The Elder Scrolls V: Skyrim - par Modiphius Entertainment - Livraison août 2022

Les versions locales ne font pas parties du KS

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dommage !

… ou pas, ça dépend de quel côté du financier on se place :crazy_face:

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Moisissures!!! Là pour le coup c’est blacklist direct!..

oui faudrait que je nettoie ça mais d’après eux c’est pas plus grave que la moisissure qu’il y aurait sur les fruits qu’on laisserait trop longtemps au frigo (sic)

Voilà on se rapproche - nouvelle update …

Skyrim Board Game First Look

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A first look at some components, the Skyrim map art and turn mechanics

Video games are great. They have the potential of opening entire worlds to the players, with their characters, their locations, their stories… All the mechanics, the maths and the housekeeping are handled by the computer, so the player only needs to focus on exploring the game’s universe. However, board games are different and have a different charm to them.

When translating a video game to a board game format, it is very easy to fall into the trap of trying to emulate every mechanic of the original game as faithfully as possible, which inevitably ends in mammoth boxes and mechanics that force players to spend countless hours of their precious playing time just moving tokens through tracks, rebuilding decks and taking care of all the small details that a computer could handle in a matter of milliseconds. In other words: when creating a board game based on a video game, being literal will turn the players into mere game administrators.

Different cards tell the story. The narrative leads to different challenges. Failing doesn’t mean losing the game, but increasing the difficulty and missing interesting opportunities. As you can see in the above event - a World Quest open to all - you’ll have to face some enemies in Falkreath and if you succeed you’ll be able to add what is a really helpful card to the Event deck, but fail and they’ll have summoned a Daedra. We’ll talk a lot more about the structure of Events and Quests soon.

Choosing is sacrificing. Which elements are important? Which ones don’t we need? How can this complex mechanic from the video game be streamlined and adapted so it’s manageable for the players? And it’s not only mechanics; narrative also needs to be condensed. Skyrim, the video game, has over half a million words of dialogue. To put that in context, that’s about ten copies of Kafka’s Metamorphosis. Including ten copies of the same book in a board game would be just madness. If only, the box would be much heavier than needed. Thus, simplifying is required. Our game includes over ninety-thousand words worth of story. Feels like nothing, compared to the mammoth that is Skyrim the video game, but still is around a very respectable 1.5 Kafkas (if you consider that a valid word count measurement.)

It’s not just a matter of having fewer words, simpler mechanics, or having the maths side of the design baked into the mechanics so the players don’t have to handle it; if there’s one currency that designers work with every day, that’s time: the time it takes a player to play a turn; the time it takes a group to finish a session; the time a player is waiting for others to finish so they can have another go. When designing the game, we were very invested in avoiding the dreaded downtime as much as possible. The first step we took was to literally destroy the turn sequence. Some of the first instances of the game were pure anarchy, with players doing it all at the same time without any order. Being a cooperative game, this was not necessarily terrible, but it was not ideal either. Over time, we managed to find a compromise, where a turn sequence exists, but where players are also encouraged to do their own housekeeping (levelling up, purchasing equipment, etc…) while others are taking their turns. This way, the downtime is not a chance to check out cute pictures of puppies, kittens and red pandas on social media, but an opportunity to do all those things that you really want to do for your character, but that don’t really need all the other players’ full attention.

Let’s acknowledge for a second the elephant in this imaginary room: the Easter Eggs. Yes, those little details that, if you have played the video game enough, and you have some knowledge of the lore, you can actually enjoy a lot. We’ve made an effort to incorporate as many of these as possible, so the characters you know and love, the locations you’ve visited, and even the stories you’ve been a part of as the Dragonborn, have a life of their own in the board game. With that being said, if the game was just a collection of nostalgia triggers, it could be a bit hostile and boring for players who have not enjoyed the video game (how dare they?) So, even if we have plenty of Easter Eggs hidden in our game, the whole story is also full of new characters and new situations, so any new player can really enjoy the game.

All of this simmers down into one single big concept: time. How time is perceived in the game; how it flows for the players; how is it mechanically managed. Like in most board games, Skyrim is divided into turns. However, as the game is preeminently cooperative, we have taken a pretty free-form approach to turns.

Each game turn, one of the players becomes the First Player. An honorific position that sometimes has a strong mechanical impact. The First Player is the one drawing and resolving Event cards, assigning Threat, becoming the target of Roaming Monsters and settling any strategic dispute between players. This position rotates clockwise through the table, so everybody has plenty of chances to be the one behind the wheel.

