Blog of Treason: Act of Treason Design Journal
Hey you guys,
During the creation of my betrayal acts typing in documents. Design Journal, which is intended to show the publisher reasons behind the Act of Treason game mechanism. If a publisher wants to make a change in acts of betrayal, I must be able to support my position. The document serves as a good reminder for myself for the reasons behind some of my choices. What I can and is unable to change and why.
In order to help the future designers, I like to share this document, this is read as a FAQ, trying to answer questions that designers or publishers may have for me – which in my opinion are the best way to describe something like this. This is a good way to sort out the creative process and map the choices that you have made.
As a designer, if you have a strong reason behind every question you ask, then that is a good place to start! If not then you really need to consider a redesign, or at least get ready so as not to function when testing. If something just works and you can’t explain it – that means you need to work harder to find out what is the reason! There is a reason for everything! If something is broken, you need to find out why! If something works, there is a great benefit to know the reason! Everything has a reason, so you should be able to make documents like this – but for your game, or other games that are commensurate with their salt in this matter. You must be able to explain Why.
There is a little text from the design document so I have broken it into four parts that I will release because I feel that way for the next few weeks. I have a little -tweak and added several parts to continue to update. Unfortunately the first part is a little watery in terms of design than others, but hopefully to tell you in the framework of my mind because I am designing the act of betrayal.
—
Act of treason design journal
By Tyson Bennett
Summary:
This document gives The overall view of mechanics and design choices behind the acts of betrayal.
Design Purpose:
I feel like a betrayal acts have achieved this design goal – The act of betrayal must be easily understood, but challenging to be mastered. This should offer a slight increase in complexity when compared to games in the genre, but offer deeper when it comes to strategies and tactics that can be taken to win.
What are the same games and where is the act of betrayal?
As mentioned, acts of betrayal are inspired by the mafia, werewolf and resistance. When creating acts of betrayal, my goal is to design a game that reduces the “deficiency” of this game while building what makes these games fun -social interaction. I feel that betrayal acts have achieved this goal, allowing more players to be tactics and significant choices when coming to social interaction and fraud.
To mention some improvements:
• Players have many ways of influence, through individual actions, tribute, and, most importantly, social interaction. If a player is eliminated, chances are because of their actions, and not luck (although luck can play a small role). This is different from saying the mafia, where players have a very small influence on the game and luck can take the main role. Players can vote in the mafia to try to change the results, but that’s all for most players. The act of betrayal has taken steps to ensure that players have a high level of influence on the game, and that the influence is never fully defeating them as traitors, loyal or heirs. I have seen extraordinary tricks to deceive others. One example is pretending to be the heir (temporary loyal) to provoke traitors to attack and expose themselves. Or you can pretend to be the heir (as a traitor) to prevent loyalty from loyalty. Another example is dropping additional cards into tribute and then lying about it after that throwing suspects that you cause respect to fail. There are many decent strategies in acts of betrayal!
• The length of the game gives you time to investigate and allow you to build cases based on historical actions, and other historical evidence. Kontras to say one night of a wolf man where players have almost no time to investigate, but more importantly, there is almost no historical action or evidence that must be done. The most striking difference here comes to the skills vs. Luck between the two games. The act of betrayal allows you to use more skills because it allows an increase in the length of this game to get proof and position yourself for the final game.
• The length of the game in the action of betrayal also provides benefits from building tensions slowly, a good example of this is in a modern video game called Playerunknowns Battleground (PUBG). The PUBG game lasts up to 30 minutes with a map that reduces the size when the player is removed. Because investment time and efforts and increasing intensity, the end of the game can be very intense and useful. This is similar to what happens in the act of betrayal. When the game takes place, players become more emotionally investing in the results – there is a lot of time and efforts invested and there is still a lot of potential for change. Like PUBG, investment, time, and tension often leads to a very attractive final result. Because of the nature of betrayal acts, play time can vary a little. Short games can be caused by traitors or heirs who make mistakes. A longer game is almost always caused by players who take part in a longer conversation – try their best to persuade, deceptive, or deceive. Longer it usually does not mean bad in betrayal actions, and vice versa long games make the players fully involved and invest in results that are good things. In other words, some of the best games from betrayal actions can be the longest.
• Mechanics is applied to help ensure that players are eliminated at almost the same time in the act of betrayal, near the final match. This is to ensure that players don’t have to sit for a long time. Compare by saying the mafia, where a player is eliminated earlier based on a little or no evidence, or resistance where while no ‘elimination’ player can be excluded for many rounds at once, their pseudo-elimination.
What do I consider as the weakest point of betrayal acts?
• The top player limit is slightly on the high side with 5 players needed at a minimum. Although this does not have a bad impact on the game and is good for large groups, it means it can be difficult to get a game together for some people. It seems to be a wild animal nature for acts of betrayal, and I cannot find a suitable solution to reduce the number of players under 5.
• The act of betrayal is a little more complex when compared to some of its predecessors such as mafia or werewolf. Once again, this is unfortunately the nature of the beast. I departed to make betrayal acts as a more social tactical game – and to do that it is very likely that complexity will increase. I am proud to say that I have taken big steps to reduce the complexity so that it is no more complex than it should. I imagine that most boardgamers will be able to face the challenges of betrayal actions (of course there is a more complex boardgame on the market). No matter how many casual gamers or younger gamers might fight with some of their first games – but they can definitely learn it with perseverance!
Why is there an heir?
The heir is arguably one of the most important mechanics in the game. The act of betrayal is not the same when there are no heirs. I played for a moment with variants that did not use the ‘heir’ mechanic and they failed, quite spectacular. The main reason to have an heir is so that loyal does not want to kill anyone – one side needs to be afraid of unnecessary murder while other parties need to get profit from him. This is one of the dynamics of traitors vs. Loyals + short heirs – Loyals do not want to kill in vain if they hit the heir and lose. Without heirs, the game turned into bloodshed.
In addition, traitors and loyalty have a reason to pretend to become heirs, and heirs have a reason to pretend to be loyal. This means that the three types of characters have a reason to act the same or act as others, and that makes it difficult to identify the loyalty of players with their actions. This allows acts of fraud and great intrigue that we see in acts of betrayal during the game.
This all happened because there were heirs. As you can see, the heir is a character that is the core of acts of betrayal.
Why is there any elimination of players?
You could say that Resistance or Avalon Not having the elimination of players, but I will say that is that. If a player is excluded from the rest of the game (by removed from the check) because they are suspected traitors, then this is almost like they are eliminated. They are actually not eliminated, but maybe also – the same effect.
The act of betrayal seeks to fix this by delaying the elimination until the end of the match, where you don’t need to wait long before the game is finished and you can start the others. While elimination can occur earlier, this is rare, and that does come at fees – other players must trade their lives and tribute to be more difficult to get through which speeds up how fast the power of the kingdom is lost. Opportunities are eliminated early and must sit for a long time very low.
I often tell my playteter that killing players triggers the final game. Everything decreased after that. This is how it is designed, and this is how to play very often.
Tune in the next time for the following:
Why 5 to 10 players?
How do games usually play?
Why is there a servant?
Is the role of Steward too strong?
What stops the role of Steward from ‘bounce’ between two players?
Gaming News
Berita Olahraga
Lowongan Kerja
Berita Terkini
Berita Terbaru
Berita Teknologi
Seputar Teknologi
Drakor Terbaru
Resep Masakan
Pendidikan
Berita Terbaru
Berita Terbaru
Berita Terbaru