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Subject: models vs. tokens insight needed rss

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Ryan Wanless
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I am in the process of making a game. Currently I am hand molding the game parts. I have a master model of the basic pieces (hexagons). I am at the point where I am wondering “is it worth the time and energy making models for each unit (which would be less than an inch big) or would some sort of token representation be enough.”

I know a model of each unit type would look better, as it brings the ‘world’ more to life, but it would take a while to sculpt each one (24 in total)
I have noticed a fair amount of games use tokens and it works, I mean generally if you play board games you have a good imagination to visualize the actions going on.

I guess I am looking for opinions and insight on models vs. tokens

Thanks
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Rich Shipley
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If you are making a game for yourself, make it look as cool as you want. If you publish it, you will probably need to make some compromises. There are a lot of standard pieces out there, plastic and wooden, to choose from and people can help you find things that would work with more info.
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Brian Smaka
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It depends on what you are really aiming for within your game. Some games do just fine with tokens while others would be bland without the actual models. Just as a point for clarification, what type of models are you creating and are there only going to be 24 of them? If you really want models take a look at www.shapeways.com there are a whole hoard of designers there that make just about anything. I have made a few things as well for two boardgames that I am creating and you could find them under STC Limited at the shapeways website to see what I mean.
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Filip W.
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If you want cost efficient and still keep as much theme as possible consider printing thick tokens (or wood/plastic tokens with stickers).

If you're doing it to have a one-off for yourself then go wild!
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Ryan Wanless
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Well it is more or less where you terraform the board with your selected element. Then you spend a number of turns trying to make your element the dominant one by the use of your 6 unit types, along with towers and walls. Still flushing out the rules.

If I like it enough once it is finished I may try to sell it.

The sticker images isn't a bad idea for now, at least for the units, the walls and towers I think I will make models.

That site is neat, those mini star ships are pretty sweet looking.

Thanks for the insight.
 
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John "Omega" Williams
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Theres also at least two groups that sell generic board game making parts. Probably more than that.
 
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Derry Salewski
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Well from what you've described, you're just making a prototype for a game you haven't finished designing yet.

So . . . spend as much time and money as you feel like.

If you're attempting to use your time and money efficiently, like, this could become a business for you, then you should prototype as cheaply as possible, and work on testing the game.

If you're just trying to get the most out of a hobby project, I promise I will be more impressed when you upload pictures of 24 hand crafted sculpts a year from now than if you upload your photoshopped countersheet pfd a month from now!
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Ryan Wanless
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scifiantihero wrote:
If you're just trying to get the most out of a hobby project, I promise I will be more impressed when you upload pictures of 24 hand crafted sculpts a year from now than if you upload your photoshopped countersheet pfd a month from now!


That is a good point!

I have designed a few games before this one the normal way concept to alpha to beta prototype, this one I guess I am making a bit backwards. I know all the elements I want and once that is done I will form the rules around them...
 
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James Mathe
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If you plan to find a publisher or publish yourself with Kickstarter or make money from the game - then you really have to choose cost effective bits. That could be wood cubes or stickered blocks or cardboard standees. Figures/models though only make sense if you know you can sell more then 5000 copies of a game. In today's world that is very hard to do and most games sell 500-2000 copies from small/unknown publishers.

If your goal is to work with a publisher, then stop thinking of these things as they are pointless - the publisher will make the choice.

Good luck,

James
 
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Derek
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I wouldn't spend more than 10 minutes on a single component for a game that hasn't had the rules completed or been playtested at all.
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