being modest :D

    2 years ago  /  Notes