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 Nouveau mode de jeu multi-joueurs avec le nouveau set

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AuteurMessage
mathaplo
Légende Vivante


Nombre de messages : 1961
Age : 39
Localisation : Entre Genève te la Haute Savoie
Date d'inscription : 18/08/2005

MessageSujet: Nouveau mode de jeu multi-joueurs avec le nouveau set   Jeu 8 Juin - 15:03

ça donne envie

Nate French Designer a écrit:

Multiplayer Love

The AGoT multiplayer component was born in a CCG meeting we had the first week I was here. We wanted to design a new card type that was only useable in multiplayer play, and one that enhanced and encouraged both player interaction and the unique, pseudo-roleplaying dynamic that is multiplayer Game of Thrones. It’s long been argued that multiplayer was the ideal format for capturing the spirit and flavor of the novels, and we wanted this component to make that “immersed in Westeros” feeling even more a part of the multiplayer experience. It’s been a long time coming, but I’m finally seeing the light at the end of the tunnel. Here’s a quick look at some of the stages through which this project has evolved.

Initially, when I talked to Eric Lang about what we were going to do, he was drawn to the idea that it had to be as simple and unobtrusive as possible. Three cards, one for each challenge, that moved around the table based on in-game circumstances, and provided a shield from certain forms of attack. It was simple, unobtrusive, and it worked well enough for what it was… but it was too simple, and too unobtrusive, and it didn’t really add anything new to the game. It was like playing multiplayer with a slight, artificial restriction placed on top. Nothing flavorful, nothing immersive, nothing that enhanced the fact that we were playing multiplayer Game of Thrones. Back to the drawing board.

Numerous ideas were tested, but they all came up short. The number of cards moved from three to five to seven. We tried a deal making system where the cards were traded amongst the players, and a system where the cards were dealt out at the start of the game. At one point, the cards were randomly dealt, and then moved between the players based on over the table events. Nothing seemed to work the way we wanted it to. Several obstacles stood in our way: the multiplayer cards couldn’t take primacy over the decks and ideas that people were bringing to the table (this is a CCG, after all), the cards couldn’t create a “solvable” scenario (who wants to play in a solved environment?), and the cards couldn’t be too abstract in what they represented or in how they affected the game.

At one point in the new component’s life, it pretty much got nailed down that each Title (as they’re currently called) would provide a basic resource to the player holding the card, and that each of these resources are different. (One of them allows you to draw an extra card during the draw phase, and this extra card does not count towards your draw cap!) We finally settled on having 6 different titles, as there are 6 Houses in the CCG and the “ideal” multiplayer game, in the minds of many players, is the game in which each player represents one of 6 different Houses. The secondary function of the cards is that they provide a relationship with the other players: a cycle of allegiance and animosity that is broken by a couple figures that exist outside of the circle. The final touch is the introduction of a new role selection mechanic that should make initiative more important than ever before in multiplayer AGoT.

I wish I could tell you more, and share some of the specifics (specifics that are currently being nailed out in playtesting) on these cards, but that would spoil a little too much of the surprise. And as far as surprises go, the new multiplayer component is just the ribbon on the package of everything ITE has to offer.

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MessageSujet: Re: Nouveau mode de jeu multi-joueurs avec le nouveau set   Jeu 15 Juin - 14:59

Puerto Rithrones? Razz

-Mildaene.
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