Hey guys. Exactly one week from today I'll be
done with the first of the professional certification exams I have slated for
this year. While more exams will be forthcoming, there'll be a bit of a break
between sitting for the exam and receiving my results, during which I hope to
get reacquainted with...well...everything really.
In the meantime, meet the guys behind Move Rate 20 Games, the minds behind the nimble-but-intrinsically-strategic card game, Master of Spies.
Image Credit |
Tell us a
little about yourselves. What prompted you to want to become game developers?
We’re a group of friends who’ve played various games together for years.
We wanted to take our love of gaming to the next level and that was developing
our own games. Steve R. brought an idea for a game he had to us, and we agreed
to help him develop it -- that game is still being built out. Steve P. showed
the group another quick, fun game idea he had, and that eventually became ourfirst Kickstarter, Master of Spies.
Once you
decided to put on the developer’s hat, what made you choose this specific type
of game? Why did you feel a card-based game was a particularly good fit for
your vision of Master of Spies?
Master of Spies was, like many things in
life, developed out of frustration. While working on developing our first game
idea, which has the working title of “Project Lightning Sword,” Stephen P. got
frustrated with some game-mechanic roadblocks. To clear his mind, he sat at the
kitchen table with a deck of cards and some poker chips and came up with the
rough idea for a simple, quick game that became Master of Spies. We then took that initial idea, tweaked it a bit
and decided that it would be a good first release as it had appeal to both
hard-core and more casual gamers alike. During the development, we got the idea
of tying all of our games together by setting them within the Eldinar universe
and thought that using the spy theme would be a fun introduction to the world.
The game is
touted as being extremely easy to learn, but a highly satisfying overall play
experience. How long would you say it takes people to pick up Master of Spies and what demographics do
you think would most enjoy the game?
The basics of the game are very easy to learn,
children as young as age nine have gotten the basics in just one play-through.
The advanced rules add a bit more strategy, but gameplay remains quick &
easy to learn. We believe the game would appeal to families with players of
different ages & skill levels since, while being easy to learn, it also has
enough strategy to keep the attention of more serious gamers.
The
puzzle-based game market is pretty competitive with both major publishers and
Indie developers in the field. What would you say makes Master of Spies distinct?
Well, one of the
things that make it unique is that it’s based around the world of Eldinar, a
unique fantasy world we are creating for the majority of our games. The names
of places and characters will appear again and again, taking players deeper and
deeper into the intrigue of the world. Plus, there’s the scalable complexity of
the game -- we’ve designed it with rules for a “basic” game and a set of
Advanced Rules with “Special Actions” that can further a player’s advantage or
thwart an opponent.
The artwork
and overall aesthetic of the game is very interesting. What was your
inspiration for the look and feel of the game?
Since the world
of Eldinar is a fantasy realm, we wanted the cards to have a look that fit that
universe -- cards that feel like they could exist in that world. I wanted
something that looked good, was distinctive enough for each Faction, while also
being easy to read.
Image Credit |
What do you
feel was the most enjoyable part of developing Master of Spies and, conversely, what would you say was your
biggest challenge?
The most enjoyable part was definitely seeing the
reactions of people who play tested the game. They were initially engaged by
it, but then got even more into it when they realized it offered more strategy
than at first glance. The biggest challenge was finding a balance between
simplicity and ease of play vs. depth and strategy, all while keeping gameplay
short.
The most fun for
me (Stephen P.), as the graphics guy, was designing the cards and bringing the
artists onboard to create the portraits of the Royal Courts’ dignitaries.
You intimate
on the Kickstarter page that the game would be the first in your Eldinar
series, any hints as to what the rest of the series would be like?
The other game
currently in development (Project: Lightning Sword) is a more complex resource
management, unconventional deck building, and castle defense style card game.
There are also plans for a board game and an RPG game setting, both also based
in Eldinar.
Is there
anything else that you think potential players should know about Master of Spies?
It
is quick and fun…easy to learn….good for the family or for your hard-core
gaming pals.
Collectively, we have
played the game 100’s of times, for play testing, demoing at cons, showing
family members during the holidays, etc., and we still enjoy playing. Every
game is different because the tactics and styles of the different players
combined with the randomness of the cards makes each game session different.
Plus with no “player elimination” mechanic, everyone is still in the game and,
with a cleverly played card, could potentially pull off a win in the last
round.
Interested? The Kickstarter for Master of Spies runs for another two weeks; head over to their page for play footage
and even more details!
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