Make 'em

IP

Tuesday 22 September 2020

Results Of North West Online Provincial Championships Held On 29 August 2020

Anneke Lourens (Hoërskool Klerksdorp) won the female division for Clash Royale.

With MSSA's 2020 National Team Trials looming ever nearer (19 September 2020), Registered Players are furiously attempting to qualify for such Trials. Those who have already qualified are using the last few championships to perfect their craft.

Thus, MSSA's 2020 North West Online Provincial Championships held on 29 August 2020 proved to be the perfect vehicle for those who are still yet to qualify, and for those who are ironing out any of the kinks that they may have.

Even though the championship is designed to cater for athletes from the North West, Mind Sports South Africa's Board agreed to allow anyone to enter in the championship in order to fully enable all Registered Players every opportunity in qualifying for Trials.

Registered Players from around the country entered, and a good time has had by all.

All Registered Players who have finished in the first three places of the Premier division are eligible for National Team Trials as long as they have at least one other championship in which they have qualified. Those that have only qualified once, have another opportunity to qualify in the form of MSSA's Free State Online Provincial Championships to be held on 5 September 2020.

The list of winners of MSSA's North West Online Provincial Championships are as follows:

TitleName of player/teamClubColours awarded
Clash Royale - PremierWillie van RensburgHoërskool KlerksdorpNorth West Provincial Colours
Clash Royale - FemaleAnneke LourensHoërskool KlerksdorpNorth West Provincial Colours
Clash Royale - High SchoolNico BisschoffHoërskool Klerksdorp
DotA 2 - PremierZAG DOTAZAG AcademyProvincial Colours*
PES - PremierRafeeq CariemPES SOCIETYWestern Cape Provincial Colours
PES - High SchoolGeorge De AbreuCurro Klerksdorp
Street Fighter V- PremierTheunis van der MerweHoërskool KlerksdorpNorth West Provincial Colours
Tekken 7Mhlengi NkosiNWU - VaalGauteng Provincial Colours

*denotes a team in which players represented more than one province. 

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Saturday 12 September 2020

Recent Playtesting: Apotheosis (FKA Worker Learning)


Apotheosis

Since I last posted about it, I've had the opportunity to play Apotheosis (the current title for my Worker Learning game) about a dozen times. We've quickly iterated on a couple of different aspects, going from 8 starting workers (one level 1 and one level 2 of each type) to 4 (one of each type, some level 1, some level 2, depending on turn order), adding a space to recruit more workers (I'm torn on this), adding a space to pay a chunk of resources for steps on the victory tracks, and tweaking the resolution of the Recall turns and the requirements and rewards for adventures.

The current version looks something like this:

You start with a Fighter, a Cleric, a Mage, and a Thief, 0/1/2/2 of them are level 2 at the beginning if you are player 1/2/3/4 (the ones that start leveled up are dealt to you randomly, and no two players will have the same combination of upgraded starting workers).

You take turns either placing a worker and gaining the benefit of that space (your worker must be at least tied for the highest level in that area), or recalling your workers and sending them on an adventure. Most spaces are better if you are higher level, or the right class. You can gain resources, train (level up), claim adventures (so nobody can do them out from under you), buy progress on the victory tracks, turn resources into blessings, which are like wild resources, visit the Throne Room to earn royal favors, or visit the tavern to recruit more workers.

When you place a worker, you have the opportunity to play a Side Quest card for either of 2 effects (one cares about what type of worker you are placing that turn, the other doesn't). When you recall workers, you earn steps on the three victory tracks, and if you qualify, you may do an adventure to earn more steps. The adventures have 3 tiers, and the higher the tier you do, the better the rewards. After returning from an adventure, your workers level up, becoming better at their jobs.

When you do certain Side Quests, or tier 3 adventures, you get a special resource called Spoils. You can visit the throne room to turn those Spoils into Royal Favors, which you can use at certain points on the victory tracks to take a "shortcut" as well as earn a Boon (reusable power card).

