Full game structure design of the chinese classical novel "Romance of the Three Kingdoms" based on Koei's succesful digital saga. In a marketing dead-end now. Please advise.
Hi everyone, I'm new in town and from abroad, so bare with me now
I have a complete game design of the chinese classical novel "Romance of the Three Kindoms". Some of you may have heard of it as Koei has developed eleven releases of the homonimous series for PC and all major consoles.
The game is kind of a RISK with cards. These cards give bonuses to combat rolls and special actions for the players to surprise their opponents. The four card decks are Officers, Tactics, Weaponry and Special. There is a fifth card deck of Regents from which the players draw their characters.
Anyway, the reception in Koei Singapore was kinda cold, even though I had the local Mensa chapter boardgames club playtesting it. They are a big corporation and not actually into boardgames, so... I'm stuck in a dead-end now and half the world away (Argentina). As you may see, the game was developed entirely with Koei related material so I cannot figure wherelse to go.
Take a look around the images I'll try to attach or hotmail me at jpc_hexis for the full *.pdf's. I have a trade mark on the game mechanics I'll use to publish another game for the 200th aniversary of our national revolution of 1810 so be discreet. Want to play it? just need an A4 printer, 400 troop chips and a plotter for the game board. Not a big deal.
If anyone can point me somewhere specific, it would be most welcome. For general advise, I've read the posts and they are frustating in my situation.
Keep thinking !
Pastor Mora
from Buenos Aires, Argentina
Hi lalee
Yep, everything is Koei material, from ROTK XI (PC) that's exactly why I'm f... ejem, troubled. As a policy, I always design what the customer may like. Designing about things only you know and care about won't get you to sell anything to anyone. The paradox I'm facing is: what if the customer doesn't want it? Well, that's the question... (and the reason of this thread).
There are two reasons for the number of territories in the game. First, it's an up-to-six players game, so you need a lot of board. Plus, you get 1 army per turn per city under your control, so you can amass large armies faster, and larger armies tend to de-randomize dice battle results. I choose areas instead of lines and dots because its easier for army chips placing.
Finally, there is a speed consideration. This is an aspect many designers don't account for. Speed is one of the mayor aspects in actual wargames. I've seen your maze models and while distance to target varies, speed is static. Speed can be a strategic variable you should keep in mind, because it makes distance and current position relative. There is nothing more frustating in a game than knowing three turns ahead who's gonna win. The more variables you have to assess, the more unpredictable the outcome, so the tension remains to the last moment. Remember simple old game cards, like open poker or canasta. Even while a total surprise is unadvisable, winning with a last minute devastating show of cards is astonishing, and is easier for everyone to aknowledge the gaming qualities of the winner.
You get that R3K card game up, you let me know, ok?
Keep thinking !