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Is there still a need for space opera board games?

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larienna
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I always found space opera board games attracting and facinating. But there is a huge amount of space opera board games out there, some have similar gameplay to Twilight Imperium, while other games like race for the Galaxy mainly borrow the theme with a different set of mechanics.

There are so many games, that it's like if nobody was satisfied with the currently released games and they had to do a version of their own which fulfill their taste and vision of what a space opera game should be.

Considering I have not found yet the space opera game for me, (I thought it was eclipse but I was wrong), I had some idea lately that is simply a rehash of different mechanics of games already released. Now a part of my brain say, "your game looks cool, push on your idea" while another part of my brain say "No stop, there is too much games in that genre and it has already been done".

Originally, I thought that making variants for the popular space opera would actually prevent creating new games. But people who play those games are very purist and agressive and when you propose some changes, they reject your idea, ask you to play a different game, or ask you to make your own game. Which comes back to the original problem of why there are too many space opera.

So I said to myself, that If I do make my own game, it will have to be special to make sure it stand out from the crowd. The problem is that I am not a very innovative person. So I thought of a solo game, to realise that the virtual opponents will require pieces to play which could give me enough pieces to also make it a 1-3 player game.

Another thing I could aim on is to make it a deep and small 4S game (Simple, short, small, social) but Space opera games, beign an epic theme, as a tendency to be big. Sure, I only have 3 players, it cut down a lot of pieces. I won't have plastic miniatures, and there is no ground forces or population cubes, so again less pieces. I am thinking to use game's crafters average size hex instead of large ones

If I could make a small deep game out of this, it could make it stand out of the crowd, but I doubt it could be possible without massively abstracting the game. I might not be able to cut the play time, but maybe at least make the game small.

spaff
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Have you played Tiny Epic

Have you played Tiny Epic Galaxies?
I think that perfectly hits the sweet spot you're talking about.

In my opinion a theme is somewhat arbitrary when your going with something as broad as "space opera." A lot of people will say there are too many, but it really comes down to "Are there too many GREAT space opera games."

No one would say there are too many great games, irregardless of what the theme is.

Like I've read often here- make a good game, and if a certain theme inspires you to keep at it, by all means make a game with that theme.

tikey
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Like spaff says Space Opera

Like spaff says Space Opera is very broad and it can be approached from different places.
It can be serious and gritty, it can be colourful and wonderous.
You can have your Last Starfighter and your Star Wars along a nu-Battlestar Galactica and Dune. And hey, why not even Wall-E?

I think that having a small and simple game that feels like a huge epic adventure is a great starting place. Of course it depends on what type of game you're looking to make. If you want to make a 4X it's going to be hard to reduce it into something interesting. But maybe it could be done by focusing on one aspect of the gameplay or on some aspect of the theme (the Hero's journey like in the original Star Wars for example).

ElKobold
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We're going on KS around

We're going on KS around September with this: https://boardgamegeek.com/boardgame/209641/warpgate

It's sort of a very streamlined 4X. 2 player game takes 30-60 minutes. 4 players is around 90. Card-based action selection, card-based combat, randomized board, plastic ships, yada-yada.

I must admit, it proved to be a major headache to design this one. I've started working on the initial concept like 4 years ago.
I had to re-build it from scratch 8 times at least just the last year. Maybe more, I've lost count.

I've learned that the main issue is to keep that 4X vibe after all the streamlining. Twilight Imperium, being the hot mess of mechanisms that it is, somehow still wins you over with its 'epicness', provided you have a spare weekend to play it. Most of my earlier versions were either quick, but felt dry, or became too bloated. So i had to keep trying.

TLDR: this genre is a bitch to get right. So no wonder that people keep trying to dethrone TI and Eclipse. While many have tried it, few succeeded.

We're gonna demo the latest version at UKGE. So I guess I`ll know if I've succeeded or not in a week from now.

larienna
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Quote:If you want to make a

Quote:
If you want to make a 4X it's going to be hard to reduce it into something interesting

It could be considered 4X but with no population/colony management like in emires of the void, planets are prepopuplated. It avoids a lot of scaling issues I had with other 4X designs.

ElKobold, I'll check your game later, I curious to see how you managed this. Are the rules available? It's playable at 2 players so it's a plus for me, since it's hard to find players.

