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Designing for well worn themes

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capeverde
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Designing for well worn themes
-OR-
"Do we really need another Zombie / WW2 / Dungeon Crawl game?"

I love Zombies. There, I said it. It is a classic genre that is the source of many movies, video games and board games. Everyone loves the judgmental "Why would they split up?" and "I wouldn't do that!" aspect, and I think that almost everyone can identify with the desperation of survival horror.

Zombie games are an example of a very well explored theme in Video/Board gaming, and this recently caused me to think twice regarding whether I should bother trying to design a game with a theme that is already well explored. I found myself thinking, "Do we really need another Zombie game?" I wondered what a casual board game design hobbyist can offer to a genre that is already done so well.

The same applies for other genres, eg WW2 or Dungeon Crawl games. These themes are so well covered, that it may take something truly awe-inspiring to even register on the radar nowadays.

What do people think about the challenge of designing games that cover, attempt to improve, or re-invent common genres? Do you think that these genres are so well covered that it is not worth starting to design a new Zombie game? Or do you see it as standing on the shoulders of giants, and an opportunity to improve the things about the genre that you don't like?

I appreciate your insights,

CV

mistre
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Common genres

I absolutely think that new games can be innovative within a specific genre. Look at the game Jamaica (pirate-theme) and Tomb (dungeon-crawl) that have come out recently. Genres never get old, they just get re-invented over time. Pirates, space, fantasy, dungeon crawls, aliens, middle ages will always be popular with gamers because there is the coolness factor. I think gamers are let down and tend to say (oh, it is just another pirate game), if the mechanics of the game are either completely luck-based or the theme/mechanics are too generic. These games are a dime a dozen.

The challenge of designing a game in a well-worn genre is no harder than designing a game in a niche genre. While it may be slightly harder to come up with something original, your game will have a built in audience that is familiar and comfortable with that genre. Whereas if designing in a "less-worn" genre, you won't have the luxury of a built in audience and you will have to convince gamers to give a game about "garbage truck routing" a try. Hey, that's not a bad idea!

jasongreeno
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Bringing the Player Closer to the Zombie

The way to really standout from the crowd is to take the theme and find a new way to experience it. That's what Magic did. It took Dungeons and Dragons (which was tired in the 90's) and created a new way of "feeling" like you were casting spells, fighting battles and slaying monsters.

The question should be: How do you bring the player closer to the Zombie?

Zzzzz
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jasongreeno wrote: The

jasongreeno wrote:

The question should be: How do you bring the player closer to the Zombie?

Make it a live action game? ;)

Ska_baron
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Great topic!

Hey Cape!

I'm constantly thinking about this (and marketability in general) and have a zombie game on the back burner. Really I guess the passion for my zombie game is fueled by looking at the competition (Zombies, Mall of Horror, Last Night on Earth, all the PnP games) and saying what you like about them, and what you think is missing. Then do you damnedest making the best game that fills in that gap *you* percieve. Chances are others see it too.

When LNoE first came out and the glowing reviews started flowing, my first reactionw as to become disheartened. "Geez, this game's coming out and the more I hear about it, the more I think my game won't stand a chance" Then I read the rules and start seeing some ho hum reports. Turns out this game ISNT the be all, end all zombie game. Not even close! But they DID use one of my ideas of scenarios in a zombie game. Sure, not the most inspired idea, but it was an area I felt was underutilized as a selling feature for a great zombie game. And besides, *my* scenario idea is WAY better than what they did ;) Well, it is different!

Really though, if you think Descent is the most amazing dungeon crawl ever or Twilight Imperium couldnt be topped as a Sci Fi 4x then why WOULD you start creating a game in either genre? Only when you get fired up will you really set yourself apart in these often used genres. There are tons of angles to take as you cross genres and mechanics, settings and designs and I think you should never back down from making THE GREATEST ZOMBIE GAME YET, cuz honestly, it hasnt been made yet and *I* am dying to play it.

