1/16/2023 0 Comments Super bust a move palette swap![]() ![]() ![]() ( LINK ) Mineral is used to build more Mines, while Research is used to improve a technology. ( LINK ) A Mine gives you Mineral, and a Research Center gives you Research. This one will give you points if you build a Mine, and this one if you build a Research Center. 2 links: “In Gaia Project, there are extra scoring conditions if you can do certain actions during a specific round.( LINK) This Spirit’s powers allow you to scare away the Invaders, while this one is specialized in defending the land. 1 link: “In Spirit Island, players will choose a Spirit, which gives them different innate abilities and starting cards (noun).Giants score points if you have the biggest stack. 0 link: “In Ethnos, there are 6 types of cards in each game, out of a pool of 12.To make sure of it, describe the scenarios, and try to see how many links to other elements you have to make before you use a different verb (or verb phrase), rather than a different noun: When it comes to variable setup, your goal is usually to push players into different experienced, but for those experiences to be meaningfully different, they have to have inherent differences. They are different, sure, but only because they will evolve differently. However, starting with a boost on the Blue track in Terra Mystica does not lead to a different game than one on the Red: it only matters in which round tiles will give you income, and on where other players will go. It will affect which building I can start with, but limit how many actions I can take. Starting with a boost on the Industry track in Endeavor will feel very different than one on the Culture track. This is where many games fall short in terms of making variability meaningful. The tracks in Terra Mystica don’t: their only differences are which round tiles are present in a given game. For example, the tracks in Endeavor have inherent properties: Industry determines which buildings you have access to, Culture determines how many workers you get, Economy determines how many actions you can empty, and Politics how many cards you can keep. An element (whether a resource, a card, an action, a faction, any part of a game) has inherent properties if it can be defined without depending on other elements. Inherent properties are the opposite of interchangeability. I’ve talked about interchangeability twice before: once in my grammar-as-theme series, and once in Avoiding non-decisions. There are three things to keep in mind when trying to build variability in a game: the inherent properties, the scope, and the focus. Many board games go down that road and offer a lot of empty variability, where things change in ways that don’t matter. Since, it’s mostly been used to generate multitudes of different characters and items and attacks and enemies, but which all feel the same. It started as a way to allow two players to play the same character, yet still tell them apart if they were on the same screen, and it filled that role perfectly. The only difference between them is the colour: they use the same animations, the same code. In video games (and I’m assuming animation in general), a palette swaps is when you create a new character by taking an old one and just changing a few colours here and there: that’s how you get Luigi from Mario, Subzero from Scorpion, and 18 different types of goblins in Diablo. Today, I dig into that a bit more and talk about palette swaps. The main one, I think, is variety that isn’t meaningful. Last week, I discussed why I am a big fan of variable setups, but acknowledged its shortcomings. ![]()
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