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simon cogan
United Kingdom
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I said this blog would deal with game issues outside of DWSSG, so it's time to make good that promise...
It's no secret that the game was inspired by a classic litle solo game from the 80's - Barbarian Prince. I played this to death when I was 12 and the mechanics stuck by me for many years since. This was a Choose Your Own Adventure where you had much more freedom and control over your Character. I pimped that game to death over the years, adding loads of new rules, events, mechanics, a magic system, quests etc - nearly all having been consigned to the mists of time long, long ago.
I preferred this to the classic 'Fighting Fantasy' book because it was different each time and you didn't have to repeat the same sequence at the start to get back up to where you got killed last (just as well because Barbarian Prince was BRUTAL - you got killed A LOT!). true, there wasn't as much 'flavour' as the solobook route, but it was a good trade off as far as I was concerned and it was easy to think of new quests and themes to introduce.
I read an article a long time ago that compared roleplaying to videogaming and it said the key to both, but particularly videogames, were player 'rewards'. This can be getting new weapons, a new level, a new place to explore, more spells, a new cutscene etc etc. In other words - 'unlocking new content'. And the player of a videogame is 'driven' and will quite happily redo and reattempt a level or mission time and time again to 'overcome' the obstacles and get his 'reward'.
Boardgames are quite different to this and are so diverse that it is impossible to simplify it down to any extent. Having said that, gaming companies do rely on certain things that make them different to other companies and entice players and fans to support releases by their familiar mechanics and properties. 'Flying Frog' is a prime example of this and make tremendous games that have a unique flavour. I'm a big fan of FF for their heavily themed boardgames and unique artwork concept. Their new release 'Fortune and Glory' just looks tremendous and I can't wait to pick up a copy.
But DWSSG is an rpg hiding it's sleeve as a boardgame. I can add loads of 'boardgame elements' like cards and playmats and increase the visual appeal of the game, but how do I get that 'unlocking new content' element that will get players to play time and time again? I could add more structure and theme a game from early on, making it closer to solo game books. would that be of appeal to players? Answers on a postcard please...!
And so to 'The Doctor's Wife' that I finished watching earlier. Here's my coment from transmission:
"I found it a little confusing at first with dialogue that seemed inaudible but as the plot started to come together I did think it was a lovely idea, the last scenes being particularly touching and poignant. Rating it is difficult so I think I'm going with 8, but this may go up with a rewatch."
This time around, unlike 'Day of the Moon' or 'Curse of the Black Spot', I found the episode to be even better. A truly terrific episode with incredible direction and performances from all the cast. It's hard to get better than Matt Smith as an actor, but Suranne Jones was touching, tragic and funny as Idris ('you call me...sexy') and Arthur Darvill had some great stuff too - particularly in the TARDIS nightmare scenes. And my favourite line came from Amy -when she sees Idris in the TARDIS - 'Did you wish REALLY hard?'
This was a poignant, beautiful episode with stand out moments throughout.
One slight plot niggle - how DID Nephew get inside the TARDIS...?
I'm going with a 9.5/10 here!
What did YOU think?
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