Hey y'all,
I know this series is getting quite lengthy, but I believe this is the second to last post I will make for my "room for growth" series currently.
In this post are 2 smaller ideas, and 1 larger which we will save for last.
EDIT: This post was longer than anticipated, and the result is that the smaller idea and larger idea have been pushed to different articles.
Arena
Contrary to your grade-school self, I think most people enjoy tests. Not the anxiety-inducing ones, but rather the ones where people can actually see how much they've grown in a particular area completely for a qualitative sake. Many games have growth attached to them because when a player plays a game multiple times, they inherently get better. Most people realize they've gotten better only once they either A) achieve a higher score, or B) are able to beat an opponent that was once more skilled/beat them. This is an important cycle in the nature of play.
I think what would make a game even stronger is an in-game test, and in-game component that allows a player to see how far they have come in the game. Discussed a little in this: https://boardgamegeek.com/article/26956886#26956886 post, it allows something for a player to work towards, something that is very important in a game.
I think M&M can incorporate such a system into the game very well. This system could be a "boss-rush" or "arena" style mode. Think "Thor Ragnarok" or anything in that genre. What do I mean? Well, I've always enjoyed the arena in Rpgs. Think the pit of 100 trials in Paper Mario: The Thousand Year Door, or the straight-forward arena in Fable. It is inherently enjoyable to endure wave, after wave of increasingly stronger enemies to see how far you can get. It is an in-game test, a challenge that we discussed before.
What if this was a standalone Chapter in a new M&M campaign where are heroes are forced to battle there way out of a dire situation. If you get passed round 4 wave of enemies, you succeed. However, if you get to Round 6 you get bonus cheese! Round 8 you get X item/equipment, or Round 10 you earn the achievement "champions of the arena" and a specific side-quest unlocks and you get a legendary item/equipment! The mode could even be designed as endless, to see how far you go! This entire chapter could take place on 1-2 tiles (or even an EXTRA LARGE tile (two tiles that mesh together to form 1 congruent tile and the explore rule is ignored for this chapter)). This mode could even be designed as a perfect one-shot for playing with people not in a campaign.
I'd be surprised in Jerry Hawthorne has not thought of something like this, and I think this is an area where M&M could excel at provided in-game moments/stories/tales to share for years to come which is what story driven games are all about!
Thanks, and let me know what you think!
I know this series is getting quite lengthy, but I believe this is the second to last post I will make for my "room for growth" series currently.
In this post are 2 smaller ideas, and 1 larger which we will save for last.
EDIT: This post was longer than anticipated, and the result is that the smaller idea and larger idea have been pushed to different articles.
Arena
Contrary to your grade-school self, I think most people enjoy tests. Not the anxiety-inducing ones, but rather the ones where people can actually see how much they've grown in a particular area completely for a qualitative sake. Many games have growth attached to them because when a player plays a game multiple times, they inherently get better. Most people realize they've gotten better only once they either A) achieve a higher score, or B) are able to beat an opponent that was once more skilled/beat them. This is an important cycle in the nature of play.
I think what would make a game even stronger is an in-game test, and in-game component that allows a player to see how far they have come in the game. Discussed a little in this: https://boardgamegeek.com/article/26956886#26956886 post, it allows something for a player to work towards, something that is very important in a game.
I think M&M can incorporate such a system into the game very well. This system could be a "boss-rush" or "arena" style mode. Think "Thor Ragnarok" or anything in that genre. What do I mean? Well, I've always enjoyed the arena in Rpgs. Think the pit of 100 trials in Paper Mario: The Thousand Year Door, or the straight-forward arena in Fable. It is inherently enjoyable to endure wave, after wave of increasingly stronger enemies to see how far you can get. It is an in-game test, a challenge that we discussed before.
What if this was a standalone Chapter in a new M&M campaign where are heroes are forced to battle there way out of a dire situation. If you get passed round 4 wave of enemies, you succeed. However, if you get to Round 6 you get bonus cheese! Round 8 you get X item/equipment, or Round 10 you earn the achievement "champions of the arena" and a specific side-quest unlocks and you get a legendary item/equipment! The mode could even be designed as endless, to see how far you go! This entire chapter could take place on 1-2 tiles (or even an EXTRA LARGE tile (two tiles that mesh together to form 1 congruent tile and the explore rule is ignored for this chapter)). This mode could even be designed as a perfect one-shot for playing with people not in a campaign.
I'd be surprised in Jerry Hawthorne has not thought of something like this, and I think this is an area where M&M could excel at provided in-game moments/stories/tales to share for years to come which is what story driven games are all about!
Thanks, and let me know what you think!