Design concerns


I'm noticing a real tightness in the design -- a difficulty creating adventures that are both doable by a player who has not recruited any new workers, but also doable by a player who has. The current level cap is 6, and so I wanted the adventures to require max 6 levels of any one class. If you hire a worker, then place it, and recall once, then you have 2 workers who's levels total 4 or 5 -- that's almost maxed out already! I am considering making the level cap 8 instead of 6, but d6s are easier to use in the prototype. Doing so would allow for more variety and more texture in the adventure requirements. It's also possible that not every adventure needs to be doable without recruiting another worker.

With just 4 types of worker, many of the tier 2 adventures require 3 of the 4 types. So you basically need to train up all of your workers if you wan to use them at all, there's not really such a things as choosing a class and neglecting it. I'm considering adding a 5th worker type to help with this -- it would allow the adventure requirements to be much more diverse.

Another thought is to add Split and/or Prestige classes:
Split classes would be like regular workers, that count as either one or the other of two types (like a Fighter/Thief would count as either a Fighter or a Thief.
Prestige classes would be like super workers that count as BOTH of two different types (Paladin = Fighter AND Cleric). For these you would probably have to discard your previous worker, therefore they BECOME a dual class worker.

Brainstorming possible solutions


Split/Prestige class workers would be pretty cool. but that sounds like expansion content to me. However adding a 5th (maybe even a 6th?) class to make the adventures more different from each other sounds reasonable. But that idea comes with its own challenges...

In the current game, each worker type is associated with 1 resource, and 3 of them are associated with one of the victory tracks. When you recall a fighter, you advance on the Crown Imperial track, and adventures that require fighters advance you further on that track. Thieves are associated with the Prince of Thieves track, and Mages are associated with the Mastermind track. Clerics are great supporting characters -- they aren't associated with any particular track, but instead give you Blessings, which are sort of like a wild resource that can be used in various different ways.

So if another worker type is added, do we need another resource? That might be a pain, but would be doable. Another victory track? I don't necessarily think that's a good idea (though I suppose it could work). What is another iconic adventurer class anyway?

One possibility is to make this 5th class a sort of Split/Prestige class like I mentioned above. Like a Paladin, which could act as either (or both) of a fighter or a cleric. But that would simply overload the fighter related stuff. So maybe better if whatever the new class is, it doesn't advance any of the tracks, but is otherwise "better" than a normal worker (counts as all types when placing?). Or perhaps it advances the track of your choice, and has some other drawback (doesn't count as any type when placing?).

As for the level caps, one way to fix that situation is to not use dice as workers (even though it's super convenient for prototypes). Instead, perhaps a mini or standee, with a base that has a little pointer, then a dial could be attached to the bottom such that the pointer points to the number on the tile corresponding to the current level. This is a user friendly way to not have to use dice, and therefore not be as limited in their value. The level cap could easily be 8, or even 9!

Another, different possible solution to the over-leveling issue is to limit the level-ups to only 1 per recall turn. This would slow things down considerably, and it would probably matter quite a bit which one you choose to gain levels and which ones you don't. It might also make a much bigger difference between playing 1-2 workers then recalling vs playing 3 or 4 before recalling. I'd be afraid this is TOO slow, but it ought to be easy enough to test. If it works, then that would make a level cap of 6 potentially viable after all.

Resident Evil 3 Review (PS4)

Written by Alexander O. Cuaycong and Anthony L. Cuaycong


Title: Resident Evil 3
Developer: CAPCOM Co., Ltd.
Publisher: CAPCOM Co., Ltd.
Genre: Action
Price: $59.99
Also Available On: Steam, XB1



Capcom has been on a roll of late, with such notables as Monster Hunter World and Devil May Cry 5 proving to be critical and commercial hits. And with last year's Resident Evil 2 remake likewise making waves, not a few quarters have justifiably looked to Resident Evil 3's release with heightened expectations. While technically a remake of Resident Evil 3: Nemesis, the direction the Osaka-based publisher, along with creative partners K2, Redworks, and M-Two, took through its three years in development all but made it a new game. Most notably, crucial elements from its source material were removed, and designs of the characters and settings reimagined, to promote its pronounced bias for action




In Resident Evil 3, players take control of Jill Valentine, one of the few members of the STARS team who survived the Spencer mansion incident in the Arklay Mountains. Its premise is the same as the original: She's stalked by a killing machine designed to hunt her down and silence her, and she must use her wits, her training, and what weapons she has at her disposal to stay alive in Raccoon City. In practice, it plays similarly as well: She has access to the same arsenal, and she's able to traverse the same locations. And for all the attention it pays to action in combat, it thankfully retains the oppressive atmosphere fans of the survival horror franchise have come to consider as standard.

