Spoonist wrote:Also isn't it very counterproductive to have a game about evolution where the goal would be to "counter" evolution by having a less "fit" hominid "win"?
I don't think so. It's called hypothetical. I made that pretty clear in my initial post on this. Not sure why the negative nitpick. I don't see it any different than any of these other games suggested. Take Bios: Megafauna for example...according to their blurb on it you can create flying dolphins and other such things.
This is what I refered to above, you are defensive when there is no need. That was actual constructive feedback - wouldn't the game teach misconceptions about evolution rather than actual evolution, as you have described it so far? Like Megafauna does. Woudn't that be counterproductive to your goal?
Once the Last Glacial Maximum was over neanderthals couldn't compete with h sapiens. That is why they were wiped out.
cadbrowser wrote:If a person learns how to utilize the mechanisms of evolution in the game the really who cares what species it's being used on?
Evolution is such a complex topic that most academics have misunderstood it's principles. To set up a game that actually shows that complexity and diversity would make it a very heavy game - plus too long for your 2h playthrough.
Me I'd advice you to pick one, either hominid history or evolution. Not both.
Spoonist wrote:However, realistic games like Brittania would only be for hardcore gamers, so you have a mismatch in goals. Do you really want to teach evulotion, or do you want to create a good game?
Hmmm...Ok...how 'bout if I word it this way:
I would like to create a good game that utilizes the concepts of evolution whereby players can learn.
I don't see how there are few that seem this to be a mutually exclusive goal. It boggles me. Just because it is factual doesn't mean it has to be boring.
Never said such a game would be boring - just that it would cater to hardcore gamers only, which seems to mismatch your goal. If you wanna go with fast and fun you are bound to have to cut down on game mechanics which would actually show real evolution at work.
There is also a game which copies the game mechanics but is in a fantasy setting instead which I think is more fun.
Oh really? Do you remember the name of it? Sounds like fun.
Forbidden Island. It's simpler than pandemic but has the same game mechanic.
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Player is "x" species of hominid in "y" territory. Player draws a fate card and turns up an infection/disease caused by a virus. Now, if this virus normally occurs within the same territory as this "x" species, then there is a very high probability that most...if not all of the population could be immune. If the virus was brought in from another creature or species of hominid, then there is a good chance that a very small portion or none is immune. So, I can have a rule that either assumes immunity if the card they drew has a origin the same as the player's species, or he would have to roll to see how much of his population dies.
Where is the hook for the player?
Case A, immune = discard card - no effect, so I don't really care
Case B, not immune = I get kicked in the balls, frustration since I couldn't do anything to prevent that.
So why would that mechanic make me play it again?
Suggestion: add the game mechanics:
risk vs reward && positive loss*Risk vs reward,
would in this case be for example Malaria is a known card at 15% prob, but only affects wetlands. Thus I can take the informed decision of risk vs reward, of spreading out to wetlands or not. Which gives the player the feeling he was in control. "Fuck we drew a malaria fate - I was too greedy I knew I shouldn't have spread to the wetlands" instead of "this game is just fucking with me".*Positive loss,
whatever hits you makes you stronger. Which teaches evolution better and doesn't give the feeling the game is against you. So if I'm hit by malaria there is a chance that the survivors are immune, with a bigger chance the harder I am hit.
You don't want your games to be "an aquired taste" like Megafauna.
cadbrowser wrote: - Hopefully this'll be something I can distribute on my game site as a commercial product; but right now it is just a hobby as I am attempting to develop an RPG as well as find a few good people to write and etc.
So print on demand or stack of inventory?
- Hoping to sell off my webiste as well as get in some small game shops.
How do you intend to reach those small game shops? What would make your game stand out? Do you have a business gimmick which is different from everyone else?
If you only distribute it through your own website then you are tops selling hundreds of copies not thousands - unless you get a Steve Jackson success - which is unlikely with your first ever try.
cadbrowser wrote:Target audience?
- Thirteen and up
That is not a target audience. Are they hardcore gamers, or casual players? etc
What other games do they like to play?
What makes them pick out your game out of a selection of hundreds?
If you don't have thought through your target audience you can not cater to them.
Take an easy example boys 7-10, throwing in dinosaurs is good. Boys 13-21, boobs or violence. Etc. Yes, that is too simplistic but that is how you should start thinking.
cadbrowser wrote:Needed wanted game mechanisms?
- Can you clarify? Not understanding this question.
See my examples above. But really a game mechanism could be stuff like
push and replace (like ludo, or smallworld)
role management (like Puerto rico ro Race for the galaxy)
cadbrowser wrote:Cost? (your risk+munchkin is a worst case scenario of maximum cost, ie big board AND counters AND cards)
- Not sure; Still scroungin for parts to get some ideas on how I want the board layout to look like and stuff. In the end; I am shooting for an MSRP similar to a Risk game or less.
If this is your first boardgame ever and you are putting your own money into it, then I'd not go with a big board and all that jazz. Go with a cardgame or something.
Or do it like these good folks:http://boardgamegeek.com/boardgame/112/condottierehttp://cf.geekdo-images.com/images/pic4744_md.jpg
That is how you keep costs down.
- What do you mean by weight? Hoping to develop a system towhere it is very easy to learn and a lot of the cards you pick up explain themselves, and the curve to play is minimal without having a massive rule book.]
cadbrowser wrote:Give us a short explanation on the business model? (Hobby for distribution over net, print yourself etc???)
- In the process of developing my own LLC as an umbrella company for RPGs, board games, card games, novels, and etcetera to sell mainly from my own website. I have a URL reserved, RPG and illustrator hired that is appx 65% complete (with a prequel/sequel themes wrote out), several other RPG ideas on the back burner, and this game so far. Plus, I have a full time job, contribute to an rpg forum (sharing ideas gathering feedback), and support my sister and her husband by attenting their shows (both are bassist for two different bands locally! In fact, my sis won Bassist of the Year award last week...I'm so proud). Sorry, got off track there...but essentially I am looking to turn this hobby into a full time deal.
That wasn't a business model.
This is a business model:http://www.cheapass.com/about
Our Business Model:
Cheapass Games has a different plan. If you think one of our games might be worth $25, print it yourself and find out. Then, you’ve got a budget of roughly $24 to make the best version of the $25 game that you can. We just ask that you set aside the other $1 for us. Save up a few games’ worth, and then send us a healthy donation of $5, $10 or more. (Paypal charges us less on larger amounts.) ...
They make really cheap games, if they sell well they sell it off to a bigger company and produce a more value product. Example :http://www.cheapass.com/freegames/kdl
That used to be cheapass cardboard etc.http://paizo.com/paizoGames/v5748btpy8ar0
cadbrowser wrote:No worries. Very much appreciate all the feedback. You have me thinking harder now on how to make this work.
Comments like that makes me worry.