I guess I was going to run into Dominion sooner or later. The June BGDF game design showdown is up, and it relies on Dominion's deck-building mechanic pretty heavily. I haven't played Dominion, but my impression is that you've got a limited number of resources which you spend to buy cards; some cards give you more resources or moves or abilities, other cards give you points. So, it's a tradeoff between stuff that will help you play and stuff that will help you win. Sounds interesting.
The other part of the challenge is that they want a slippery slope feel. This is where getting ahead gets you further ahead, and getting behind gets you further behind, or, in other words, a positive feedback loop. This kind of thing has a tendency to end games fast and/or make them pointless to finish, but part of the challenge is to have a slippery slope tendency but not to have it ruin the game.
This is going to be hard to do, and hard to judge, since the rules submitted for these things are usually incomplete, making it hard to imagine the final game. Since game balance is key here, and since that usually comes from iterative playtesting and tweaking rather than from rules, it's going to be tricky.
I'll see what I can do.
Wednesday, June 23, 2010
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