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A Top Ten List
#1
No games process over the weekend, things lull a bit. So, how about a Top Ten Things?

You've played lots of other games. Seen lots of strategy game concepts. Played some of those for years, maybe at least in part because of some of those concepts.

So, considering Alamaze, what do you think are the most interesting game concepts, perhaps that you had not seen in other games, or not to the extent, or not treated in quite this way?

Political Model?
Covert Model?
Economic Model?
Magic Model?
Battle Resolution?
High Council?
High Priestess?
Secret Victory?
Skeletons in the Closet?
Unusual Encounters?
Early Strategic Objective?
Prisoners?
Special Rules by Kingdom?
Artifacts?
Unusual Kingdoms?
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#2
(04-20-2014, 01:43 AM)Ry Vor Wrote: No games process over the weekend, things lull a bit. So, how about a Top Ten Things?

You've played lots of other games. Seen lots of strategy game concepts. Played some of those for years, maybe at least in part because of some of those concepts.

So, considering Alamaze, what do you think are the most interesting game concepts, perhaps that you had not seen in other games, or not to the extent, or not treated in quite this way?

Political Model?
Covert Model?
Economic Model?
Magic Model?
Battle Resolution?
High Council?
High Priestess?
Secret Victory?
Skeletons in the Closet?
Unusual Encounters?
Early Strategic Objective?
Prisoners?
Special Rules by Kingdom?
Artifacts?
Unusual Kingdoms?

This is more of a suggestion than a comment. I think the fact that most of us came back after 10-20 years away from the game speaks to it's appeal. My suggestion would be to include unique characters and abilities. Right now, everyone who is important to your kingdom is entirely generic. A warlord from the Troll is the same as a Warlord for the WI. Same for kings, ems, wizs, and agents. Part of the appeal of the AN/DE is that their top guys were special. Now imagine that the kingdom special rules added minor random abilities (in keeping with those special rules) to the characters which could increase based on level. Suddenly, you have more attachment to your characters and an added dimension to the game. Your TR warlord has a 20% assassination resistance or a 16% morale bonus. As a wizard kingdom, having a wizard who did +2% battle damage per level or whose presence was 1 level more effective. It makes each figure more memorable and important. I think of master of Orion 2 which did that very well.

My two cents.

Happy Holidays to all!
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#3
I agree with the special character idea. We have discussed this very thing back when KoA was being designed, but not as it would apply to Alamaze. The AN and DE are fun to play mainly because they have special characters that you can get attached to, so that was a great point. In Third Cycle, every kingdom should have thir own special characters.
 Lord Diamond

Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.





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