One thing you've probably noticed from even a cursory examination of this blog and the various dev journals it is composed of is that I change my mind a lot and dither back and forth. This is, I think, a normal part of the game development process-- at least for me-- and since my dev journals and blog posts are created in the very thick of the process and not after the game has been completed, you the reader get a glimpse into this.
All this is to say that, a handful of hours later, I've decided that allowing an entire team to win Wedge when a member of the opposing team has no legal moves left is a terrible idea that waters down the central concept-- that is, a game played in teams that can only be won by a single player. In the span of those few hours, I could see in my mind's eye the possibility of the two teams simply playing the game as teams, with no incentive to play selfishly, and thus no tension, dynamic or otherwise, between the co-operative and competitive impulses. And that being the whole point of the game...
And so, while I'm sticking with the revised board design, I've changed the win-by-making-the-other-guy-lose condition to award victory to the player responsible-- i.e., the last player to make a legal move wins the game all by herself, and does not share the win with her teammate. This might make the game a little more cut-throat, and emphasizes solo winning and strategy for all four players. Well, at least in theory. I still have to get some people together to play the damn thing more than once.
Thursday, August 26, 2010
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