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Dice-less tabletop wargame/sports sims

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blinky465
blinky465's picture
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Joined: 08/05/2013

I'm fully expecting to divide opinions with this one, but hopefully you'll stick with it and consider the benefits of a new game system I'm working on: http://nerdclub-uk.blogspot.co.uk/search/label/board%20game

It's basically an electronic board game, which uses a smartphone/tablet/pc for all the game logic. I had the idea a while back, when playing Blood Bowl with my nephew. I'd forgotten how complicated such a simple game was, with multiple dice rolls, modifiers, table-result look-ups and so on. For me, it spoiled the game!

So I thought, what if I had a board which could track all the pieces, and therefore work out which piece was moving, and put all of the game logic into a computer: I could get on with just playing the game, the computer could tell me of (virtual) dice roll results, and the whole thing would zip along, just like a game of fantasy football should do.

I've also been thinking about how such a set-up could be used to play games over the internet, for two-player "hidden-movement" games: almost like bringing (ZX Spectrum classic) Laser Squad back to the tabletop. Imagine playing Space Hulk or Space Crusade, where the aliens really were hidden (rather than blips you can track on the board) and could pop out from around any corner!

It's still very early days yet, but I'm hoping to have a working prototype in the next few weeks (sadly, real work gets in the way these days) but here's the question.......

.... would you trust a system like this - especially if it generated some bad-luck dice rolls during your turn?

McTeddy
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Joined: 11/19/2012
Dude, you're making a video

Dude, you're making a video game... that's just fine with me.

As for luck... nobody trusts bad luck in video games. The human brain is a terrible judge of reality and conspiracy by the evil programmers is universal.

One of the ways that professionals deal with this is the "Fudge" the random numbers. Don't tell the player... but do some of the following in the background.

- Give a bonus to player rolls and a penalty to computer ones
- After a bad roll, give the player a bonus so that he can't roll another bad number
- Limit the number of "Critical Hits" or lucky rolls the computer can have. Maybe 1 critical every 3 turns or something.

Once more DO NOT TELL THE PLAYER YOU ARE DOING THIS! Many players believe that they are ultimate strategists and masters of probability. They will be offended to hear that you fudged their rolls to make things easier. What most don't realize is that they are often they ones crying about "Cheating" AI.

Turning off number fudging is actually the major different between Normal and Classic difficulties on X-Com Enemy Unknown. You'll notice that Classic is when people complain that the game is unfair and that the computer is cheating.

In game design, perception is everything.

eviljohs
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Joined: 03/10/2012
Like it

I read over the blog. like what I see. however it looks expensive. Are you planning on trying to produce this game. Or simply see what you can make for the sake of curiosity. I'm intrigued either way.

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