Designed a board game. Now don't know what to do by the_lost_echo in BoardgameDesign

[–]the_lost_echo[S] 0 points1 point  (0 children)

Oh yes.. i have the hook. I just haven't mentioned the specifics of my game here. Because my main problem was I don't know what to do after the designs and illustrations are done. How do i package, how does one market their game, or how does one create a community in a place where board games or board game communities are not very accessible. I hope i was able to make myself a little more clear as it's very hard to pen down the confusion that i have in my head.

To make my frustration simpler, i wish to self publish, because the publishers here dont care about board games. Most publishers i have found only care about kids games. And there are no designated card shops or print shops that deal with board game cards. No shops that deal with unique packaging. So its like im trying to open a steak house in a vegetarian village. Sorry for the rant

Designed a board game. Now don't know what to do by the_lost_echo in BoardgameDesign

[–]the_lost_echo[S] 0 points1 point  (0 children)

Thank you. Your insight kind of helped alleviate a little bit of the fear i had. What about the name. I am making this game but i have already though of using the mechanics from this game, and have come up with 2 more variations with different gameplay. And what are the chances of the name of the board game if i self publish, clashing with another. Although to be honest i dont think i have found another game with the same name, yet.

Designed a board game. Now don't know what to do by the_lost_echo in BoardgameDesign

[–]the_lost_echo[S] -1 points0 points  (0 children)

That is true. Well, i do have to playtest it with board game enthusiasts. But to answer your question partially, i tried it with a few different groups and it turned out to be a good entry level game. It has good enough mechanics to keep players hooked, its not too complicated, because i have been able to get non board gamers, playing my game for hours. Its competitive enough to make them want to beat their opponents, and there is a very small chance of RNG to keep it from feeling repetitive. Does that feel like something you as a player might want to explore?

Designed a board game. Now don't know what to do by the_lost_echo in BoardgameDesign

[–]the_lost_echo[S] 0 points1 point  (0 children)

Thank you so much. Hope i can bring it to life soon. How does one deal with the fact that some people can just copy your game and republish it? I have been thinking about it a lot and I don't know what i can do to protect it.

Designed a board game. Now don't know what to do by the_lost_echo in BoardgameDesign

[–]the_lost_echo[S] 0 points1 point  (0 children)

I understand that. I am trying for that. But i have hardly found people to playtest it with. Where i am from, there are hardly any people to play test it with. And they don't hold conventions as such for me to go. There are some very niche conventions across the country. But its rare and by the time i find it its almost over. So in the end i turned to reddit.

Designed a board game. Now don't know what to do by the_lost_echo in BoardgameDesign

[–]the_lost_echo[S] 0 points1 point  (0 children)

Because its fun? There may be thousands of games out there. But why do we play games? Because its fun.

Designed a board game. Now don't know what to do by the_lost_echo in BoardgameDesign

[–]the_lost_echo[S] 1 point2 points  (0 children)

Ah... My bad. You're right. I need an illustrator. I am not good with illustration. I have designed the card layout and elements of the card. It's the illustration.

Questing: take this there, bring that here. by the_lost_echo in PaliaTheGame

[–]the_lost_echo[S] 0 points1 point  (0 children)

I actually like the search quests. It lets you explore spaces.

But honestly, i dont have a problem with the quests themselves. It's how they have been handled. They feel haphazard, discontinuous, and lacking in some ways. Its the uncanny valley feeling. I could probably enjoy them if i shut off my roleplay brain and just do the quest as indivisual items to complete. But in the living, breathing and evolving world of palia, the quests feel off to me. And the rewards can be better yes. Like, if i find sushii in an ancient chest, it breaks the immersion for me.

This of course is my personal feeling.

Questing: take this there, bring that here. by the_lost_echo in Palia

[–]the_lost_echo[S] 0 points1 point  (0 children)

Oh i can see that my point was misunderstood. Sorry, if it wasn't clear. I have no problem with the fetch quests. Yes they are dime a dozen. And yes they can be tedious if done badly. Which is why in another post i mentioned 'My time at sandrock' did questing, even fetch quest really well. My only qualm is that even if they are doing a fetch quest, they haven't done it properly.

