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simon cogan
United Kingdom
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Time for a little bit more musings on game design in a week where I've just been rushed off my feet.
I've just invested in buying 'Fortune and Glory' from Flying Frog and I have to say what a fantastic game it is. It certainly recreates the pulp era in grand style and does what it sets out to do. There are loads of high quality components and the game is fast, fun and straight forward to pick up. Only, in my opinion, does the CD soundtrack disappoint which is a pity since I felt that FF normally does a good job there. Still, I can always listen to some Indiana Jones soundtracks!
Where FF have been clever is making their games similar in approach so that if you play one, then certain elements are caried over so it's fairly easy to pick up. The rulebooks are also well written in that they are layered nicely with a 'basic game' followed by several more advanced rules that add more layers to the game when you feel you can cope with them. Handily, each advanced element can be introduced on their own so you're not overwhelmed at once by a slew of new rules in one go.
Certainly, when a game is deigned, the balance between 'simple' and 'complex' is crucial. Too simple and players quickly become bored. Too complex and players feel crushed and overwhelmed by the rules and might never actually start to play!
Having had some bad experiences in the past with rulebooks ('Magic Realm' I'm looking at you!) I was determined when writing the DWSSG to get it right. Of course, the design borrows from 'Barbarian Prince' in execution so I followed the trend in writing the rules, hopefully laying them out in a logical order and adding some examples to illustrate them where I could. An omission from the rulebook would be an example of play and with hindsight, this should definitely be included at the back of the rulebook.
Where I think I DID do it right however was to add appendices at the end of the book with more rules that, just like FF games, could be added in when a player wants to if they are happy with the basic gameplay. This way it gives a player choice on complexity and allows them to play a game but also add more layers when this 'basic' game starts to go a bit stale.
There's a new expansion coming out in November called 'The Companion' too where even more rules - including exciting new Actions to vary the game even more, rules for Resorts and options there and increased complexity in certain situations. All the rules are optional - ther efor the palyers to add in when they choose.
In balance, I think the complexity of DWSG is just about right and too many more rules might slow play down too much. I'll be very careful not to 'overegg the pudding'.
What makes a game too complex or too easy - your views please!
And so to 'The God Complex'. Another fine story but again in my mind not too remarkable. The scenario was clever but a little ambiguous again (like Night Terrors) when the writer had to justify things. The minotaur was an impressive creation but David Walliams' Gibbis turned out to be a bit of a non-event. I thought the leaving of Amy and Rory was nice (although it seems ike Rory is happy not to see his daughter again now he has a new car...) but of course it will be undermined by their almost immediate return in 2 weeks! I did think though that Confidential was good this week (it's normally a programme I'm not keen on) and helped to explain the rationale behind the story. I'm still going for a 7 (but more of a 6.5) out of 10.
What did you think?
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