-Jon

kungfugeek
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Inspiration

Playing a game with a well-worn theme that doesn't quite live up to my expectations is frequently a source of inspiration for me. We played Prophecy last week, for example, and my criticisms of it are just like most adventure games: too long, too random, and why is it always "kill and take the loot?"

So I started working on an adventure game that allows you to take mercy on your defeated foe or to kill him and take his stuff, or to just send him off with a good beating. Each one of those options will earn you points of some kind (taking his stuff earns you wealth points, granting mercy earns you piety points, and the good beating gives you valor points) and each of those points, other than having different multipliers at the end of the game, can instead be used to develop your character (spend wealth to buy items, spend valor to level up, spend piety to give yourself some rerolls, etc). I'm sure it's been done before, but it's new to me. We'll see if it goes anywhere.

GrimFinger
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capeverde wrote:What do

capeverde wrote:
What do people think about the challenge of designing games that cover, attempt to improve, or re-invent common genres? Do you think that these genres are so well covered that it is not worth starting to design a new Zombie game? Or do you see it as standing on the shoulders of giants, and an opportunity to improve the things about the genre that you don't like?

I appreciate your insights,

CV

There will never be "too many" zombie games. Imagination and human creativity allow for an unlimited number of same-themed games. Furthermore, not everyone who is a zombie game fan will have necessarily played a given zombie game, though they might end up trying your zombie game.

mistre
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Your adventure game

kungfugeek wrote:
Playing a game with a well-worn theme that doesn't quite live up to my expectations is frequently a source of inspiration for me. We played Prophecy last week, for example, and my criticisms of it are just like most adventure games: too long, too random, and why is it always "kill and take the loot?"

So I started working on an adventure game that allows you to take mercy on your defeated foe or to kill him and take his stuff, or to just send him off with a good beating. Each one of those options will earn you points of some kind (taking his stuff earns you wealth points, granting mercy earns you piety points, and the good beating gives you valor points) and each of those points, other than having different multipliers at the end of the game, can instead be used to develop your character (spend wealth to buy items, spend valor to level up, spend piety to give yourself some rerolls, etc). I'm sure it's been done before, but it's new to me. We'll see if it goes anywhere.

As some one who has had Prophecy on his watch list as an adventure game that potentially provides a fresh spin on the genre, I am 2nd guessing this based on your comments. Your adventure game concept sounds really interesting to me. How for have you got with it? I would be interested to see more, even comment on your rule set if you have one.

InvisibleJon
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jasongreeno wrote:How do you

jasongreeno wrote:
How do you bring the player closer to the Zombie?

Make the player the zombie.

Zombie Wars: http://www.invisible-city.com/play/446/zombie-wars

capeverde
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Genre DNA

Thanks for all the great responses! I understand what alot of people are saying, and I agree that when designing for a common theme it is important to try and improve on what has come before. I mentioned 'Standing on the shoulders of Giants' in my first post, and I think this is probably a big part of the development of specific genres. I'm hoping that it will work like evolution, and that eventually all the best parts of every zombie game will combine to form the DNA of the ultimate Zombie game sometime in the future. Plus, the added bonus is that the Ultimate Zombie game might be mine!

kungfugeek wrote:

So I started working on an adventure game that allows you to take mercy on your defeated foe or to kill him and take his stuff, or to just send him off with a good beating. Each one of those options will earn you points of some kind... We'll see if it goes anywhere.

Kungfugeek, I really like the sound of this mechanic. You use those points to purchase spells/skills etc along a 'tech tree' of skills or something... this could be a good way to simulate levelling. Piety points go to healing spells, other points go to fighting skills etc. Just a quick thought... Keep at it!

InvisibleJon wrote:

Make the player the zombie.

