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player5886759

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  1. So this game is not for me, an avid lover of Descent 2E with all expansions (except mists) and Road to Legend. That's OK - I hope this finds an audience and is successful! The new gameplay mechanics of two sided weapon cards and readying player/weapon abilities are great ideas, and the ability to upgrade weapons and craft equipment is really exciting. As a lover of video games, board games, and app-enhanced board games (XCOM, Mansions 2E), I thought I would be the target audience, but this is a miss for me. It's SO app dependent that it feels like the physical components are an afterthought; they just track positioning and player abilities. Everything else, from the enemy attacks, to interacting with the terrain on the board, to crafting and upgrading, is handled in the app. The app isn't just adding/enhancing and/or removing "fiddlyness" (like RTL, XCOM, other companion apps), it's replacing components that make board games FUN. What I LOVE about RTL is the way the app integrates with the physical merchandise you buy. Want to play this campaign? It requires physical components from this $40 expansion. Own this Character/Monster pack? The app will include them! The real bummer with LotD to me is I see the DNA of "my new favorite game" here, but elements are misaligned just enough so that it doesn't appeal to me at all. I think if elements of this game design were split up a little differently, there could be two separate products that integrate together; what I'd imagine as "Descent Digital" and "Descent Analog": Descent Analog is mostly Descent LotD, with a few elements from Descent 2E to remove the absolute dependency on the app (it could still be app enhanced, or even app required, but the app should just do less). IE a "scenario book" and an "upgrade book", a deck of cards for random/scripted events, etc. I love that the app can manage enemy health so I don't have a bunch of cardboard tokens floating around with my monsters, but I want to thumb through the upgrade recipes, or a deck of monster cards to know elements of how a monster works. (Sidenote: Mansions struggles here too; the miniature I place on the board is completely arbitrary. The app controls every aspect, so it might as well be a token that says "monster A". Great for surprise and changing properties on the fly; bad for player decision because I have absolutely no information) Retail $80-$100. Descent Digital is ALL Descent LotD, but no physical components, ie a video game. It's a virtual representation of the board game in it's entirety, and would include player movement, abilities, and rule enforcement. This retains the look and feel from the existing app (no "attack animations" required; just the 3d models of the minis on the board). Multiplayer is a plus, but not a requirement. Retail $20-60 The must-have feature here is that these two separate products integrate. Say 90% of each are the exact same game: same campaign, same gameplay mechanics. But each has a unique piece not found in the other; maybe an enemy type, or a specific character. BUT if you own both, you can unlock that piece in the other game. Descent Analog comes with a code that unlocks the character/enemy in Descent Digital. Descent Digital comes with images to Print and Play on the table (maybe even an STL to 3D print a miniature!). Now you have two products that appeal to different markets, and many customers will buy BOTH products. TLDR; The app does too much and replaces components of board game FUN. Either scale back the app and give me more control on the tabletop, or make the game 100% digital. Or both! PS: I'm not suggesting "Descent Digital" is easy, by any stretch of the imagination. It would require more programmers, more developers, and a lot of hard work and time. Likewise, adjusting gameplay mechanics to remove app dependency would also require a lot of work on the tabletop side (and many, many hours of playtesting). I'm just describing a dream scenario here... or Descent 3E if Fantasy Flight is reading this. 😉
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