Origins 2019 -- Playtests And Interesting Pitches

Due to Corbin being born, I missed all of the conventions last year, so I was excited to get back to them this summer. Last week I flew to Columbus for the first big convention of the season, Origins.

Origins has been growing in the last few years, and it seems to me like more exhibitors are launching games at the convention. I think that with GenCon pretty much outgrowing Indianapolis, people are sick of not being able to get a hotel room, and are starting to attend Origins instead. This has led me to my hypothesis that Origins is the new GenCon.

For the time being, that's great! The convention is still much smaller than the behemoth in Indianapolis, so the crowds aren't so bad, hotels are still obtainable, and restaurants don't ALL have a horrendous wait at all hours. Sales won't be as high as at GenCon, but as they expand their dealer hall, and more and more publishers launch games there, I suspect it is very worthwhile to have a booth. I don't know that I'd recommend Origins as a publisher instead of GenCon, but I think things are moving in such a direction that pretty soon, that trade off won't seems so crazy.

Interesting Pitches

Andy and I scheduled a dozen or so pitch meetings with designers. We are getting better at weeding out unlikely candidates, so we're getting a higher rate of pitches that are interesting to us. We ended up seeing several interesting ones, and Andy took a few back to the office to test out.

Game discovery is tricky though. A good pitch can make even a bland game sound interesting, so it's important to remember that no matter how good a game sounds, no matter how good the story of the game is, you really can't make a good decision about it until you actually play, often more than once, and possibly with various different groups of people.

Playtests

I managed a few tests of two of the games I've been working on:

* Sails & Sorcery x3 (Mike's game that I'm helping develop)
Most of the time, I go to conventions with a bag full of prototypes, and between booth stuff, meetings, and everything else going on, it can sometimes be like pulling teeth to get the TMG guys to play them with me. This time was different. One of the prototypes I'm working on is Michael's game, which I'm calling Sails & Sorcery for lack of a better title. Which meant Michael was interested in it, and he encouraged several playtests.

In total, the game got played 3 times at Origins, with varying levels of success. I was fairly happy with the state of the game in my recent tests with my regular playtesters (note: mostly 3p lately), so I was pretty disappointed with the first play (4p) with Andy, Michael, and Michael's friend when a few problems reared their head:

- The downtime was too much

The current format of the game was that you take turns doing 2 roles at a time. To be honest, that format felt a little old fashioned, but I had convinced myself it wasn't that bad, and that in this type of game, some downtime and AP potential is common. But playing with people less familiar with the game (because they haven't been playing weekly like we had) was a harsh reminder that new players will suffer those effects much more than experienced players. The game took far too long, and much of that time was spent waiting for your turn to roll around.

In some of the later playtests of the weekend, we tried breaking the rounds into twice around affairs, with players getting 1 turn at a time. Initially I didn't like the sound of that, so I hadn't tried it yet, but it did help decrease down time. I'll have to investigate that some more and figure out how to do it and maintain some of the other aspects of the round structure.

- Plunder was too prevalent,

Sails & Sorcery is an area control game, where you deploy your pirates to islands and build structures in order to vie for the most influence in the scoring areas. One of the things you can do is Plunder other pirates, removing them from the board, and collecting a bounty for doing so. If you are behind in an area, you can take the lead by adding more of your pirates, or by plundering your opponents' pirates. Plundering scores you some treasure, and the short term benefit of taking the majority in the area, but the plundered pirates go back to their owner's ship to be re-deployed later. On the other hand, adding pirates to the board not only helps take over majority, but those pirates stick around to continue to have an effect on the board. So there's a theoretical balance there, and in my recent tests (mostly 3p), the balance was holding fairly well.

However, in that 4p game, plunder was far too prevalent! The rewards were a little too high, or the costs were a little too low, or the cost to recruit and deploy pirates were a little too high in comparison, so everybody went heavily into plunder, and nobody deployed pirates to the board, which meant that all pirates were swept off the board pretty much the whole game.

Some of that may have been down to groupthink, and I would have liked to see what would have happened if a player did some big recruit/deploy actions. But even still, it was clear the balance was not correct. I had some adjustments in mind already, but had previously thought they might not be necessary -- now I will definitely try them out.

- The game appeared too tactical.

In this game, there are a number of areas, and originally they all scored once in the midgame and again at the end of the game. When I first played the game, I was immediately turned off by the tedium of counting up and scoring all the areas at once, and I developed a different way to do it -- first simplifying the scoring values (now you just grab a few gold and silver coins), and also scoring just a couple of areas every round rather than all of them at once. They still all scored at the end of the game, but as a sort of final scoring phase I didn't have as big a problem with that.

One potential problem with this is that some players feel forced to fight for whichever area is scoring this round, and there's not much in the way of strategic, or long term, planning. I'm not sure that's 100% true, but even if it's not, that's what many players will feel when they first play. I'll have to watch out for this to make sure the game isn't entirely tactical, because Michael and I both want there to be a strategic aspect.

So there were some issues with that one, and I've got a list of changes I'll be trying to address some of that.

