Why make it a Minis game? To end!

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  • čas přidán 14. 03. 2024
  • In Episode 105 Part 2 the guys have been considering the fact that sometimes they need to decide whether a game should be a minis game, or a card game or something else. Well, Glenn does, Mike just makes it into a minis game anyway. But if you're making the same considerations Glenn has some reasons for why you might go one way rather than another, this part of the conversation is about how you want to have your game reach a climax and, ultimately, end.
    Check out Man O' Kent Games here: www.manokentgames.com
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Komentáře • 10

  • @steeldrac
    @steeldrac Před 4 měsíci +2

    Here I am… three years heavily invested in Oathmark, sculpting my own monsters, because I’m enjoying the idea of the game

  • @theRemyLuna
    @theRemyLuna Před 4 měsíci +2

    I've been working on my own TT wargame, and these videos from others that have worked on games and systems themselves have been extremely helpful.
    So thank you and keep up the great videos! Also my game definitely needs minis

  • @jamesallan8586
    @jamesallan8586 Před 4 měsíci +1

    Great series. Good luck on the road to 2k subscribers.

  • @steeldrac
    @steeldrac Před 4 měsíci +4

    I also have very fuzzy memories of a game called Battle Cattle… my brain says ‘Gasland but with Cows’ it might be a cool expansion for Gasland on April 1st 😂

    • @RuleofCarnage
      @RuleofCarnage  Před 4 měsíci

      That sounds like it should just be a straight up expansion. Never mind April 1st.

    • @UnPlayableGames
      @UnPlayableGames Před 4 měsíci

      I posted before reading this comment! Battle Cattle was amazingly stupid fun during the 90s 😃

  • @ragedrako
    @ragedrako Před 3 měsíci +1

    The conversation about laddering and zeroing was nice, because it gave me some terms to start considering why I am obsessed about the minis game Godtear. Godtear has respawn mechanics, your heroes respawn, your grunts respawn, everything respawns, but it is all tied into the action economy and area control aspects of the game, so you still feel great whacking your opponent even though they come back, because they come back in a place they don't want to be. In my own game, inspired by Titanfall, I'm also toying with the idea of respawns, because dropping big hulking war machines down from the sky is amazing. But the feeling of sameness is definitely something to look out for in that design, so having terms to google and read up on is very helpful

    • @RuleofCarnage
      @RuleofCarnage  Před 3 měsíci

      Laddering is something that can be found in boardgame design advice, but zeroing is largely a term I've created to give a name to the fact that minis games tend to have almost exactly the opposite trajectory.

  • @istathar
    @istathar Před 4 měsíci +1

    00:28:27 after Go, "is there a game where pieces don't move but remain interesting?" ... how about SimCity? You place buildings and (absent Godzilla) they don't move much! :)

    • @RuleofCarnage
      @RuleofCarnage  Před 4 měsíci

      Well, city builders are a whole genre of their own in that respect. I think there's a good deal of it in engine builders in board and card games generally also. But I think the idea Mike was trying to get at is where the pieces are more essentially markers. In Sim City and Engine builders they're more active pieces, despite being technically immobile.