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Rabu, 06 Juli 2022
Win/loss conditions in narrative board games
Board Games with Apps
In my previous post, I mentioned two board games that use programs. Yesterday, Fantasy Flight Games released one of the most controversial games of the year, Descent: Legends of the Dark, and it's also based on software. The game currently has 308 user reviews on BoardGameGeek, where 148 are 10 and 107 are 1 . And it seems that neither 10 nor 1 is about the game, it's a hybrid of a board / video game. Some people who like board games don't like using apps, and some people who like video games don't like using a relatively expensive board game box full of scenery and miniatures. As someone who loves board games and video games, here's my take on the matter.
First, let me say that I have Gloomhaven, an app-only board game. When I play it, I use two third-party apps: Gloomhaven Helper to track the battle and Forteller to add sound. My wife and I love two player story games. So either we both try to read the text at the same time, or one of us has to read the text to the other, or we use an app that reads the text for us. It's pretty easy to see that having an app that reads history is a plus, not a disadvantage. Depending on how you use the app to track various game scores, your mileage may vary. I think for a complex game like Gloomhaven this could be useful.
Now story games that don't rely on software have a storybook in a box. It often works like a Choose Your Own Adventure book: you are given an initial phase and then prompted to move to another phase depending on your choice or the result of a skill test, e.g. Such a book gives you maximum freedom to cheat if you want. You can continue reading, go back if you don't like the result, etc. Lands of Galzyr , which I mentioned in a previous post, has a back button, so if you make an innocent mistake *or* want to cheat, you can go back. Also mentioned Destinies have no back button. Some may welcome the removal of the cheat, but if you can't undo it, it's annoying to accidentally hit the wrong button.
I really don't like apps used for secret information. In simple board games, you not only have to make decisions and roll dice, but you also check whether the dice rolls are successful or not. I love Lands of Galzyr, which always tells you whether the skill check is easy, medium, or hard before you decide what to do and roll the dice. I don't like the program in Destinies where this information is hidden from you, you go in blindly, enter the results into the program and then determine if what you throw is good enough. There are a number of other uses for hidden information where Destinies monitors something and changes the results based on it without telling you why. I prefer transparency.
In Lands of Galzyr, the program effectively replaces the book, thus saving the tree. In Destinies, as well as previous games from Fantasy Flight Games such as the new Descent game and Journeys in Middle -earth, the app also provides a game map. You end up with the odd situation where you basically have two copies of the board: a physical one on your table with the tiles and a virtual one in the program that tells you how to place the tiles. I have to say I'm not a fan. You spend a lot of time comparing the two versions of the map and wonder why you need the physical version. If you're playing solo, you can *only* play Destinies with a program card. For now, only cards with a player mat and physical game objects remind you that you're playing a board game.
In conclusion, I'm not totally against the use of apps in board games, but I like to limit their use to controlling the story (and reading aloud if possible). If I wanted a game where important game mechanics like measuring success or how the game decides what to do next are mostly hidden from the player, I'd play a pure video game. And no, I'm not buying Descent: Legends of the Dark. Not only because I use one program more than I'd like, but also because the 3D landscape seems buggy and unstable to me, and the $180 price tag is pretty high.
Simulating the D&D experience
- A story where your choices affect the outcome.
- Characters with traits and abilities.
- Verbs whose success depends on character traits and skills.
- Bound by combat, traits, and power.
- Rewards in the form of experience/levels or items that usually increase a character's stats and skills.
Jumat, 01 Juli 2022
Agemonia
- Kasebut nyaéta dimungkinkeun pikeun maénkeun nyalira atanapi sareng 2 jalma (dina hal ieu dugi ka 4 jalma saleresna)
- Balukar tina mékanika kaulinan anu teu jelas sareng pilihan anu teu jelas
- Ngembangkeun kabiasaan
- Kampanye kalayan sajarah kompléks
Kamis, 30 Juni 2022
MicroMacro - Crime City
Worst of both worlds?
Rabu, 29 Juni 2022
We need more Jaws of the Lion
Hacking the win condition in your head
Selasa, 28 Juni 2022
Spiel Essen 2021
Games are too cheap, or why I don't need a board game table
Destinies - kind of a review
Games are too expensive, or why I don't need more bones
How to get a Kingdom Death: Monster - like experience at 10% of the cost
How long should a board game campaign be?
This weekend I was playing Destinies with my wife and a Gloomhaven digital soloist. On the one hand, there are two extremes, given the length of their campaign. There are a total of 5 scenarios in the Basic Destinations box and another 3 in the expansion. The basic Gloomhaven box has 95 scenarios. A dollar for the stage, Grimharbour has a much better value. But does it matter?
When my wife and I played non-digital Darkhaven, we played 16 scenarios before we lost interest and moved on. As a board game Gloomhaven is difficult to control and not an easy game. A lot of people didn’t finish the campaign. I don’t know if I’ll get to that digitally first, where setup is obviously a lot easier.
Grimharbor not only has more stories than The Fates, it has more repetition in each story. It is useless to repeat the story of Destinies, as the game is mostly about exploration, as it usually tries to find certain elements. Even if you vaguely remember where the elements of the previous game were, you will complete the game faster by defeating the first player who fulfills his goal.
Destiny isn’t a very deep game, but it’s fun to go through a story you don’t know yet. Since the basic structure of each scenario is the same and only the story changes, it is likely that you will not feel hard to play again after playing 5 scenarios from the basic scenario. It’s not that bad when you both feel like you’re running out of content and running out of content at the same time. Gloomy Harbor is like the albatross on the necks of many board players, a great game that we will never finish. I didn’t save Frosthaven because it would be roughly the same and I knew I would never end up there.
I wouldn’t say Destinies is a great game. The writing is a bit blurry in some places, the mechanics of the game are too simple for my liking, and if you’re not playing yourself, you should be quick to get there as soon as possible. as well as a game of exploration and storytelling for its purpose. But Destinies came to the table quickly, my wife and I easily passed the story in the evening and didn’t have to worry about when it was over and it was all over. Maybe board games don’t have to be that much.
Senin, 27 Juni 2022
Skyrim and market fragmentation
Staying frosty
Minggu, 26 Juni 2022
Not much spillover
Sabtu, 25 Juni 2022
Board games and math problems
Jumat, 24 Juni 2022
Miniatures and board games
Social contract for board games
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