Hell On Eight Wheels: Two – The Influences
There are a few games that seem a natural inspiration for
Hell on Eight Wheels. These are game combining strategy, a bit of luck and
human interaction. I see these three aspects as being important to game play, and
a good game places at least two of these in constant tension. So first, a bit
of theory.
You could look back at some of my game vector theory
posts to get an idea of where I’m heading with this idea, but at the simplest
level there are three forces interacting on the play of a game.
Luck is the easiest to spot, often in the form of a rolling
die or a drawn card. The game of “Snakes and Ladders” is a clear example where
the only factor contributing toward a win is the outcome of repeated die rolls.
No matter how many times you’ve played before, the result is purely based on
the dice. This makes for a fairly simple game, and one that can be played by virtually
anyone with the smallest amount of instruction.
Strategy is harder to achieve, but is can be seen most
clearly in classic games like “Go” or “Chess”. In games such as these, there is
no random element in play; each of the pieces has a specific function within
the rules and the mechanisms of the game are carefully constructed to prevent
arguments between the players. An experienced player has an advantage over a
novice in a game such as this because they understand the nuances of strategy
and the way the rules interact with one another. Such games are often
considered “easy to learn but hard to master”.
Human interaction could be considered the hardest aspect of
game design to master. The last 10 years have seen heated debate within the
roleplaying design community about the “social contract” between players involved
in a game. Some pastimes considered games exist without board, pieces or dice;
they are purely social activities. An example of such a game might be the party
favourite “Truth or Dare”, where everything is about the social interaction…there
are no randomisers and no strategies (unless you include the ability to bluff,
or lie in response to questions).
Most games combine these three elements in some way. Some
successfully, others not so well.
Poker might be considered a game that draws heavily on
the elements of “Luck” and “Human Interaction”, since it is often about playing
the players as much as it is about playing the cards.
The board-game “Diplomacy” is clearly a game where “Human
Interaction” and “Strategy” dovetail into one another.
Gambling on horse racing could easily be considered a
game of “Luck” and “Strategy”, especially when dealing with seasoned punters
who read the form of their competitors and play the odds to gain the highest
chance of a good return.
Every combination of these elements promotes different styles
of game experience, and within these elements are hundreds of variations for
mechanisms that could result in very different game types.
The four main influences for Hell On Eight Wheels combine
these elements in different ways. I’ll be looking at each of them more closely
as they relate to the specific aspects of the game. Some inform the way we’ll
be moving figures across the board, others inform the procedures for resolving
conflict between figures, a few provide other twisted ideas that help to tailor
a specific play experience.
The four main influences are:
Blood Bowl (Games Workshop) – The idea of a sport
board-game has distinct connections with what I’m doing here. It is the main influence,
and will inform many of the mechanisms present.
Roborally (Wizards of the Coast) – I love the movement and
injury systems in Roborally, I’d love to work out a similar series of
mechanisms for Ho8W.
Magic the Gathering (Wizards of the Coast) – The simplicity
of combat in this game is awesome, but allows for marvellous strategy. Force versus
toughness with a few opportunities for keyword traits and spell effects to
manipulate the outcome; the whole conflict should be resolved in a matter of
seconds. The other major contribution from this game would be the turn sequence
structure, as a new player (when the beta set was first released in the early
90s) I found the elaborate definition of the turn sequence to be complicated
and perhaps a little unwieldy…as an experienced player later, I saw that the
turn sequence was in fact a carefully structured framework for many other
effects.
Malifaux (Wyrd Miniatures) – The card playing mechanism
for this game is really clever, including the way you can “cheat fate” by
strategically playing cards from your hand rather than random cards from a
deck. I foresee this coming into play as a method for gaining advantages from
fouls.
A few minor influences include:
Freebooter’s Fate (Freebooter Miniatures) – I like the
combat system from this game, it’s fast and reflects a very physical form of fighting.
I don’ know how well the mechanisms will survive into the final game, but the
inspiration is present.
Exalted (White Wolf) – A very particular mechanism from
this game (the combat wheel) has some very specific connections to certain
mechanism ideas I have.
Formula D (Asmodée) – I haven’t played this or looked into it
very carefully yet, but a few references by people interested in Ho8W have
piqued my interest. Besides, it’s a car racing game so I can see that there
might be some good reference points in it.
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