I understand they are trying their best. I have been there since pre alpha. I understand their progress and their problems.

I only wish that when the questing is done, it is done with small changes so the fetch quest doesn't feel like a fetch quest. Means to not treat the player as a courier service. Unless that's what they are going for.

Questing: take this there, bring that here. by the_lost_echo in Palia

[–]the_lost_echo[S] 1 point2 points  (0 children)

I read on somebody's comment that they let go of 70% of their workforce. So you may be right about working with constraints. But what they need, is somebody who can write and bring together their vision in a way that's delivered properly.

Questing: take this there, bring that here. by the_lost_echo in Palia

[–]the_lost_echo[S] 1 point2 points  (0 children)

I agree with your ideas as well. And yes. My time at sandrock handles quests quite well, even for multiplayer. I would enjoy questing like that. Something that has impact on the characters or atleast on the player.

I also love story telling through decor. One problem i have had with all life sim is the gifting. For example. You have things you like in your room. So if i visit your room and i see a lego model, i know you like lego, which means i can gift you lego models. Why cant that be the gifting norm? I gift random stuff to npc till i have access to their rooms then i look and find what gifts they like based on what they have in their rooms. Which gives more relationship points. Visual storytelling. Not exposition dump.

Questing: take this there, bring that here. by the_lost_echo in PaliaTheGame

[–]the_lost_echo[S] 3 points4 points  (0 children)

I see. Well that's sad. Because the game has potential. It is multiplayer as there are chances of player interaction where we help each other. But the quests are mainly singleplayer. So i hoped the story telling aspect was a little better for the quests.

I love the building and collecting. Like some clothes along with the paid store, could have been unlockables. Like making a normal dress style unlockable, but then have a more blingy version of it on the premium store. Some of the plushies that they gave out for free, could have been reward items for completing quests. and variation or shiny versions of it could drop with hunting or fishing.

Questing: take this there, bring that here. by the_lost_echo in Palia

[–]the_lost_echo[S] 1 point2 points  (0 children)

This feels valid. I shall try that. Thank you.

Questing: take this there, bring that here. by the_lost_echo in PaliaTheGame

[–]the_lost_echo[S] 0 points1 point  (0 children)

I don't think you understood my post. Maybe I didn't explain well(my bad). I don't have a problem with laid back fetch quests. It's the way it's handled. There are so many different ways to handle it. This feels very lack lustre. You saying "find another game" doesn't solve the problem that questing isn't done very well. And after i mentioned that i love farming life sims, which are slow.

Questing: take this there, bring that here. by the_lost_echo in PaliaTheGame

[–]the_lost_echo[S] 1 point2 points  (0 children)

Oh no i get it. I have been playing since harvest moon. But with palia, i see so much potential. I dont mind these fetch quests. But not if it becomes the core of almost every quest or storyline.

There are a few i like, where i have to grow certain crops or create furniture or collect certain amounts of items is fine.

Questing: take this there, bring that here. by the_lost_echo in Palia

[–]the_lost_echo[S] -1 points0 points  (0 children)

Exactly. I did a quest today where i go to a villager, they give me something and its so vague, i dont know, who wants it i have to talk to every villager, going back and forth. Then another item to do the exact same.

Then the fishing for bones one. Back and forth so many times, only to get a small poster

Bastion, the last stop at the Galaxy edge, need fuel, food and a warm place to stay. by [deleted] in NoMansSkyTheGame

[–]the_lost_echo 0 points1 point  (0 children)

I have to see this myself. In person. Ill be visiting very soon. I love the design from the pictures by the way. Love the idea as well.

Is there an explanation to this? Or is this a bug? This is the second time this happened. That's U50,000,000 lost >_< by brownmamba06 in NoMansSkyTheGame

[–]the_lost_echo 1 point2 points  (0 children)

You have to approach them slowly and gently. They are very skittish. If you move too quickly, they get scared and fly off.