ElKobold
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larienna wrote:ElKobold,

larienna wrote:

ElKobold, I'll check your game later, I curious to see how you managed this. Are the rules available? It's playable at 2 players so it's a plus for me, since it's hard to find players.

Didn't have time to finish the document with UKGE preparations.

Since I do all design and testing in Tabletopia where I`m present anyway, I normally don't start writing rules until it's time for blind testing.

I'll probably have time to finish writing them after I`m done finalizing the prototype. So ask me again around Tuesday :)

The core mechanism is card-based action selection.
Each player has a hand of four cards drawn from a deck of 12, with two mutually exclusive actions on each card. The trick is that the "power" of the action depends on the turn when you use it.

For example, if you play your "Build" action on turn 2, you will be able to build 2 ships. If you instead use the same action on turn 4, you will be able to build 4 ships, but that means that some other action will have to be "weaker".

There are 4 turns in a round with each player playing one card each turn. Once everyone have played 4 cards, the round ends, everybody re-draw up to 4 cards and continue. It's really really quick, though each turn is a puzzle of optimizing your card play.

spaff
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ElKobold wrote: The trick is

ElKobold wrote:

The trick is that the "power" of the action depends on the turn when you use it.

For example, if you play your "Build" action on turn 2, you will be able to build 2 ships. If you instead use the same action on turn 4, you will be able to build 4 ships, but that means that some other action will have to be "weaker".

I love this mechanic. I saw it for the first time in the recent Assault of the Giants (https://boardgamegeek.com/boardgame/201455/assault-giants)- though, in essence, it's a more versatile and interesting (in my opinion) version of the rondel.

Glad you're using it! I've heard multiple reviewers say it should be in more games.

ElKobold
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spaff wrote:I love this

spaff wrote:

I love this mechanic. I saw it for the first time in the recent Assault of the Giants (https://boardgamegeek.com/boardgame/201455/assault-giants)- though, in essence, it's a more versatile and interesting (in my opinion) version of the rondel.

Glad you're using it! I've heard multiple reviewers say it should be in more games.

Haven't seen attack of the giants before. Probably should play it before I wrap up development on Warpgate, thanks! I've sort of build up to this idea from the round sequence of my previous game.

There's certain similarity in a sense that the later you use an action, the better it gets, but there are a few differences.
- there's no "rest" action in Warp-gate. You play 4 cards, then redraw the new 4.
- which means that you don't get all your cards in hand every round. So sometimes you have to make the best you can with what you've got. Likewise, your opponent doesn't know what you can and can't do this round.
- the choice is made a bit more complex because of the multiple actions on the same card as opposed to "do both" in Giants.

lewpuls
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Mistake

elkobold wrote:

Since I do all design and testing in Tabletopia where I`m present anyway, I normally don't start writing rules until it's time for blind testing.


I think this is a big mistake. You should be testing the rules along with the game, rather than rely on your memory of how to play. Nothing good can come from waiting until blind testing to write the rules.

lewpuls
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"Space Opera" is so broad it

"Space Opera" is so broad it can include management games like Twilight Imperium, and to a lesser extent Eclipse, and actual wargames. (Those two are what I call "fake wargames".)

Most 4X is about management more than about warfare and glory. I wouldn't even call those games Space Opera, personally.

ElKobold
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lewpuls wrote:I think this

lewpuls wrote:

I think this is a big mistake. You should be testing the rules along with the game, rather than rely on your memory of how to play. Nothing good can come from waiting until blind testing to write the rules.

We already had this discussion, I believe.

I see little value in testing a rule-book at the point where it will likely change. Often drastically, making all the effort spent on writing the rules wasted. I'd much rather have more rounds of testing the game.

This approach worked for me so far and saved tons of time.

I think this is somewhat similar to agile VS waterfall argument.

Mosker
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Questions in lieu of a reference to Wings "Silly Love Songs"

Part 1:

larienna wrote:
The problem is that I am not a very innovative person.

This stuck out to me. I've read a number of your posts (appreciating your contributions to the community) and could try to extrapolate some answers,but will ask--in terms of skills even tangentially relevant--what are:
1. Your natural gifts?
2. Things you can do with some effort?
3. Things you can do passably with a great deal of effort?
4. Things with such diminishing returns (including learning) that it's better to let someone else handle them?

