Monday, November 28, 2016

Back to the Drawing Board (Room)

Where It All Began
Ever since I began my paper prototype for my Intro to Game Studies class, I've been kind of obsessed with the game I have been designing (and - to be honest - a bunch of others I've thought of since). What started as a fairly bare-bones concept has started to come together into what I think is a pretty cool concept, one which borrows from a bit blackjack, rock-paper-scissors, and my own wacky D&D homebrew campaign setting, Yurth, where things are a lot like they are in the real world, just with fantasy races and strange magic. I knew fairly quickly that I wanted to use my evolving Yurth setting in a variety of games, and I have been hoping that people would find it equally humorous and compelling. So far, the reaction has been good.

A handful of people are probably familiar with the previous iteration of my game, Wizards of Wealthiness (a name which I have since re-purposed for a larger project for later), which I've been playtesting with friends, family, and classmates. Working out the early kinks, I got the game to a fairly stable and playable state, though some of the intricacies of the rules can still be a hangup for new players. The combo system is a bit more complicated than something that can use just icons and numbers, since different classes of card create different effects when played together or with their own 'suit.' Still, I feel like, overall, the game is just like any other retail card game - a bit confusing or overwhelming at first, but it becomes much more intuitive after just a short amount of play. This has been true of my playtests so far, at least.

People have enjoyed the theme and have actually asked to know more about the game world, which is great for me since I want to create a lot of content for this setting. Writing quotes, making character names, and adding bits of flavor throughout the game have been very satisfying and enjoyable experiences, Likewise, designing art has been fun. I decided to continue with the pixelated style I have been using since starting work on Space Investigator, because it seemed attainable and pixel art projects are viable today, given the plethora of tabletop and video games utilizing this old school aesthetic. My idea-mill has been churning out ideas, and now my little card game has a new face . . .

Punching clocks and battling years of oppression by the so-called "civilized" races

Revamping the Game
During a game of D&D a friend made passing mention of the idea of 'spokesgoblins' for characters in a fantasy-theme satire of real world corporate culture. The name really stuck with me, and I've been working on my home campaign setting of Yurth ever since with these fellows in mind. The brand of D&D I tend to play has a heavy focus on recasting traditional concepts of good and evil, 'civilized' and 'uncivilized,' and so on. I find the image of a goblin in a top hat and tux, working hard to rise up in a world that systematic oppresses his kind, compelling (and perhaps timely). So, shortly after I finished my paper prototype, I thought - after some light prodding by a couple friends who liked the idea - "Hey, I can reflavored this and the theme will be even better!" So, the first phase of Spokegoblins (and about the 4th phase of my original card game design) began.

I have a solid base, since I did plenty of conceptualizing and playtesting of the original prototype. The things I really need to do are to simplify the rules as much as possible (without sacrificing the fun and interesting parts of the game), continue to balance the system and the card combos, and create art assets and card, component, and box design materials. I'm leaning towards a lot of greens and golds for the box and primary cards, and some themed art for the cards that represent other fantasy races. I'm also in the process of rewriting all the rules material and flavor text, to bring it all in-line with the new core idea of golbins fighting over a job within their Magical Corporation - and avoiding being disintergated by their ruthless wizard bosses.

My wife, Chelsea, is helping me with some of the art, mostly with adding detail to make the initial assets I create 'pop' more. I have a lot of ideas for the main artistic concepts, but I'm still new to this and not very well versed in perspective or shading. The art combines concepts from the D&D cosmology with modern corporate culture - every Board Member has a logo, for example, and the cards including (hopefully) funny, anachronistic quotes from the personalties of the game world. Because I'm so heavily inspired by old school games and tons of pop culture, my designs tend to be filled with homages to various media, though not always in easily-identifiable ways. For example, the dwarven Board Member is Hilda Hammerfall, based on Swedish power metal band Hammerfall, while the human, Bob Johnson, is a very subtle reference from Mystery Science Theater 3000. It is funny for me, if nothing else.

Sample art from the elven, halfling, demonic, and angelic Board Member cards

If I have time, I also want to create some unique characters that players will take on the role of, each of which will have special powers and their own art. This is ending up being a bigger endeavor that I expected, however, and this leg of the project might have to wait until another iteration, or expansion. I am currently on my 8th overall rewrite of the rules and game effects, and I still want to playtest a lot more to iron everything out. I've gotten great suggestions and learned quite a bit about the game from watching people play and playing it myself. I'm happy with Spokesgoblins so far, and I think the changes make it a viable retail game, if I can work out the kinks and create a cogent art style. Time will tell.

No comments: