Tant mieux. Vu la licence et le contexte actuel, je n’imagine pas le prix…
Un jeu de contrôle de territoire avec de l’assymétrie ça m’intéresse plus qu’un jeu narratif ou un dungeon crawler. A voir le gameplay et la sortie boutique, les KS avec 40 boites ça me refroidit.
Adapter un action RPG sans faire de narratif, c’est bidon.
En gros, ils calquent le jeu vidéo Cyberpunk sur leurs mécaniques et croisent les doigts pour que la licence rameute du monde. Bah bon courage.
Pour une fois, je rejoins Mussino et je trouve sa vidéo très bien.
En tout cas vu la gueule des figs ça va en calmer plus d’un aussi xD
Si thématique et licence me bottent, j’ai mon
Muss a levé mes deniers doutes.
CMOM ne me fait plus rêver depuis un moment, le coche est loupé !
Effectivement il y aura des decus : ceux qui espèrent/ attendent une retranscription du JV en jeu de plateau (monde ouvert, narratif,…).
Si besoin j’ai repris les infos sorties par écrit
PS : attention en cliquant sur ce lien vous tomberez sur mon blog ! Lien non sponsorisé mais donnant de l’importance à mon blog [Private joke The Breacher
]
Voilà le 2ème Design Diary…
DESIGN DIARY #2 - WORLD UNFAIRNESS
Hello everyone, Francesco Rugerfred Sedda here! Welcome back to our series of Design Diary entries about Cyberpunk 2077: Gangs of Night City. In our first entry (read it here), we talked about adapting the video game experience into a tabletop one, along with a general overview of some concepts from the game. This time around, we will go into the world of Cyberpunk 2077 and the harsh Night City where the action takes place.
One of the core principles of the Cyberpunk 2077 video game we wanted to reflect in our game is world unfairness. Power-hungry corporations, poverty, and corruption run rampant with a heartless government exacerbating the city’s problems. In Night City, meritocracy is replaced with hyper-capitalist corporations where one’s success is tied to another’s tremendous failure. This is as true in the upper echelons of society as it is in the squalid slums where criminal gangs rule the streets.
The board game builds on this principle. There are no tiebreakers in Night City. In firefights, only weapons, cyberware, and quickhacks matter. Only one may emerge victorious. This is even more obvious in a standoff involving multiple gangs. Even if one is clearly the strongest, depending on the situation, they may want to lose a firefight to not attract too much corporate attention or have the other gangs band against them.
The concept of unfairness extends to the Net, where NetWatch is always alert and waiting for you to make your next mistake. Few gangs are brave (or stupid) enough to venture into a corporate sever hoping to uncover some secret. Chances are, you’ll end up getting caught red-handed. Then, best-case scenario, your ‘runner gets fried. Worst-case scenario, you’ll witness corporate retaliation firsthand as they come down hard on your gang. But the deeper you dig, the more bountiful the rewards. How far are you willing to push your luck?
And finally, there are no ties in gang wars. Money and resources are worth nothing if your gang has no reputation to back it up. Street Cred means everything in this city and only the dominant gang survive. As such, the game has no endgame tiebreaker or victory by point-salad. The gang with the most Street Cred will be declared the winner. And if there’s a tie for Street Cred, well then, there are no winners. Tomorrow is another day and disputes are settled in Night City one way or another.
In addition, some game conditions may even cause all players to lose against Night City’s big corporations. Life’s unfair, after all, and the biggest fish is still potential prey for a big corpo’ shark.
We truly believe designing unfairness into the core mechanics of Cyberpunk 2077: Gangs of Night City best represents the world and allows players to experience Night City in all its brutality. Only the bravest players may even be able to survive and live to see another day in Night City.
And that’s what we have for you this time. Be sure to stay tuned for more Design Diary info as we get closer to Cyberpunk 2077: Gangs of Night City hitting your tabletops.
Footnotes: If you want to delve deeper in the topic of unfairness in game design, I personally suggest the brilliant GDC talk “King Me: A Defense of King-Making in Board Game Design” by the game designer Cole Wehrle (Root, Pax Pamir, John Company). If you want to explore more the territory of games that make clear points with heavy themes and mechanics, I suggest the talk “This Might Sting a Little” by Tobias Wrigstad.
Si besoin j’ai repris les infos de ce 2nd carnet de developpement en francais sur mon blog, je vous laisse trouver le lien pour pas insister avec mon blog lol
Vous connaissez mon blog? Il est beau hein???
Attendez vous à avoir des fdp à hauteur de la boite de base ^^ On va voir si ils retentent de mettre des fdp bas ou pas ^^
si besoin, j’ai un blog sur mes voyages autour du monde en camping car. rien à voir mais si besoin…
ok, c’est complètement nul, mais j’avais envie de l’écrire.
maintenant, je sors
Les meilleurs blogs, c’est ceux de Toto.
oh punaise, t’es allé trop loin michel !
Cyberpunk: Edgerunner… Peut-être qu’on aura droit à un boardgame de tatanage-narratif dessus ^^
Pour les fans de la bande son du clip…
Faut reconnaître que ça fait bien plus envie que leur série dégueu (niveau DA - aussi sur Netflix), sur Ghost in the Shell…
niveau animation c’est un peu moche quand même. Par ailleurs, le film d’animation netflix Witcher était pas nul, mais c’était loin d’être génial.
Troisième partie pour le Design Diary…
DESIGN DIARY #3 - STORIES AND WORLDBUILDING
Welcome back, everyone! Francesco Rugerfred Sedda here with our third Design Diary entry (you can read the first one here and the second on here!). This time, we delve into storytelling and worldbuilding in the world of Cyberpunk.
To adapt an open-world videogame inspired by a tabletop role-playing game into a board game, we knew that telling and exploring stories was important for this game. The main question we needed to ask was, “How do we convey the vibrant nuances of Night City to the players?” A board game was not going to be a sandbox game nor easily replicate a world of such a large scale. Due to the nature of a board game and the scope of the project, we wanted to avoid a thick book where players would need to stop playing just to read walls of text. This would definitely break the pacing and immersion of gang wars going on. “Quests” didn’t make much sense either from a board game perspective. Quests and missions were for Edgerunner mercenaries, not for players who manage gangs. Considering all this, we ended up with two solutions to bring the Night City experience to players in an immediate way.
The premise of our first idea was simple. Someone needs something in the city and the first gang who does it gains Street Cred and a little extra in return. We called this concept Opportunities: Back-alley business deals gangs encounter and fulfill around the city. Also, since they’re essentially underground black-market deals, they shouldn’t be straightforward. These Opportunities often come with extra requests and conditions that the gangs will also need to satisfy before completing the deal.
You wanna hijack a transport of Militech Smart Guns? You better have control of the District the convey is passing through. You wanna sell those Corp Augmentations? Better control a Data Fortress with a ‘runner to keep an eye out for NetWatch while securing the transaction. Opportunities allow us to convey the demands of a living, breathing and ever-changing city, creating emerging competition between gangs, directly and indirectly, over them.
The larger, overarching concept we wanted to bring to the table were Stories. These represent bigger forces and events that take place in Night City that even the Gangs can’t ignore. Corporations in Night City are so powerful that every decision they make creates ripples of change through the streets. Maybe Militech’s pitch of “keeping the streets more secure” is just a thinly-veiled attempt to bring in their specialized security teams to run the streets. The underground’s not gonna take this lying down, so you know things are about to get real when hostile Gangs bond together to take down a large, scheming corp.
Players decide as a group which Story they want for each game session. Each Story is plug n play, composing of a deck of Act cards and their special components. Players learn the starting point of the plot through the intro card, then set up the Act cards, along with any special rules and components. Each Act evolves, containing different paths with specific triggers. When an Act concludes, the next branching path is revealed, giving context as to how the players have affected the story, changing gameplay as the session progresses. Each decision pushes the plot in its own direction, branching based on the players’ actions.
Suppose Arasaka lost a previous asset and one of the gangs finds it. Will they keep it for themselves or return it to Arasaka as a reward? How does Arasaka react to either situation? What about the other gangs? Are they going to steal the asset? Or maybe even rat out to Arasaka which Gang stole from them? Do you really want to face the wrath of Arasaka?
Stories also have unique epilogue rules and conditions that end the game. Some may reward gangs that satisfy certain requirements or perform special feats with huge Street Cred, while others may not be nice and cause all gangs to lose against a larger foe. Each story appeals to different types of players; some are straightforward and deal with direct confrontation, while others may involve espionage and shady dealings. Each story can be replayed multiple times. Even if a player knows how things may turn out, there will alwaysbe unexplored branches with new experiences each time they play.
Players will get to experience Night City through these main concepts: Opportunities and Stories. We believe these two elements, combined with choice the Gangs in play, will bring a unique experience to the table every time you play Cyberpunk 2077: Gangs of Night City.
Et un nouveau render 3D en 360°…
Les derniers render sont un poil mieux. Enfin du chrome et du câble apparent.
Tellement! j’adore Ghost in the shell mais la serie netflix est d’une laideur atroce j’ai lâché au bout de 5min.
Cool cette serie j’espère que ça restera mature malgré le jeune heros.
Ouais j’ai pas vu la série GITS mais là effectivement l’animation fait pas rêver du tout…