Nouvelle video Playtester Confessions par Wait Your Turn
J’ai pas mal la hype pour celui-là
Je n’ai pas encore pris le temps de regarder les vidéos précédentes et je me demandais si leur informations étaient encore d’actualité. Avec celle-ci au moins, pas de doute ^^
Après, j’ai parfois un peu de mal à regarder les informations dans le détails trop longtemps en avance pour un jeu qui je sais m’intéressera car elles peuvent être amener à pas mal changer. D’un autre côté, cela permet aussi de faire des feedback justement.
Bref, merci pour la vidéo en tout cas
L’illustration sublime du week-end ! Une partie du battle board art qu’on avant déjà vu mais avec une vision plus claire des détails.
Amaterasu The Sun Goddess Shining out of the Cave
Le dernier Designers’ Diary publié par Francesco donne très envie
“We are perpetually trapped in a never-ending cycle of causes and effects.
If I exist, something else exists. If I cease to exist, something else ceases to exist.
Isn’t it beautiful how this world is designed, Umeka, my daughter?”
Umeka , Nobuyuki Sanada , Tenzen of Iga and Nene Sugihara are the four starting heroes.
Although they are the starting heroes, you are not forced to play as them but you can create custom characters .
The story of Sankokushin is not the story of a few characters, but of the city of Yamashiro.Later in the campaign, the heroes will meet personal side-quests, but the main story is entirely written by you.
The story does not follow mandatory paths and it is not decided by binary choices introduced by questions. Instead of having yes/no story branches, the course of the campaign is tailored on your play style and your choices during the flow of the game.
Sankokushin is a sandbox game, where players have full freedom in every aspect, where everything has consequences and no choice is right or wrong. Every choice concurs in the development of Yamashiro’s destiny.
Il a rajouté ensuite un message sur BGG à propos de la rejouabilité
Allow me to add a quick comment about replayability, which is directly connected to this topic.
The play style and behavior of the players may change the outcome of even the minor events, creating campaigns that are always different. Let’s make a spoiler-free example.
If you do not kill a boss during your first encounter with it, it may keep messing up with the city in its own way. If you wounded the boss gravely during an encounter, not only it will be weaker when you meet it again, but also the way it interacts with the city may be different. The psychology values deeply change the boss behavior and its storyline as well.
Now let’s imagine that there is a citizen who offers to help you against that boss and you fulfill their request. This will change that boss storyline, but it would not have even happened if the boss was previously killed.
And what if that citizen have not been met before the boss does a certain something? Not to mention that helping that citizen may be not the best choice if you were also in contact with ANOTHER citizen and so on. Interrelationships between bosses and NPCs are so many that it is impossible to see them all in a single campaign.
However, this should not worry those of you who more than reasonably fear complexity. The System that tracks such things in Sankokushin is incredibly simple and requires a very limited amount of paperwork.
Alors, cela vend du rêve, mais je me pose de sérieuses questions sur la réalisation.
Car généralement, les jeux sandbox ont des problèmes de cohérence avec leur événements ^^"
Ou alors ce sont des événements détachés les un des autres pour permettre l’aspect rejouabilité/hasard des rencontres.
Mais là, on a clairement des événements qui semblent peut aisés à prédire selon le moment/situation du fait qu’ils sont guidés par les choix des joueurs (ceux-ci peuvant être très diverses). A voir comment ils parviennent à les limiter/gérer de manière à maintenir des liens cohérents avec les autres événements qui pourraient en découler.
J’ai peur que cela me fasse le même effet que pour Oath: Chronicle of Empire and Exiles, on te fait miroiter l’évolution et la gestion d’une province/état persistant, mais en fait, cela change juste les assets qui déterminent les actions et les moyens de marquer des PV.
Bon après, le format de Sankokushin est quand même plus taillé pour du RPG de longue haleine donc je pense qu’il y aura moins les problèmes de simplifications que ceux qui m’ont déçu sur Oath.
Et puis la DA ici, j’adhère complètement jusqu’à maintenant !
Bref, je ne peux qu’espérer que le résultats sera à la hauteur des attentes actuelles car là, ce n’est que du bon
Oui j’ai le même sentiment par rapport au côté RPG.
Et pour nous vendre encore plus du rêve…
In the past weeks we were working on the Skull Samurai.
He is a formidable opponent that might be a constant presence in your campaign.
After many revisions on his encounter, psychology, posture and wound cards we had pulled it off.
It was particularly interesting considering the special place this enemy has in the ecosystem of Yamashiro and the way he stands in the heroes’ path - it made us think about the difficulty of the game and the instruments players have to deal with it.
The Skull Samurai is theoretically unbeatable in early/mid game, but physical confrontation is not the only way you can face a powerful enemy. Perhaps he may listen to you, and stop his hand. At least for a turn or two.
Psychology is not solely the main way to debuff your foes (never forget that they are not something you can defeat by just attacking), but also the way to directly influence their behavior with immediate consequences on the encounter and permanent effects on the campaign course.
Art by Lorinda Tomko (KD:M), who will accompany us throughout this adventure and you certainly know well!
Ça a l’air intéressant ce jeu ! Je découvre grâce à @lykeios. Je vais lire ce topic attentivement !
Et il y a de quoi faire. Ils sont très actifs et communiquent beaucoup. La dernière en date…
Every equipment is passing through many reviews and revisions.
Our goal is a polished, simple style. Each card should not have more than one effect in order to ensure that all effects are meaningful and have their place in the game economy.
An effect that is not meaningful enough is also easy to forget. We all have experienced the frustration of forgetting to apply some effects!
When solo gaming, it is also crucial not to be overwhelmed by special effects, triggers and passive abilities.
Teasing du prochain boss !
« I am the guardian of the Heavenly Sovereign, the sacred beast of the West. Or perhaps I am just a grotesque puppet, bearer of the Ancients’ sorrow. »
Jade Beast - Byakko 白虎 is the next boss to be revealed. His tragic story is one of the most intense.
Oh un lion blanc, ça me rappelle quelque chose ^^
Pas un mais 2!
J’ai surtout l’impression de voir un animal à 2 tête ^^
Une chance de VF sur ce projet?
Clairement, la VF fera la différence entre un all-in et pas de pledge
assez radical pour un projet dont on a seulement vu quelques artworks
Curieux d’en savoir plus
Cela me parait très peu probable une VF, après on croise les doigts
Le boss est là …
« I am the guardian of the Heavenly Sovereign, the sacred beast of the West. Or perhaps I am just a grotesque puppet, bearer of the Ancients’ sorrow. »
Jade Beast - Byakko 白虎 is the next boss to be revealed. He is affected by craniofacial duplication and his tragic story is one of the most intense.
Along with the Vermillion Bird, the Black Tortoise, and the Azure Dragon, the White Tiger is one of the Four Auspicious Beast, well-known deities of the Chinese, Korean and Japanese folklore.
… et un jeu qui sera classé 16+
« In ancient times, the crows of the Uzume Temple used to spontaneously give their blood to the miko priestesses. Nowadays, the crows pour their blood no more. »
One thing we keep in mind during the development is the target audience, the people we want to reach with this project.
The heroes you have seen so far may look bright and brave, but Yamashiro is a land in which something has occurred, spreading dark rituals and hiding secrets rooted in a too distant and horrible past.
In the same way, the enemies and the allies you will meet are not cliche fantasy characters, but often disturbed and sorrowful individuals that may hide their tragedy behind courtesy.
That’s why we have decided to present a game that we consider reasonable to set on a 16+ age rating.