Seth Jaffee brought a prototype of his game Terra Prime to GameStorm. Seth's been a real supporter and contributor to my own designs, and it's high time I said a word about one of his.
Terra Prime is a fun blend of the European and American styles of game design. (Those distinctions are really starting to blur these days.) In the game, Terra Prime is a station on the edge of explored space. Players are explorers who load their ships at Terra Prime with weapons, shields, and colonists, then head out into the unknown to establish colonies, placate or defeat hostile aliens, and bring goods back from the colonies to Terra Prime.
On the European side, Terra Prime has a nicely-done economic engine, where goods brought back can be exchanged for money, ship improvements, and Victory Points (VPs). Decisions about how best to spend your goods are a key part of the game.
On the American side, the game's mechanics are faithful to the theme, and include some fun dice-rolling and direct conflict (although the battles are against aliens provided by the game, rather than against your opponents).
There is no board per se; instead individual hex tiles are laid out in a spreading fan from the large Terra Prime tile. The hexes are face-down so that players initially can't see the hazards and opportunities on the tile faces; but the backs are color-coded so that the more dangerous (and lucrative) tiles are the farthest away. To see a tile's face, you must either visit its vicinity with your ship, or view it from a distance (costing an action but granting you an exclusive, secret peek).
The tiles plus the economic engine give the game a solid development arc. Players start with basic capabilities, and at first only need to cope with the easier neighborhood near Terra Prime. While the near neighborhood is explored and its potential realized, players improve their ships and become ready to head out to the dangerous, distant edge of space, where the real profits are.
I first played this game two years ago, at KublaCon 2007. Seth has been working on it steadily since then, and the game has acquired a lot of polish. It plays quickly, offering good depth in just 90 minutes or so. Players are given plenty to think about, and their decisions are important (as shown by the masterful way Seth trashed his opponents, including me, at GameStorm!), but the dice allow for push-your-luck opportunities for adventurous (or desperate) players.
Seth posted recently that Terra Prime will be published, and I'm delighted to hear it. I've been wanting a copy for two years, and now I can look forward to actually getting one!
Showing posts with label gamestorm. Show all posts
Showing posts with label gamestorm. Show all posts
Wednesday, April 8, 2009
Saturday, April 4, 2009
GameStorm Photos
Chris Brooks posted a great report on his experience at GameStorm 11, and published quite a few photos on Flickr. Someone let me know that the photos included a shot of one of the playtests of Hammer and Spike — that's me on the right.
Labels:
design,
games,
gamestorm,
hammer and spike,
rails across america
Saturday, March 28, 2009
GameStorm 2009 at Halftime
This weekend I'm at the GameStorm boardgame convention, ostensibly in Oregon but actually just over the border in Vancouver Washington. For me the high points so far have been seeing my in-laws (Joan is an avid gamer), gaming with my design buddy Seth Jaffee, and presenting Hammer and Spike.
GameStorm has a "GameLab" track for game designers and playtesters. I got an appointment to present Hammer and Spike to a panel of local game publishers, not so much in hopes of getting it published but in order to get feedback on the game and its presentation. It was a good session, maybe 20 to 30 minutes. I got good advice and answers to a few questions I had about the industry. (For example, I learned that the game duration shown on a game's box is for new players, not experienced ones! I didn't know that.) There wasn't time to play the game so the panel doesn't really know if a game is any good. But they were impressed with what they saw, which was very gratifying; and I got invited to bring Hammer and Spike to an invitation-only playtest session on Sunday (tomorrow, as I write this) for the best of the games they have reviewed this weekend.
I had one informal playtest yesterday with Seth, his friend Jeremy, Joan, and myself. It went well, but we all agreed that it went too long. I currently set the game at a constant 20 rounds, but the game was definitely "over" after 17 or 18 rounds. This is a point I've been dithering over, and I now think that 20 really is probably too many. I'm going to try 18 for a while: a bigger cut than it sounds like, since the last rounds are analysis-paralysis festivals and take way longer than earlier rounds. I still want a typical game to come in at 2 hours or less.
