I'm in the middle stages of developing my game and I'd like some feedback on its core mechanics. The game borrows the following concepts from chess:
1. The board is grid-like (square/hex/irregular all being considered and tested).
2. Each player has a set of pieces, some of which are visually unique and have unique movement rules. Each player has the same set as the other players.
Now, here are some ways that the idea differs from chess:
1. The board is sectioned off into 8-15 contiguous areas.
2. Removal of your opponents' pieces is not the primary goal.
3. Moving to an occupied space is usually prohibited.
4. Removal of pieces is not permanent. Players can place their pieces back on the board again (for a cost).
5. The main point of moving your pieces is to control areas, thereby collecting various rewards. Some of these rewards are points, some add to sets you collect (majorities scored at end), and some grant certain rule-breaking capabilities.
As simple and dry as this description may seem, I have yet to find any existing designs, published or unpublished, that are very similar. So, I ask of the community:
1. Are you aware of any very similar designs?
2. If this idea were fleshed out into a balanced game with an attractive theme, does the concept sound appealing to you?
3. Do any gameplay problems come to mind as you consider the mechanics that I have described?
Thanks.
-Schmanthony
The similarities my idea has with chess pretty much end with the set of pieces each with unique movement abilities. The game will most likely have some hidden information and some randomness.
Even so, this borrowed chess mechanic seems to set my idea apart from other designs. I'm not sure why this mechanic is so unpopular. Unlike roll-and-move, which has a long tired history in hundreds of games, I'm hard pressed to think of even one game produced in the last few centuries that makes clear use of the chess mechanic.
Is this mechanic generally disliked? Do designers avoid it for fear of their game being seen as "like chess?"