* Worker Learning x1 (Mike suggested Apotheosis as a title)

My latest game design is a worker placement game where your workers level up and get better as you play them. I had this idea a while ago, but got busy and stalled out on creating a prototype, so I recruited a friend to help co-design the game, and he was able to get a prototype together and test it, and even iterate the design a few times. Now I've been testing it and iterating a bit as well, and I got one play in at Origins.

The game worked, but wasn't well loved by the players (I played a 3p game with Andy and one other designer in the Unpub room). Some of the changes I already intended to try would address some of the issues the players had, and I've tried a few of those since Origins, and I think I've made some progress in that regard. I'll probably post separately about this game, so stay tuned if you're interested in more info.
  • Digg
  • Del.icio.us
  • StumbleUpon
  • Reddit
  • Twitter
  • RSS

Revised 2020 Calendar Of Events

By participating in MSSA events, Registered Players have the chance of being selected for duty in the Protea Team.
There is no doubt that Novel Coronavirus (COVID-19) has had on an impact on the way in which we all live our lives. Esports, along with all the other mind sports, too have been affected by the spread of the disease with Katowice being played in an empty stadium, and a host of other major events in Europe being either cancelled or postoned. Mind Sports South Africa (MSSA) is aware of the risks, and is keeping a close eye on the the spread of the disease in South Africa.

All  Registered Players should be reminded that they can help protect themselves and others by always carrying tissues, and using them to catch coughs or sneezes.  They should bin the tissue, and to kill the germs, wash their hands with soap and water, or use a sanitiser gel. This is the best way to slow the spread of most germs, including Novel Coronavirus (COVID-19).


The following calendar of events has thus been amended


Member clubs are also able to 'book' the hosting of Regional Championships. Regional championships are designed to help clubs gain extra exposure, earn income, and promote the games that they encourage within their clubs. Games can only be played at National and Provincial Championships if such are either played at World championship level, or if having first been tested at Regional Championships. The rules apropos hosting of a Regional Championship may be found here.


MSSA's Calendar of events for 2020 is as follows:

2020Calendar of events

Date
Event
Discipline
Venue
25 JANUARY
Umpires' Course - Gauteng
All
Old Edwardian Society, 11 Ninth Ave., Lower Houghton

1 & 2 FEBRUARY
Ancients, Checkers, PES 2020, Morabaraba
Old Edwardian Society, 11 Ninth Ave., Lower Houghton
9 FEBRUARY
All esports titles as approved at the AGM in December
On-line
28 MARCH
1st WESTERN CAPE Online Championships
All esports titles as approved at the AGM in December
On-line
Delayed until end of Novel Coronavirus crises
24th WESTERN CAPE Championships
Board games, Card games, Esports, wargames
Monument Park High School, 40 Dan King Rd, Kraaifontein, 7570
11 APRIL
Provincial Online Student Championships
All esports titles as approved at the AGM in December
Online
18 APRIL
All esports titles as approved at the AGM in December
Online
25 & 26 APRIL
Provincial School Championships for all provinces
Board and Figure games
Various venues.
9 MAY
Umpire's Course – Mpumulanga
Umpiring course
TBD
30 & 31 MAY
Board games, Card games, Esports, wargames
No 36 on the R114, Nietgedacht  25°57'8.13″S – 27°57'51.14″E
30 MAY
FINANCIAL AGM
Meeting
No 36 on the R114, Nietgedacht  25°57'8.13″S – 27°57'51.14″E
13 & 14 JUNE
SA School Championships
Board games, Card games, Esports, wargames
TBD
Week ending
17 JULY
1st round of NWU School League
All esports titles as approved at the AGM in December
Online
25 & 26 JULY
26th KWAZULU NATAL Championships
Board games, Card games, Esports, wargames
TBD
8 & 9 AUGUST
17th FREE STATE Championships
All
TBD
29 & 30 AUGUST
Board games, Card games, Esports, wargames
TBD
TBA
Indigenous Games
Morabaraba
To be determined by SRSA
19 & 20 SEPTEMBER
17th EASTERN CAPE Championships
Board games, Card games, Esports, wargames
TBD
26 & 27 SEPTEMBER
8th LIMPOPO Championships
Board games, Card games, Esports, wargames
TBA
1 NOVEMBER
Submit nominations of office-bearers
Admin
mindsportssa@iafrica.com
15 – 20 November
IESF 12th World Championships
DotA 2, PES, Tekken 7
Eilat, Israel
5 & 6 DECEMBER
34th S A NATIONAL Championships
Board games, Card games, Esports, wargames
TBD
5 DECEMBER
37th NATIONAL CONVENTION
Annual General Meeting
TBD
TBA
SRSA's S A Schools Championships
Morabaraba
To be determined by SRSA

Also read:
  • Digg
  • Del.icio.us
  • StumbleUpon
  • Reddit
  • Twitter
  • RSS

10 Best Open Source FPS Games


Time for another overweening list - the SEO godesses demand it!

