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 Post subject: Re: What does this strategy game offer that others dont?
 Post Posted: Wed Nov 12, 2008 10:46 pm 
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Actually buildings tactic works fine only in 25 cards format and only against slow enemy. In 40 it's almost impossible to get enough high radius buildings.

And by the way, this tactic can be easily broken with two cheap units blocking ways to build near flux points or towards it.


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 Post subject: Re: What does this strategy game offer that others dont?
 Post Posted: Mon Nov 17, 2008 8:51 pm 
 
I just learned of FW today. I followed a link from MyTCG. And I have to same I'm extemely intrigued. The reason I'm intrigued is directly related to the ideas posted in this thread.

I love strategy games. In my humble opinion, MtG is one of the greatest strategy games ever published. The creation of the deck with fined tuned precision involves a strategic analysis you can't find in any other game. I'd would often play test my decks against nearly all scenarios until eventually I'd be ready for anything. That is when the game lost some of its appeal for me. Every game went pretty much the same. It was more an excercise of card drawing than any sort of playing skill. When playing an equally tuned deck, the outcome was usually determined by the order cards were drawn (unless someone made a mistake).

I also love tactical games. So, when I grew tired of MtG, I moved on to miniature games like Warmarchine. Warmachine and its ilk involve a small amount of strategy when creating the army and placing them on the board. But the majority of the game is tactical in nature. You have to analyze to the situation and decide accordingly. Sure, you might have a general plan on how you want the match to proceed; but it seldom works out that way. Sometimes its because of the roll of a die. Sometimes its because of the unpredictable nature of your opponent(s). Sometimes its because you miscalculated the odds. Whatever the cause, miniature games often involve a great deal of reactive tactics.

So, I'm curious as to how FW tries to combine the two elements into something new. I too have designed a game that attempts to marriage the strategy of ccg's with the tactics of a miniature game. It is a much different beast than FW, but that's not to say one is better than the other. I have spent nearly four years on it with no intention of ever releasing it beyond my local play group. It is really just a hobby of mine. As another poster has pointed out, the resources necessary to publish a game such as this are beyond the reach of most of us. I truly hope FW can succeed (and by "succeed" I mean make a profit). The game industry needs more games like this.


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 Post subject: Re: What does this strategy game offer that others dont?
 Post Posted: Mon Nov 17, 2008 9:27 pm 
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Joined: Mon Nov 17, 2008 8:01 pm
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Sorry. The last post by "Guest" was me. I didn't realize I wasn't logged in.


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 Post subject: Re: What does this strategy game offer that others dont?
 Post Posted: Thu Nov 20, 2008 7:56 am 
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Joined: Wed Nov 19, 2008 7:19 pm
Posts: 75
Many people said so much already so I will try to make it short :)

TFW offers nothing new in its multiple elements. Fantasy background. Turn-based strategy. Collectible Card Game. 3D sprites. Flux (mana/resources/others). Deploying, building, casting.

But what TFW offers is the original symbiose of those elements. I'm particularly happy with rather simple cards designs that give player an opportunity to understand and learn a card in just a few battles but the possible synergies between those cards open the gates to another, more complex and creative gaming dimension.

And that's it. As long as TFW will stay simple but give possibility to become more complex if players wish so, it will be playable :)

Nice graphics as well with use of young but potentially talented artists ^_^


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