Those of you who grew up playing classic text adventures such as The Ship of Doom and The Hobbit, may be interested to learn that a new text adventure has just been released for the Amiga.
"Star Wars: Escape From Mos Eisley" is described by its author, Umpal as "Nothing special", and is his first Amiga release.
The game was originally announced on the Amiga.org forums, and so far discussion in the thread seems to be more concerned with copyright than the game itself. This isn't totally surprising when you consider the problems the author of Smurf Rescue encountered with his Amiga homebrew release.
If you'd like to find out more about the release (or join in the discussion) check out this thread over on the Amiga.org Forums. You'll also find a download link there.
3/28/2019
PROJECT LAMBDA: Half-Life Is Remade In Unreal Engine 4, And You Can Play The First Chapter FOR FREE!
Well, anyway, this didn't stop some hardcore fans to undertake the colossal task of completely redoing the game, AGAIN, this time with the impressive Unreal Engine 4.
Welcome to PROJECT LAMBDA.
For now, only the first chapter(Black Mesa Inbound) is available!
Games Are More Than A Main Mechanism!
One of my favorite genres of game is the typical middle weight Euro. You know, those games that generally last about 45-60 minutes, have a clever main mechanism, a few supporting mechanisms, and not much else. Many games like this come out every year, some recent examples are Ulm with its sliding action tile grid, Barenpark with its tetromino placement, and Noria with its action wheel. Some of the games I've worked on recently fall squarely in this category as well, such as Pioneer Days with its dice draft, and my own Crusaders: Thy Will be Done with its Mancala-rondel. I like these games because it's fun to see clever new mechanics, and this genre often gets right to the point, showcasing the central mechanism in a fairly elegant way.
The down side of this genre is that so many games in it lack longevity, they're kind of disposable. Often times you play a middle weight Euro, and you find it pleasant enough. You enjoy it, maybe you play it a second time, but then you move on. The creme of the crop in this genre may stick with you, but many of these games are fairly forgettable. That doesn't mean they weren't good fun when you played them, and it doesn't mean that they're bad games or aren't worth your time, it just means that they didn't stand out among the crowd of new games. Blame it on the Cult of the New if you'd like, but it's a rare game in this category that continues to be played once the hype of its release has died down.
That's the thing about these middle weight Euros... the main mechanism can be very clever, but whether the game shines or not, whether the game is memorable or not, depends on how the supporting mechanisms work. As a designer, once you come up with a fantastic main mechanism, it's easy to get so focused on that hook that the rest of the game falls by the wayside and doesn't live up to its potential.
Nowadays, a new and clever central mechanism could satisfy the Cult of the New, garner positive reviews from board game media influencers in a rush to get their review up first, or even win awards from judges who just play once or twice. But for a game to have real longevity, that's not enough. The supporting mechanisms, and the rest of the game, need to be good and polished as well. So if you're designing a game in this genre, take this to heart... no matter how new, novel or clever your central mechanism is, don't neglect the rest of the game!
Come November, Crusaders will finally be hitting store shelves. I'm confident the Mancala-rondel mechanism is strong. I just hope I've done a good enough job with the rest of the game that it rises to the top of the genre rather than fading into obscurity!
The down side of this genre is that so many games in it lack longevity, they're kind of disposable. Often times you play a middle weight Euro, and you find it pleasant enough. You enjoy it, maybe you play it a second time, but then you move on. The creme of the crop in this genre may stick with you, but many of these games are fairly forgettable. That doesn't mean they weren't good fun when you played them, and it doesn't mean that they're bad games or aren't worth your time, it just means that they didn't stand out among the crowd of new games. Blame it on the Cult of the New if you'd like, but it's a rare game in this category that continues to be played once the hype of its release has died down.
That's the thing about these middle weight Euros... the main mechanism can be very clever, but whether the game shines or not, whether the game is memorable or not, depends on how the supporting mechanisms work. As a designer, once you come up with a fantastic main mechanism, it's easy to get so focused on that hook that the rest of the game falls by the wayside and doesn't live up to its potential.
Nowadays, a new and clever central mechanism could satisfy the Cult of the New, garner positive reviews from board game media influencers in a rush to get their review up first, or even win awards from judges who just play once or twice. But for a game to have real longevity, that's not enough. The supporting mechanisms, and the rest of the game, need to be good and polished as well. So if you're designing a game in this genre, take this to heart... no matter how new, novel or clever your central mechanism is, don't neglect the rest of the game!
Come November, Crusaders will finally be hitting store shelves. I'm confident the Mancala-rondel mechanism is strong. I just hope I've done a good enough job with the rest of the game that it rises to the top of the genre rather than fading into obscurity!
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