No joke, this was the first thing I thought of too. Spend the game trying to kill townspeople without getting shotgunned? Nice...

kungfugeek
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Prophecy and My Adventure game

mistre wrote:

As some one who has had Prophecy on his watch list as an adventure game that potentially provides a fresh spin on the genre, I am 2nd guessing this based on your comments. Your adventure game concept sounds really interesting to me. How for have you got with it? I would be interested to see more, even comment on your rule set if you have one.

I didn't mean to be too hard on Prophecy. I think it accomplishes what it's supposed to do and scratches that adventure/rpg itch. Not to go into a full-on review of it, but I look at it like a spiritual successor to Talisman. Bringing some of the mechanics into modern gaming (movement, character development, and which encounters to tackle being totally under the player's control, for example) but still with potentially game-swinging random factors. If it didn't take so long I would have liked it a lot better -- the fun lasted about 90 min, the game (5 players), unfortunately, went about 2.5 hours, and I thought we were playing quickly.

My adventure game design is still very early on, sorry. But thanks for your interest! There are several things I'm trying to accomplish with it and addressing those challenges is where I'm having the most fun right now. But the downside is that those challenges all complicate things, and will make this a very long design process. Maybe I should start a bgdf blog or journal -- never done that before.

kungfugeek
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capeverde wrote: Kungfugeek,

capeverde wrote:

Kungfugeek, I really like the sound of this mechanic. You use those points to purchase spells/skills etc along a 'tech tree' of skills or something... this could be a good way to simulate levelling. Piety points go to healing spells, other points go to fighting skills etc. Just a quick thought... Keep at it!

Thanks! Part of the idea came to me at GenCon. I was looking around at all the games and thinking, "Why are we always fighting?" So I wanted a fantasy rpg where the goal was to get warring factions to stop fighting before they all killed each other. I decided that the warlords left alive at the end of the game would determine the victor, based on their own values (one might value wealth, another valor, and another piety, or some combination thereof). Then I thought about how a player could get those different points, and the idea of letting the player choose how to end an encounter (*if* they win it) grew from there.

And yeah, I like the idea of allowing a player to choose to use each of his points to power himself up in some way or to save them for end of the game scoring. Hopefully I can design the game to provide some tension over that decision ("If I level up, will the game last long enough for me to earn more valor than if I just keep these points stashed?" or "The guy who awards piety looks like he's done for, so I might as well spend my piety points. But what if he survives?")

So that was the spark. But you guys all know how far that is from a working prototype. Thanks for the encouragement!

notMe
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rpg themed game

I am also working on an rpg themed board game. I am trying to keep the number of pieces down to a minimum since I see most rpg boardgames in the $50+ range. I'd like to hit the $35 mark if possible. This would require keeping costs low by limiting the need for original molds, special die cuts, and uncommon pieces.

Currently I am keeping it to tiles, cards, dice, & player tokens / figures. So far every time I have come up with a mechanic I have been able to let the cards or dice handle it.

I'm pretty excited since one of my goals for this year was to get my rpg into an alpha state (it was mostly done by this time last year but seriously disorganized). Instead I got inspired to do a board game and after a few weeks of working on it realized what was missing: the elements that I had already created for my rpg so I am combining the two ideas.

The rules are about 90% towards alpha. I will still need to build the pieces and test, but unfortunately that will have to wait till December since I am taking part in NaNoWriMo (http://www.nanowrimo.com) this November.

But back on topic: I have played quite a few RPGs but only a few RPG board games. I have played Runebound and it wasn't exactly to my liking. I've read more then a few reviews or games like Descent, Heroscape, Talisman, Prophesy, etc and they still seemed to be lacking something to peak my interest. I mean sure they sound great for what they are, but I wanted something different and that's what got me thinking about my own board game. Most of the time the basic rules are too complex for all but those who are willing to give over a few hours just to read (and reread) the rules or those who are die-hard fans of the genre.

There is definitely room for more games with the same theme. As long as the mechanics are different enough and add to the game instead of getting in the way, I think that people will continue to build and play games that are similar to those that have gone before.

apeloverage
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the fact that game companies keep putting them out

implies that people keep buying them.

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