Indeed, zombies still stalk the streets, and the series' more dangerous creatures — from the skittering Drain Deimos to the notorious Hunters — lie just out of sight. Resident Evil 3 likewise retains the dodge-roll function, Nemesis' constant interference in Jill's plans, and even the Carlos segments. At first glance, Capcom has seemingly both made a faithful remake and updated facets for the contemporary crowd. Which does make the whole experience worthwhile. It's visually stunning, thematically engaging, and technically impressive. And, by all accounts, it ticks off the requisite boxes of a game veterans of, and newcomers to, the genre will enjoy.




That said, players who remember the original may have some qualms about the changes Resident Evil 3 makes. For example, the Carlos portions are much longer in nature and duration. Meanwhile, others in the original — among them the graveyard and the clock tower segments — have been reduced or cut out entirely; in their places are old locations that have been expanded. Another notable change: The Gravedigger boss in the graveyard portion has been excised, and a completely new boss, with a unique set of gimmicks, has been put in its place.

The changes aside, Resident Evil 3 has a few glaring problems, most specifically in regard to its length and replay value. The first run figures to take upwards of seven hours to complete, but successive play-throughs will be shorter. While not a problem in and of itself, it becomes cause for concern given the absence of "The Mercenaries — Operation: Mad Jackal," the much-lauded mini-game in original. True, it tries to fill the gap by having two extra difficulty settings in Nightmare and Inferno. Then again, they succeed in little more than ramp up the challenge; they do little in encouraging players to finish the game more than a few times. Which, all things considered, may leave those who enjoy extra modes and extra content wanting for more.




Still, Resident Evil 3 is worth playing through. It may not be as good a remake as Resident Evil 2, but it nonetheless pulls its weight as a worthy update to a highly regarded title.



THE GOOD
  • A grounded and interesting take on Jill Valentine
  • Graphically impressive while still playing smoothly
  • Able to consistently provide tension and dread even as it ramps up the stakes
  • Additional difficulty settings (with two of four initially locked until completion)

THE BAD
  • Missing "The Mercenaries — Operation: Mad Jackal" mode
  • Changes sequences from the original, making it feel more like a reimagining than a remake


RATING: 9/10

Thursday 3 September 2020

Into The Tiny

Tiny Epic Galaxies delivers on its promise: it has the feel of an epic exploration game, but it comes in a small box and doesn't take all day to play. Now, don't get me wrong, it isn't Xia or Star Wars Rebellion, but it still creates a sense of mighty space empires growing stronger as they explore and conquer new territory.

It's a dice placement game, a growing sub-genre of worker placement where players roll dice to determine what actions they can do in a given round. The actions here are moving a space ship between planets, acquiring one of the game's two resources (energy or culture), using either diplomacy or economy to advance colonization efforts on a planet, or utilizing an established colony's special ability for a game effect.

Players start with 4 dice and two space ships, and compete to exploit the resources of a row of planet cards at the center of the table. Landing on a planet conveys a one-time use of that planet's special ability. Orbiting the planet and taking the time to colonize it takes longer but adds the planet to your pool of colonies, meaning only you may use its special ability. Additionally, each planet provides either energy or culture, so spreading out your ships to take the best advantage of the acquire resource action is critical to having the resources you need to upgrade your empire, which gets you more ships and dice to use on later turns.

As with all the games in the Tiny Epic series, this one doesn't really offer anything truly original, but that's not the point. The accomplishment is that it offers something similar to what you normally only get from much larger and more time-consuming games. The amount of game that designer Scott Almes is able to get out of a minimum of components is astonishing.

Rating: 4 (out of 5) There's a lot more going on in this game than can be expected from a 5" x 7" box, that's for sure.