Follow the journey of 4 game developers as they set out to make a publishing quality board game. No constraints, no holds barred, and not enough time to do it.

Sunday, May 5, 2013

It begins...

Today the crew met up at Panera Bread (like all the cool kids do) to talk about the first things first. What kind of game do we want to make? Do we want it to be serious? Goofy? What's our story? What mechanics should we focus on? What's our genre?

Previously, in class, we tossed around a few ideas. We quickly decided however, that we could better decide if there was food present. So, towards soup and salad and paninis we went.

The first (and most thought-out) idea was a thief game. The objective could vary: steal the most treasure, be the most famous, get caught the least. Players could pay off guards or sic them on other players. They could gain fame (or infamy) within different factions in the city.

The second idea was similar, but with a twist. The players were time travelers who stole famous artifacts from throughout history and the future.

The third idea: redheads attempting to take over a post apocalyptic world. Some of us are partial to red hair...



The fourth idea was a mech game with destructible buildings. We argued over this one for awhile. We weren't sure if it was feasible or if it would be too complicated to explain to players. Would we be able to manufacture quality pieces for it? (We can't use pre-made game bits.) Would it be easier just to make the thief one we already liked and had plans for?

We had some concerns about the thief game too. Was the concept original enough or did it sound too much like Ubisoft's Assasin's Creed? Then, we thought we might do a little work on both ideas, bring them to our next class, and ask for feedback. As we continued however, all four of us got more and more excited about the mech game.

We settled on mechs.

Up next: planning for feasibility and polishing the idea.

No comments:

Post a Comment