Friday, 5 August 2011
Colonial Conflict.... Who?
Welcome to Colonial Conflict Blog where you can follow the design progress on the up and coming tabletop game Colonial Conflict. Feel free to post up ideas or suggestions on the build.
What is Colonial Conflict? It’s a turn-based table top game that is created around the need for one game to incorporate the following features into a singular game…
Tactical troop deployment and supply chains
Destructible and dynamic environments
Full resource looting, trading, and competition
Individual research techs and colony progression
Satisfying Naval Combat
All captured in the evolving magic of fine scale modeling graphics
You likely might find yourself asking something along the lines of… all this ambition is fine and grand in theory but how can all these elements all work together in practice? Well it takes many things but first off it takes some easy choices.
1. This game is not competing for commercial success in the global market place. It’s got a niche group of supports and the game centers around catering to them.
2. Changing the general focus of the game from the traditional goal of “winning” to just enjoying the experience. To let everyone enjoy building up and competing with their creations. Instead arming the game with having a set time limit or setting the game up in such a volatile manner such that one player will clobber the rest in a timely manner.
3. Make it a club experience. You just set aside a couple hours a week to play and enjoy planning what’s next or could be next. At the end of the week’s play you get an email with HD photo’s of the field and player stats. Allowing the extremely hardcore to intimately scheme future sieges and regularly attending but casually player to not be bogged down.
4. Get people together enjoying the experience in the same room. Something you can drink beers over and socialize.
A brief first entry to be sure but it covers the heart of the concept. Many more details to follow so until next time keep’r rolling together.
Dusty
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