Rabu, 06 Juli 2022

Win/loss conditions in narrative board games

I haven't played board games lately. I was on vacation and most of the board games I have are too big to fit in a suitcase or to play on a table in a small vacation apartment. But this week I looked at two board games to decide what I wanted to buy.

The first is the Destinies game, which has received a lot of positive reviews on YouTube. It's from Lucky Duck Games, who previously made Chronicles of Crime, and works with the "milk a QR code to get information with your phone" technology. Only this time the story is a kind of dark medieval fantasy with witches and wolves. One of the reasons the game is so popular is that it's * very * accessible, the rules are simple, and there's not much to confuse. It's quick to set up, explain and play, even for beginners. Soon you will explore a tile-based map, interact with different locations and NPCs, find items, improve your skills and try to progress the story as you fulfill your "destiny" by following the two possible options you choose. from your card

What Destinies doesn't have, in one of the weirdest game design decisions I've ever seen, is a way to get lost. You cannot lose all health or even die. If you pass your skill test, the game will progress faster than if you fail, but that's the only difference. If you play alone with no time limit, the game will always end with your luck and your winnings. You can only choose one challenge mode, but only after round X does it tell you that you had bad luck in time and leave you out of the game. So why do you want to play? They can also play 2 or 3 players at the finish, but the first player to reach the finish line wins and the others lose and do not see a "good" ending for their story.

Due to this system, Destinies does not have a multiplayer cooperative mode. They cannot work together to overcome the challenges of the game because there are no challenges in the game. Each player follows their own destiny, which can overlap with that of another player, and explores the map for specific things, eg. three silver objects to kill the wolf to make a silver weapon. But the success and speed of this is above all a matter of luck, whether you can find silver containers on the market or not; You can decide to go north and find a silver object there, or it could happen that the silver object was south of you. You can get a high or low score on your skill test with a limited chance to mitigate the risks. If you don't mind playing games and all of that and immerse yourself in history, this can be a good experience. If you are a strategist / tactician who likes to learn how to play a good game, you will be very disappointed. Eventually, I decided that the game wasn't very interesting to me alone, and since there was no co-op, playing with my wife and I wasn't going to be interesting. So I didn't buy it.

Instead, I spent my own money funding Gamefound's Galzyr Lands . It's another story-based game that isn't very complex yet, but can be played cooperatively. Lands of Galzyr is much smoother than the story-based games I have today. You are an anthropomorphic animal that is exploring the open world. In many ways it is similar to Lands of Galzyr Destinies; there are no hit points. a character sheet in which you record your skills to be successful in controlling skills; a personal adventure to follow; collect items that can help you test the aforementioned skills; an app to tell the story and consequences of your decisions.

So why would I want Galzir land more than destinations, especially since I can purchase Amazon Destiny right now while I have to wait at least a year to produce and ship Galzir land? For some reason. Lands of Galzyr is playable in co-op and I'm sure my wife will like it. the skills management system is more interesting and I find it more tactical at first glance; but above all, the famous points system. Lands of Galzyr is not too long and is played in a limited number of sessions. but how much good or bad you have done is measured in a prestigious course. Not only do you see binary winning / losing opinions, but you also see how many reputation points you have earned against a target number. And your story doesn't end there. You can either start and continue another game directly, or "save" the game and continue at a later time, with the option that the decisions you make in this game affect the next session. If you have done a good preparation and this session has not served you well, perhaps you will quickly gain a lot of reputation points and perform much better in the next session. Your "gain" or "loss" does not end your story, nor does it make your story less good. The campaign will likely end somewhere at which point you'll have to restart the game, but you can play more sessions along the way.

In other words, at the end of a multiplayer game of Fates, one player will achieve his fate, have a "hard" victory and have a happy ending to his story, others will receive a "hard" defeat and fail. the conclusion of his story. In the Land of Galzirko, at the end of a multiplayer match, players will achieve a "smooth" win or defeat together, earning a reputation for scoring, simply failing or doing very badly, and no fame. ; but the fame counter goes to zero as the stories and adventures advance. There are no negative consequences for the loss, just a few ideas you can do better next time. Lands of Galzyr's soft win / loss system is much better suited for a story-based adventure game than Destinies' hard system. I am looking forward to playing Galzir Landes, although I will have to wait at least a year to play it.

PS Lands of Galzyr crowdfunding is 27 days away and the game is already 182% funded.

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