So it’s Tuesday, one day before this has to go out. Talk about cutting it fine.
And I think that there is something else I missed out in LAST WEEK’S POST that is key to why Scythe would be the perfect mega game conversion.
I know this sounds weird; for starters Scythe is a board game not a Megagame.
However this is the perfect candidate for conversion into a Megagame and there is one reason for this; the relationship between the mechs and the workers.
WOW! Just WOW! I’m surprised! WOW!
Normally in a episodic game, you play the episode, enjoy it or hate it and then move on.
But WOW! Bendy and the Ink Machine took a massive gamble in rearranging some of the early game maps as well as changing some of the objectives.
This might sound weird for a game like this but I think it has some benefits for a game such as Bendy and the Ink Machine.
Now while I think it was a bit of a con to force you to play through the entire game to save it. I wouldn’t have seen the new stuff if I hadn’t so I’m glad I did and this is why I believe they did it.
So last week I explained my process for designing the mechanics HERE but now we need to get into story.
And I’m using a very simple concept to do this… what story do I wish to let the players tell?
WARNING, this is very close to rail-roading so the next week will be the fine line and how to avoid crossing it.
When designing, you can safely assume that it will come out perfect…
Then be ready to throw it in a bin and NEVER ever play it.
OR you can take the idea and put it through a shredder… OK surely that the same thing right.
I know that last statement doesn’t make sense but hear me out.
I look at Far Cry 5 and I feel that something is missing, yes the game is streamlined and combines story with mechanics by making everything lead to the final goal. However the army of Project Eden could have been made a character in itself by taking elements used in Far Cry 4 and advancing the game using these lost elements.