Sweet “Legacy” Game Design Video

Really cool video by Keith Burgun about how strategy game designers can use design patterns from Legacy games (like Pandemic Legacy) to incrementally introduce complexity to players, and therefore enable them to make a more complex (and more deep) game without sacrificing initial accessibility. 

Considering something like this for Solar Settlers now… :thinking:

Ridiculous Axes and Acres Ranks

Just wanted to highlight some of the truly outrageous Axes and Acres ranks out there. I had no idea ranks this high were even mathematically possible. Allan is truly a gifted player.

I’m super excited to see that several players have passed the 100 hours played mark at this point, with a few over 200 (and beyond!) 

I have a few planned features to support extremely high level play, and to allow for returning to the game after a break more easily, so stay tuned for that!

SkyBoats Upgrades – Design Philosophy

(The Kickstarter for SkyBoats is live right now, and we just passed 95% funding! We’d love it if you’d check it out and consider backing!)

In SkyBoats there are a number of different upgrades that ships can start with, and that can be purchased at the SkyCities. These upgrades give boats different powers in place of a basic fuel providing cargo hold. The basic cargo hold in SkyBoats provides one fuel if used when empty or it can use the wind creation power of the good inside the hold. Most of the SkyBoats start with one upgrade.

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(Top to bottom: Clone, Magnet Grab, Blink)

When we were designing the upgrades we wanted to come up with mechanics that could be easily learned, but would provide players with a lot of different ways to use them. A lot of these upgrades are related to movement around the board. For example, the blink upgrade allows you to jump over a space, which can be useful to avoid a wind blowing a direction you do not want to follow. The blink upgrade can also be used to grab goods a little distance away and blow back to where you were, or to get yourself onto a long wind pattern to increase your wind meter! We aimed to create a number of different upgrades which can all be used in a number of different situations.

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Finally, we wanted the upgrades to function together to create even more interesting choices. We believe that this system creates a lot of interesting decisions to be made by the players, without adding a ton of complexity to the game. It is always a difficult balance between complexity and depth. I think the upgrades we have created do a great job of using up a small amount of complexity, while creating a lot of strategic depth.

Thanks for reading and as always I encourage anyone to share comments, questions, critiques etc.