Part 2:
Thinking of the posts on the definition of space opera, you mentioned social,
and yes, you also mentioned solo, but my reading is that you're thinking--especially given your focus on components--about the question, "What are the players doing, i.e. physically on the board?" instead of "Who are the players and what are they doing in the story of the game?" It seems you're consciously avoiding that second question, and if so, why and what does the answer to that "why" tell you?

Part 3:
Take the answers to part one and two, hold them in your head as you think of atmospheres (acknowledgement to Lewpuls for providing the term in his book) that you want to emulate or stay away from. That may provide some guidance

Or, do you want the game to celebrate its universality (i.e. think generic) making it work almost as an abstract game, avoiding any whiff of even the most tactical RPG? (I've played a number of prototypes where I find the more crude components work better because I can fill in the atmosphere in my head.)

Hope this helps.

(O.k., https://www.youtube.com/watch?v=ap87QgZKTNw and the lyrics: http://www.azlyrics.com/lyrics/paulmccartney/sillylovesongs.html)

larienna
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Quote:I see little value in

Quote:
I see little value in testing a rule-book at the point where it will likely change.

If you have an perfect memory and are working intesively on the same game for a short period of time until ocmpletion, then yes you can wait for the rule book.

But for me, a game not written is a game forgotten. I sometimes had to teach my self how to play my own game because I completely forgotten how it worked.

It does not have to be a presentable rule book. It can be a pure text word document. The rule book should be the core of the game and evolve with the development. The same way as a movie script is the core of the movie. If you lose the script you destroy the movie.

----------------------------

As for my strength, I always find it easier to modify games that exists because I have some selected mechanics, and components. This is why I am trying to approach design by it's look. Where you define first the components you want your game to use and then create mechanics out of them. It's much more easier than abstracting the theme into mechanics.

larienna
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By the way, I resigned myself

By the way, I resigned myself to do it only if I could also make a digital implementation of the game. There is a lot of people who plays TI3 by e-mail, so beign able to play multiplayer digitally could fill up a certain need.

ElKobold
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larienna][quote wrote: If you

larienna][quote wrote:

If you have an perfect memory and are working intesively on the same game for a short period of time until ocmpletion, then yes you can wait for the rule book.

But for me, a game not written is a game forgotten. I sometimes had to teach my self how to play my own game because I completely forgotten how it worked.


Well, i'm testing my game 3-4 times per week. Hard to forget the rules.

questccg
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Hmm...

I have about a dozen designs in mind... I find writing in Text Documents or Physical Notebooks to be very useful. When I discover a "valuable" component to a design, I write it down.

My notes are cryptic and mostly chicken scratch... So useless to anyone else but myself. Usually once I "re-read" my notes, the design comes back into focus and I am refreshed with the design in question.

But I don't write extensive rules - just pieces here and there about important aspects of the game.

I normally work on the design first - before moving on to a prototype. If the ideas "crystallize" well then I may move into prototype territory... But this happens not very often unless I am working on TWHW or some expansion for it... That seems to go much faster since it's pieces of a greater whole.

Cheers!

larienna
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I had some thoughts lately,

I had some thoughts lately, many people said they want a game with more story it in.

Now one mechanics I wanted to have was some sort of event card that would create "problems" that needs to be solved in various systems of the galaxy. Now the reason why it is required it's because if I want to make the game playable solo, I need some form of opposition.

Now this concept could be pushed slightly further to create a sort of story based game like Eldritch horror.

First, for the event cards above, I could have a "Space Pirate" attack that blockade systems. You could solve the problem by either paying the pirates (lousy solution) or defeating the pirates. If you defeat the pirates you could place one of your token on the event card. And if you get a majority of tokens on that cards, you can claim the card for victory points (Reputation).

One of the victory path would be to get a lot of respect from the galaxy by controling system with loyalty (SW Rebellion) and gaining those reputation victory points. While the other path would be the military path where you need to conquer X system including a player's home planet.

Now back to those event cards, You have 2 path to achieve your goal, but also opposing players could achieve the goal for you. For example, an opposing player could move in a fleet in your system, to kill those pirates and gain the glory. You could also ask for another player to do the job, or even give him money in return. So this seems to creates some sort of story based events, you have a reason to do things.

Some events like "a rebellion" could allow players to finance the rebellion to incite them to attack the ennemy system they want. So there could be other ways to interact with those events.

