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ErikPeter Walker
United States New Haven Connecticut
Uplifting
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A recent thread about Dungeon Keeper-style dungeon building/management games got me pumped to try another quick-and-dirty design project like Cogsburg.
I've thought about it a bit over the years so I wasn't starting from scratch. More recently I've been brainstorming for an RFTG-inspired castle game, emphasizing card placement for bonus points (instead of simply card combos); It's a little RFTG, a bit Carcassonne, a smidge of Dungeon Lords.
My brainstorms had been getting more and more complex and unreadable and so for this project I wanted to get back to the basics. Simple mechanisms for engine building/unbuilding, with cards only slightly more complex than Galaxy Trucker tiles.
It's a great place to start...
...But wasn't I working on another project? Oh yes, my RFTG Expansion, which I'm almost finished with after completing all of the cards. Agenda rules should be up soon, if I can stop playing Dungeons of Dredmor for a couple hours.
...And now that I'm thinking about RFTG, another thread from a few months ago brought up some thoughtful, but shallow insights about information control that I felt shoe-horned co-op game design.
I figured, in order to make a fun co-op, just take a fun competitive game, then make it cooperative. And so I've been chipping away at a co-op scenario for Race for the Galaxy, of all things.
...which gets me thinking about powers that didn't fit well with my first expansion, which I might want to fit into the second. I've got some really fun ideas. But with such a variety of design going through my mind, it's hard to keep them separate ("Wait, was that a card for expansion #2 or the co-op?", and even harder to focus on following through to completion.
Ah, Game Design. It's a fun process, isn't it?
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