Hatchlings Games

Web Gaming 2.0 Revolution

Fighting Noise?

The battle between me and the noise begins…

From the previous post, I’ve explained noise in game design but what kinda noise does Encephalon have anyway?

Lack of Preparation Stage

Every time when I play Encephalon I have no idea what to do first. I know is a strategy game and I needed to think of a strategy to win beforehand but… there weren’t enough information or anything that I can plan ahead. Ok look, I’m holding a bunch of cards which we call it the deck then 2 cards are drawn to be laid on anywhere on the first row of the board. Alright, the cards are randomly drawn and so hopefully I’m lucky enough to get the card I want so that I can think of a strategy later.

Newmw made a comment about my previous post at my personal blog:

“I remember the first computer ‘games’ being all about randomness. Around the beginning of the 80s designers creating viruses just battling each other. That’s pretty random too”

Randomness can be a friend(signal) or an enemy(noise) but the randomness that “attacked” Encephalon will then change our game from a strategy game to a chance based game.

“…hopefully I’m lucky enough to get the card I want so that I can think of a strategy later.”

So why is this preparation stage so important? Duh, it is a strategy game.

Let’s take a look at soccer (I’m not a soccer expert). A soccer team consist different type of players with different positions (Ah yes… is the team building that matters, not individual spoon-feeding!). Imagine the team playing on the soccer field without any preparation or some strategy… even playing among friends, I’m sure you will at least say something like “Hey, Ben stay there and be good” *pat* *pat*. Thing is, the customization feature of our game concentrated on individual card building rather than team building or the deck building.

More problems to solve ahead 😉 but we will have to think out of the “BOX” first…

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January 9, 2007 - Posted by | Encephalon, Game Design, Game Development

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