It's now Saturday morning, and I'm looking forward to playing some of Seth's designs: Terra Prime, Homesteaders, and/or Brain Freeze. I played Terra Prime two years ago and I'm eager to see the changes he's made since then. Homesteaders (designed by Alex Rockwell, but Seth helped with development) and Brain Freeze are games I haven't played yet, and I'm eager to see them.
I'll update this post with a few links later on, but right now it's time to gather our aggies and head for the con. Game on!
P.S. Saturday evening—I've added those links, and here's another: Seth's GameStorm reports.
GameStorm has a "GameLab" track for game designers and playtesters. I got an appointment to present Hammer and Spike to a panel of local game publishers, not so much in hopes of getting it published but in order to get feedback on the game and its presentation. It was a good session, maybe 20 to 30 minutes. I got good advice and answers to a few questions I had about the industry. (For example, I learned that the game duration shown on a game's box is for new players, not experienced ones! I didn't know that.) There wasn't time to play the game so the panel doesn't really know if a game is any good. But they were impressed with what they saw, which was very gratifying; and I got invited to bring Hammer and Spike to an invitation-only playtest session on Sunday (tomorrow, as I write this) for the best of the games they have reviewed this weekend.
I had one informal playtest yesterday with Seth, his friend Jeremy, Joan, and myself. It went well, but we all agreed that it went too long. I currently set the game at a constant 20 rounds, but the game was definitely "over" after 17 or 18 rounds. This is a point I've been dithering over, and I now think that 20 really is probably too many. I'm going to try 18 for a while: a bigger cut than it sounds like, since the last rounds are analysis-paralysis festivals and take way longer than earlier rounds. I still want a typical game to come in at 2 hours or less.
It's now Saturday morning, and I'm looking forward to playing some of Seth's designs: Terra Prime, Homesteaders, and/or Brain Freeze. I played Terra Prime two years ago and I'm eager to see the changes he's made since then. Homesteaders (designed by Alex Rockwell, but Seth helped with development) and Brain Freeze are games I haven't played yet, and I'm eager to see them.
I'll update this post with a few links later on, but right now it's time to gather our aggies and head for the con. Game on!
P.S. Saturday evening—I've added those links, and here's another: Seth's GameStorm reports.
Labels:
design,
gamestorm,
hammer and spike,
rail,
rails across america
Monday, March 23, 2009
Adventures in Prototyping
My game design blogging has a split personality; much of it goes here, but some also goes up at the Board Game Designers Forum. This weekend I made a more durable board for the Nameless Rail Game, and chronicled the effort in some detail in my journal there. I felt that the content was of more interest to hard-core designers than to the more general crowd that reads this site, but if you're interested, follow the link.
I made the board because a flat, stiff, foldable board is a lot easier to transport than the taped-together big sheets of paper I've been making for home use. Helen and I are about to head up to Oregon to visit family and attend GameStorm, where I hope to get more playtesting done.
And the beast may finally have a name. The new board is labeled Hammer and Spike, which may not be great but is not in use by any other games. It will serve until and unless I hear a distinctly better suggestion. My thanks to all those who suggested alternate names, but I have to live with Helen and she didn't like some of them, so Hammer and Spike it is.
I made the board because a flat, stiff, foldable board is a lot easier to transport than the taped-together big sheets of paper I've been making for home use. Helen and I are about to head up to Oregon to visit family and attend GameStorm, where I hope to get more playtesting done.
And the beast may finally have a name. The new board is labeled Hammer and Spike, which may not be great but is not in use by any other games. It will serve until and unless I hear a distinctly better suggestion. My thanks to all those who suggested alternate names, but I have to live with Helen and she didn't like some of them, so Hammer and Spike it is.
Labels:
design,
game,
gamestorm,
hammer and spike,
prototype,
rail,
rails across america
Subscribe to:
Posts (Atom)
