SwordSmith Romance, Mar 2009 - April 2009

19.04.2009 0
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Yi-Jen Lin/ Solo Game Design Project
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Introduction: A MMORPG Board Game designed by myself. Players are supposed to level up their equipments by collecting rare materials dropped by the monsters. Up to 4 players, random skill combinations, unexpected events, and multi-endings.
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My Motivation for this project: Extend the range of my target audience; to introduce “hack and slash” gameplay to non-hardcore players.

The most common feature of current MMORPG is “hack and slash” gameplay. It means, basically players are allowed to group with other players and fight with monsters in the virtual world. Players are expected to hold high expectation for receiving rare items or raw materials after a battle. Most important of all, players can strengthen and customize their characters by receiving rare items or build their own skill set. Usually, players are also allowed to negotiate and trade with other players to grind levels more efficiently.

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I love the gameplay mechanics in MMORPGs, but I think its entry level is too high so that it sacrifices much possible target audience. The entry level means that players who play MMORPG are usually hardcore players or used to playing video games. For example, my father and mother will never play MMORPG because they didn’t play computer games before. If there is way to make them play MMORPG with their children, it will make big money. My goal is to implement this gameplay mechanics on paper, such as a board game, and introduce to the people who are not familiar with MMORPGs before. I hope that the hardcore players will share this board game with non-hardcore players such as their families. If I can succeed that, it means there will be a new, huge group of target audience of MMORPG— it will bring huge financial profits for the developers.

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dsc00153smallStory: Long time ago, there was an giant monster - Charybids. When human being faced Charybids, a dark knight appeared. Nobody knows who he was. The dark knight gave people a manual to build a giant lance to kill Charybids. From that moment on, people called the giant lance Celestial Pillar. After 1000 years, today, you are a normal swordsmith in the city, and you start your normal life as usual

Game Play: Players are supposed to level up their equipments by collecting rare materials dropped by the monsters.

Equipment Card: There are 4 kinds of Equipment Cards: Weapon, Shield ,ManaGun and Item. To build these equipments, players need to collect the required materials and enough money.

Combo Skill: To strengthen personal uniqueness, every player has a unique Combo Skill which is performed by 2 Equipment Cards and assigned randomly in the very beginning of the game. A player can perform a Combo Skill by combining his own 2+ Equipment Cards or with other players’.

Time: The basic time unit is called “Period.” An event will come out every five periods. As periods pass by, which means the plot progresses, the game will lead to an end.

Multi-Endings: Depends on how the players accomplish the events, the ending will change accordingly.

Art: My original logo and original layout of all the cards for my board game prototype. The pictures on all the cards in this project are the random pictures from the internet.
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My Role: Game Designer/ Layout Designer

  1. Game Design: Be responsible for world structure, game play, mechanics, data and story.
  2. Layout Design: Be responsible for the layout of all the cards, and design the original main character “Venus.”

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Original Main Female Character "Venus" in SwordSmith Romance

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Layout of Monster Card I make

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