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Author Topic: Interview with Donald X.  (Read 439319 times)

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Limetime

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Re: Interview with Donald X.
« Reply #3875 on: June 07, 2017, 10:54:24 pm »
+1

Why did you choose to make wall start at 15?
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LastFootnote

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Re: Interview with Donald X.
« Reply #3876 on: June 07, 2017, 11:19:09 pm »
+11

Why did you choose to make wall start at 15?

If the question is, why 15 specifically, then I don't know. The reason it doesn't start at 0 is because of a lunch game my group had where one player trashed down to a 3-card golden deck (with Temple) and then left to go to a meeting. Now at the time, I believe Wall was "1 VP per 2 cards you have". If it had been 1 VP per card without the 15-card threshold, he would have won that game, despite gaining a measly 1 VP per turn.

Long story short, having that 15-card threshold lets actual decks compete against golden decks in Wall games.
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Donald X.

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Re: Interview with Donald X.
« Reply #3877 on: June 08, 2017, 11:00:08 am »
+4

Why did you choose to make wall start at 15?

If the question is, why 15 specifically, then I don't know. The reason it doesn't start at 0 is because of a lunch game my group had where one player trashed down to a 3-card golden deck (with Temple) and then left to go to a meeting. Now at the time, I believe Wall was "1 VP per 2 cards you have". If it had been 1 VP per card without the 15-card threshold, he would have won that game, despite gaining a measly 1 VP per turn.

Long story short, having that 15-card threshold lets actual decks compete against golden decks in Wall games.
That is how it went down. It started at 8 VP if you have no more than 15 cards. It was too hard to go for and became -1 VP per 2 cards. I considered doubling it to make scores more different between players. LF had his game with the player who left. To try to avoid that problem I made it -1 VP per card over 15. The original 15 was based on considering what you could reasonably manage with trashing. The new 15 may have just been because 15 was in the air here. We tried it, it worked, I didn't tweak it further.
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Q

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Re: Interview with Donald X.
« Reply #3878 on: June 10, 2017, 05:14:57 am »
0

Did you ever consider to make another deckbuilding game respectively a game (like Mage Knight, Core Worlds, etc.) which features deckbuilding as one among other mechanisms?
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Donald X.

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Re: Interview with Donald X.
« Reply #3879 on: June 10, 2017, 11:23:26 am »
+1

Did you ever consider to make another deckbuilding game respectively a game (like Mage Knight, Core Worlds, etc.) which features deckbuilding as one among other mechanisms?
In fact Kingdom Builder and Temporum both started out as deckbuilding games.
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Sharajat

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Re: Interview with Donald X.
« Reply #3880 on: June 28, 2017, 04:29:20 pm »
+2

Did you ever consider to make another deckbuilding game respectively a game (like Mage Knight, Core Worlds, etc.) which features deckbuilding as one among other mechanisms?
In fact Kingdom Builder and Temporum both started out as deckbuilding games.

If you could visit another timeline (sorry I can't resist) what design decision would you change for those two?

I'm asking because even though I enjoy Temporum and Kingdom Builder, I always felt like they were just missing a little something compared to Dominion.  Which has to be a little annoying come to think of it, like a band where everyone loves their first album.  And they're like "dude, I poured my heart and soul into this last album, it's technically brilliant, dude you can hear me miss a chord 1:12 into the third song on  that first album just stop venerating it so much!"
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Donald X.

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Re: Interview with Donald X.
« Reply #3881 on: June 28, 2017, 05:07:45 pm »
+5

If you could visit another timeline (sorry I can't resist) what design decision would you change for those two?

I'm asking because even though I enjoy Temporum and Kingdom Builder, I always felt like they were just missing a little something compared to Dominion.  Which has to be a little annoying come to think of it, like a band where everyone loves their first album.  And they're like "dude, I poured my heart and soul into this last album, it's technically brilliant, dude you can hear me miss a chord 1:12 into the third song on  that first album just stop venerating it so much!"
I don't imagine any of the changes I'd make would make the difference for you. For Temporum they might give the game a better shot with some people who only tried it once.

For Temporum I would replace the "choose one" zones with the expansions hourglass zones, and I think that's it. There are production issues - two-sided money chits, better arrows. There may be some individual card I'd change that I'm forgetting, but it wouldn't matter much.

For Kingdom Builder I would probably change the rule about lost abilities so that they return to the spot on the board. I would try having randomized abilities on the boards rather than specific ones, to save on set-up time and let you include more abilities with the main set and fewer boards with the expansions; this has other changes that have to go with it though and well I would have to test it to know what I'd really do. I would change the initial set of scoring cards, replacing the worst ones with good ones from Marshlands and Harvest. I know some people like the area control one in the main set, but I think the area control one in Marshlands is way better.

I like both games a lot as is; I don't think of them as those games I didn't quite get right, even though of course I can find things to fix up. Kingdom Builder won the SdJ so it's hard to complain there. Temporum does have fans who like it a lot. When playtesting the expansion, there was a parade of people who liked it and then went and bought the game. Both games have the main issue of, if you don't try it with an experienced player, you can convince yourself that an experienced player wouldn't do any better. Removing the choose-one zones does address that a little in Temporum; the changes for Kingdom Builder don't do anything there. It's a good problem to fix but well all I have there is shoving strategy in your face like with the hourglass zones. But I don't think I blew it for experienced players.

Dominion for me is like my 50th album, not my 1st album. I made it in 2006. Monster Factory is from 1995 even though it came out later. There were a lot of games in-between (including Nefarious in 1999, Infiltration only better in 2003, Greed in 2003). The board for Temporum was from a game from 1998; the piece placement rule from Kingdom Builder is from a game from 1999. So, it's not much like people praising the band's first album over their new one.
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