Tremulous has 1.1 stable, 1.2 dev and 1.3 third party dev versions. It's a mess. Getting bots to run is a mess. Yet I love this game. I am only capable of playing 50% (can't handle moving aliens at all) yet I had the most fun building bases in Tremulous.

So you want to download and play Tremulous? HA! HA I SAY! Pick your poison:

  • 1.1 stable from 2006
  • 1.2 beta from 2009
  • 1.3 inofficial alpha from 2018

I still don't know which is the most useful for either finding servers with bots or humans. (1.3 has zombie game mode servers with bots is all I know).

Unvanquished is Tremulous 2.0 and a little more complex and hardware requirements. If you can find a better-looking FOSS game I'm all ears and eyes. Uvq has bots built-in.

OpenArena is Quake 3 Arena with strictly freely licensed assets, some of which likely satisfy niche fetishes. Who doesn't know OpenArena?

Rexuiz is really interesting because it takes care to not split the community. Assuming Nexuiz classic has a community? It also publishes on itch.io and any open source FPS is at least 10 times better than any Unity3D-made FPS on itch, so that's a really smart move - if your team has the time to make nice thumbnails/screenshots.

I really gotta compliment on the music in Xonotic. And the visuals.

Red Eclipse is still in development and has movement that is quite different from all the Quake descendents thanks to its doublejump and innovative weapons. I can't get over the blurry look though (I guess it's mostly the particle effects, maybe I could tweak them to be... sharper?). Additional microrant: some of RE music I like, some not much.

I like Trepedation's original game mode (Trepedation) but I have yet to try it against human players but at least the characters and levels seem to be hand-made for the project.

Sauerbraten is today minus 2013 years old and still popular, by comparison. And I gotta say: instaCTF is fun! To heck with the "flag dropped" sound though. Sauerbraten is partially non-free-as-in-freedom asset-wise.

FreeDoom is an entire single-player campaign. So is Blasphemer. Amazing amount of content! Once configured with mouselook and advanced sprite upscaling, it's nearly as good as an actual 3D FPS.

Smokin' Guns actually has a bunch of license uncertainties. But it looks like there's an effort to modernize it and liberate it.

Comment on our forums here.
  • Digg
  • Del.icio.us
  • StumbleUpon
  • Reddit
  • Twitter
  • RSS

Building My New Gaming Rig


So this is about a month late, but I wanted to document the awesomeness of building my new PC with my oldest daughter.


I got sick of waiting for the Ryzen 3000 series to launch, which as it turns out with a month of hindsight, wont' be happening till July 2019, meaning my build back in late April was a good idea since I was having a really hard time putting off a new build then.



Killing a couple of scattered zombies with baseball bats and blades is simple enough, however, in the end, somebody will make a noise calling for backup. Regardless of whether it's a gunshot, a blast, or a car alarm. If your group is messy, in the end the group will get too thick to battle at all, and the only wise thing left to do is run.

Even though fighting zombies is pretty simple, but you don't wanna get too close to them as they will grab you and will drain your health to a good amount as it takes some time to shove them off.

It's too awful that slaughtering zombies with melee weapons is so essential, though, because these weapons aren't much fun to use. There are machetes, baseball bats, and pickaxes, but they all feel clunky, and pretty much the same. And also fighting off thick crowds of zombies, again and again, becomes boring, but what satisfies me the most is the wooden tunk sound I get from smacking a zombie right in the skull.


Also Read: Hitman 2 | Review, Trailer, Gameplay & Everything else you need to know.


Overkill's The Walking Dead: Characters



In Overkill's The Walking Dead, you take control of one of four new characters, each with their own uninvolved weapon specializations and one of a kind aptitudes. For instance, Maya is the medic and her unique ability is tossing down a med bag that can heal up anybody in your group. Aiden, on the other hand, gets streak blasts that can daze human enemies and distract zombie crowds.

Each character is fun in their own particular manner and, in spite of their strengths, anybody can utilize any weapon you discover, giving them a helpful adaptability. The distinction, however, is that they won't have the capacity to apply any of their skill upgrades or passive rewards to upgrade a weapon outside their wheelhouse.


But beyond that, the difference between the characters are for the most part detail driven other than a solitary unique skill. 





From its restrictive mission structures, unbalanced difficulty and baffling methods of progression, The Walking Dead struggles to justify the time it requires from you. It's a collection gameplay diagrams stacked upon each other without insightful thought on how they may durably cooperate, wrapped with a dull presentation and ordinary combat that once in a while energizes. The Walking Dead is a wreck of scattered thoughts and an absence of direction, and there's no reason to make sense of it all.


Also Read: Resident Evil 2 Remake | Review, Trailer, Release date, News, Gameplay, and more...


The Verdict:


It's fun when you cooperate with friends and escape the horde of zombies by sneaky ways. But, it's all wrapped with a package of various disappointments: Technical issues, unavoidable repetition, and dull shooting experience.





  • Digg
  • Del.icio.us
  • StumbleUpon
  • Reddit
  • Twitter
  • RSS