Hello dear ladies and gents,
it seems everyone is waiting for FFG's new interpretation of Richard Garfield's legendary Netrunner card game.
Hence, I started musing about its outstanding success despite its now-defunct status and its skyrocketing prices on eBay.
Thing is, Netrunner has this cool eurogame-thingy. It gives the players choices whether to draw cards, play new cards/activate cards in play or to get some resources for playing cards. No random-resource-bad-draw, no sticking to unlucky first draws, no other MtG bullshit - just like the new Warhammer: Invasion, you decide what to do in your turn, dependent on what you have in your hand and what you plan to do with it.
The other, even more amazing aspect is the point of assymetrical gameplay at which I would like to ask for your opinion.
The basic notion behind it - as I see it - is that you play toy soldiers not with the same toy infantry soldiers in different colours like red and green. Instead, you get to play toy soldiers against dinosaurs, alien flying saucers or giant robots which feel different, move different and maybe even have an entirely different victory condition. Different sides should feel different, not like the same colourplay in MtG or the old Middle-Earth CCG, in which orc and troll-guys were using the same rule-mechanics as the good guys (moving around, dodging hazards, playing items, factions and allies). Of course, it was nice to play, but at the end, the game remained the same.
What, in your eyes makes a good assymetrical game ? Do you know any noteworthy board game design examples other than Netrunner ?
I am wondering whether I could make a an adventure game in which the good guys must score victory points and the bad guys must achieve something completely different, but I am not sure what it shoud be (kill many good guys ? steal their stuff ? ). Can such a thing even be done in a board game ? Starcraft achieved such a thing - the three factions were different to play, but they remained balanced and developed completely independently from each other.
I am grateful for any kind of notions on that topic.
First, let me thank you all for contributing so much to this difficult topic. It feels great to be part of a community being so generous with rare and unique knowledge unavailable anywhere else.
I was looking to expand my knowledge on games which are based asymmetric gameplay.
Actually, I consider myself lucky you throw so many bones at me, Ogre looks like a real granddaddy of asymmetry in games - it feels great to become enlightened in such incredibly interesting areas of gaming history - and now I am looking forward to those "history lessons" :o)))
Yes, basically, these game-master-driven-games (1 vs. many) seem like way to go - a precise example would be War of the Ring, where the almost-omnipotent Sauron fights the greatest heroes the world has to offer - by sending his countless troops against them. This aspect is completely neglected in the old MECCG, as both sides use the same game mechanics and the same winning conditions.
What has emerged from my mind so far is an adventure game in which heroes fight villains (duh!).
While the good guys are fewer and/or weaker, they are out to score victory points - the bad guys, however, need to do something completely different. Area control may be one example (probably similar to the one used in Company of Heroes, which can be conquered and be taken back), but I do not want to stop there. The biggest danger to avoid is having two different systems with no/very little points of interaction - this would make the "hero" players play their own game without caring for the bay guys.
"So the players are seemingly playing the same game, moving figures here and there, but all the tactics and strategy is really different. "
This is the problem I have with M:tG - it is the same game just with other strategies for every colour, just like most other games on the market.
My dream of an asymmetrical game would be something like this: I pit Godzilla, Rodan and Megalon against the US Military and a squad of evil superheroes, all fighting against each other. First, the US Military has many smaller units, they depend on economy for supply and launch dozens of single (easily replaceable) units against their foes. Second, the evil superheroes can combine their (numerous) powers to defeat ANY kind of enemy but their numbers are scarce and not all of them can cheat death. Third, each giant monster can rely only on itself and its (very few) superpowers like atomic breath and tail whiplash.
All factions have diferent movement patterns and have discernibly different victory conditions:
-> The US Military must defeat as many enemies as possible, scoring many victory points and come to terms with their somewhat limited budget.
-> The monsters need to simply survive all the fights and physically retreat to the monster island.
-> The evil heroes need to occupy as many areals as possible (thus increasing their malicious influence on the world) AND accomplish a wipeout of all other evil superheroes - last man standing !