Another alternative is the equivalent of the domain tokens in Twilight Imperium that could also be unique events placed when a planet is revealed. Now it might be possible to capture the planet without resolving those local events allowing other players to move in with diplomatic ships and solve those events for you to get the rewards.

So a system like that would combine the idea of Empire control, with questing fulfilling objectives. Since those objectives are Localised on the map it could make them more interesting and in TI3 where anybody can accomplish any of the revealed objectives.

FrankM
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System-level reputation?

This sounds like you want to maintain each faction's reputation at the system level. That sounds fantastic for a computer game, but requires a lot of counters for a board game.

This reputation can interact with the events as well. For example, the Rebellion card could be seeking to join one of the other factions. Something like "Arrange all factions from highest to lowest in order of reputation in this system, excluding the faction that currently rules the system, breaking ties by using turn order. Roll one die. On 1-2, rebels seek to join the highest-reputation faction; on 3-4, the second-highest faction; on 5, the third-highest faction; on 6, the system seeks independence." Note that some factions might not be player-controlled (pirates, other independent systems, etc.).

larienna
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Quote:This sounds like you

Quote:
This sounds like you want to maintain each faction's reputation at the system level. That sounds fantastic for a computer game, but requires a lot of counters for a board game.

Star Wars Rebellion has that mechanics, similar system in empires of the void. It's pretty easy to implement, it requires at most a double sided token per faction.

gxnpt
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rules - also 3d

I always jot down my rules as they develop as notes to myself.

Later, I organize them.

Then I see if other people can understand them and rewrite for clarity and brevity.

------------------------------------

Who else has tried to make a space game use 3 dimensions?

I ended up digital for this reason more than hidden information and paperwork contributed to that choice - the only way I could see to represent a true multilevel board was a top down view using flip between transparent overlays and level summaries to the side --- or reduce the scope and have fleet markers hold "what vertical layer am I on" tags (vs reduced scope and make players keep asking each other what level is that on and checking paperwork to answer which was used in my ancient 1978 game).

ElKobold
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gxnpt wrote: Who else has

gxnpt wrote:

Who else has tried to make a space game use 3 dimensions?

Why though? How would it improve player experience?

larienna
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3 Dimension is mostly

3 Dimension is mostly represented in board game for the look (there was a space tile game that in the end created an isometric space map a la 'Q-bert').

Or as a thematic explanation. For example in starcraft the Z navigation axis, which are simply warps are justified by the third dimension proxemity. But there is no way to really represent it in 3 dimensions.

I might use a similar system in my map design where holes are created in the space map allowing you to jump over those area making you move faster on the board. Which in the end will be justified by 3D space.

gxnpt
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3d

I am hardly the first to think about using a multilevel 3d board for a game.
https://en.wikipedia.org/wiki/Three-dimensional_chess
for instance

ElKobold
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Point is, multilayered chess

Point is, multilayered chess is just a gimmick. It doesn't improve the original game, while making it less accessible.

You can toy around with real 3D as a gimmick, but i doubt that one can make a good space-themed game around it.

gxnpt
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3d

Whether it is any good or not would require actually playing it to form an opinion. It exists as a proof-of-concept playable prototype.

Online loaner copy 6
http://thesingularitytrap.com/six/index.html

The mod password (to make / edit / delete wars) for this copy is "fix". I will - unless otherwise requested - leave that unchanged until July. If anyone wants a personal copy contact me. Scroll down on the index page for rules, etc. See the Sysop link if you want info on installation on a server.

If you need the rules chopped into pieces see the main site, which also has a play-with-controls demo and the intro has play-with-display links.

It is best played with 4-6 players to bring shifting alliances and winning factions into the game. Best played with multiple devices in person (or using Skype or some much better chat than the one I tacked on as a minimal addition for distant play).

You are invited to comment again after trying it out.

Note: please refrain from having more than 10 total wars existing at the same time per copy of the game - the file system (at least when running as localhost on my old i3 laptop) can get clunky in operation.

larienna
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I have to admit that adding

I have to admit that adding 3D rarely make the game or experience better. It generally simply only makes it more complex.

gxnpt
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obligation ended

As of 0630 GMT-6 01July the Mod password for loaner copy #6 of The Singularity Trap has been changed and it has been returned to unassigned status.

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