Expedition Zetta: Day 24 - Components Part II + Almost there!
It's exciting times!
Hi alla backers! We are at the moment very close to 100% funding, at 97% it's so near it's intense. The distant galaxies and planetary systems are not just a dream anymore, they are so close we can almost touch them. And all because of you.
In today's update our designer Jon will continue going through the components in Expedition Zetta. As usual that text is last in the update. A short passage with a reminder on the naming of four exoproducts we need your help with, and finally a little thought on the last couple of days and stretch goals.
Reminder: Name new Exo Products!
In the last update we talked about four Exo Products in the game we need help naming. There is still time to come up with names for them! Suggestions will be open until tomorrow, on Saturday October 7th at 18:00 CEST local time here in Sweden, 9 AM PDT / 4 PM GMT.
For more information and to give us suggestions check out the last update (update #11) and put your suggestions in the comments there. The voting starts on Sunday in the comments of that update.
The final couple of days
We have less than a week left on the kickstarter campaign for Expedition Zetta, and during that time we hope to break a couple of stretch goals. With the energy and support we have from all of you we have no doubt it will be done. The first stretch goals are component upgrade for the control boards and then adding a couple of planets to all games. Then we have to see what we find while exploring the universe together :)
Thank you once again for all your support!
/ The team of Expedition Zetta
Design diary - Life cards and Exo product cards
Early on in the design of the game, life, substances and exo products were just tokens, all of them. The set of potential discoveries has not changed over the design process. Other things have, such as the amount of different actions or the amount of talents the crew has. But these three have remained. As types that is, the way they are portrayed in the game has varied a lot.
At the beginning the resources found on a planet was secret and only discovered as you get there. It is still possible to play the game in that way somewhat. It is a variant mentioned in the Planetary System Generation-section whereby you place the planets face down on the planetary system board and flip them for all to see when someone lands on them. In playtests players seemed to prefer this information to be public, so the standard way is to have the planets face up. But it is easy to do it the other way too.
At the beginning all discoveries were just differently valued tokens. But over time it became clear that they worked better as something more. Life became cards, first for the flavor but then they also got the perks and the potential to be added to your crew (some of them). Exo product benefited from being on the mothership from the start and it did set them apart as something limited and up for grabs. It made the substance search much more interesting. At that point it also fell into place exactly which substances should be included. And how many different, in order to make the building of the exo products suitably easy or difficult. This relates to the amount of planets in a system in average, the chances of actually making the substance discovery based on the system generation and to how many planets you could be expected to visit in one system. It is amazing to see how different parts in a game system affects each other. In abig web of possibilities and dependencies. This is actually something that I thing is one of the best things in game design. The great feeling of working with this system of obvious and sometimes not so obviuóus effects. And I also thing that this is one of the most important benefits you get from playing boardgames (and other games to but perhaps in front of all boardgames where you interact with the system more hands on). The benefit of systemic thinking. Of being able to see dependencies, connections and general understanding of how things work. Be it technology, economy, social interaction, society or the universe. But that is a different story, for some other occasion.
/ Jon Manker