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"King Me": A Defense of King-Making in Board Game Design

Started by droqen, January 17, 2022, 01:14:40 PM

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droqen

Paths to victory

Liberte
High Frontier
^ "I once spent about an hour planning a mission to one of Jupiter's Moons and about halfway through I hit a radiation belt wrong and one of my spaceship components blew up and I spent the next hour, like hour of game-time, attempting to rescue my poor astronauts [..] and it was GREAT! The story that the game is telling is so bracing/powerful, you don't want to unplug" [even if you're not in the running for victory]

droqen

Alternate win cons are great if victory is the only thing keeping players in your game but if players are playing for other things, if those things are keeping them in the game, victory starts to become a little less important


droqen

"Digital games have a hard time with the free-for-all game with the exception of [the Battle Royale genre]. I think these are the most important games that have been developed since Minecraft [..] they are truly multi-lateral conflict games."


droqen

"Designs that feature high player interaction[..]" have big storytelling and strategic value!