These tokens represent Roaming Monsters. They are there to make your life difficult by moving across the board, blocking you from reaching your destination. Defeat them before they reach any Stronghold otherwise they will cause you problems! The tokens have two sides representing two different versions you might encounter. We’ll be aiming to upgrade these all to miniatures for the deluxe pledge

During a game turn, players draw and resolve an Event (we’ll get into the thick of this in a further diary), move their characters around the world, and take turn actions. Movement is done simultaneously. Players are free to move up to 4 spaces across the board, in any order they see fit. If there are any disputes, the First Player is always there to settle them. Then, starting from the First Player and moving clockwise, each player takes a turn action. These can be exploring a dungeon (often together as a group), meeting an interesting NPC, fighting a Roaming Monster, completing a Quest or exploring an area of the world (wilderness or Stronghold).

On top of that, players in a Stronghold may visit the Market, where they can buy, sell, upgrade and enchant their equipment. In order to avoid unnecessary downtime, players are encouraged to resolve their visits to the Market while other players are taking their turn actions.

The heroes of the game will split their time between defeating their enemies, helping people in need and finding deals or upgrades in different Stronghols to improve their equipment. (Roads and elements in the board image are not the final product, but a work in progress version.). Please note the miniature shown is a render from the Call to Arms miniatures game and not representative of the final pre-assembled plastic miniatures.

After all, players have taken their turn actions, if anyone has enough experience to level up, they need to do so. Then, the next player clockwise becomes the First Player and a new game turn starts over from the beginning.

That’s it for today. Next time we will be talking about branching quests and story shapes. Until then, I suggest you read Kafka’s Metamorphosis (again and again) and play some Skyrim!

This is the final art for the board showing Skyrim, created by Damien Mammoliti. This image doesn’t include tall the necessary game info such as the Roads, Holds, Strongholds, various types of dungeons or wilderness spaces you can visit, card deck spaces, and Stronghold information.

That’s it for today,

  • Juan
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J’espère que les illustrations des tokens monstres sont pas définitives parce que sinon reprendre des rendus ingame… :nauseated_face:

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Oh ben ça peut sentir bon ça! Si ils font une espèce de gloubiboulga entre t7c,GH et TG (et que c’est réussi), ya moyen que ce soit très bon! (je n’ai pas tout lu, juste survolé et c’est ce que ça m’a inspiré).

Perso, c’est un peu flippant je trouve… je pensais le projet bien plus avancé que ca…

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Ouais moi aussi.
Je trouvais que ça sentait déjà le pétard mouillé à la précédente update.

Il y aura la version CTG de toute manière.
Etonnant d’ailleurs qu’ils filent leur licence TES à deux boîtes de JdS sur un délai aussi rapproché, les deux vont se faire concurrence.

La version CTG sera basée sur elder scrolls online, pas skyrim :hushed:

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Non, ctg c’est sur toute la franchise, ils ont juste utilisé le logo de la version online pour teaser.
(et Modiphius c’est juste Skyrim)

Cf.

La nouvelle update est postée sur GF …

Designer Update - Questing in Skyrim

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« There’s a whole world of umbrellas, christmas trees, spiderwebs and spheres that could terrify even the most intrepid storytellers… » Find out more about questing and storytelling in The Elder Scrolls: Skyrim Board Game

Before we dive into today’s designer update, a quick progress report - we’re currently approving all the red wax samples of the miniatures with the factory prior to them making the metal tools, the graphics team have mostly completed laying out the game components and we’ll soon be starting on all the graphics for the Gamefound page itself.

We can reveal that the project will go live at the end of October and between now and then you’ll be seeing a lot more components from the game, actual gameplay, renders and photos of miniatures, who is going to be working with us on translations and much more. We’re also planning a much bigger reveal in the press in a couple of weeks so we’ll give you a heads up when that hits. Now on with Juan’s diary for today!

Stories can take many shapes. Some are linear, where a character goes forth through a series of conflicts until they are all resolved and they live happily ever after. Some are horizontal; a group of apparently unrelated characters face adversity in a series of loosely connected events. When it comes to interactive storytelling, shapes become more complex. There’s a whole world of umbrellas, christmas trees, spiderwebs and spheres that could terrify even the most intrepid storytellers.

In Skyrim the Board Game, narrative is a key component. Finding the right shape, or collection of shapes for the story was an essential part of the development process. The shape of the story informs the mechanics and the gameplay, as well as the amount of components. Creating a story with millions and millions of potential combinations, where players can literally do whatever they want, would result in a box with thousands and thousands of cards and components, which would end up as a cumbersome — and incredibly expensive — experience.

The work of the designer is, more often than not, finding all the things that can be cut back without detracting from the spirit of the game. When facing this task, we realised that we had to open the scope for players as much as possible, but also reign them back in at crucial points of the story, so the game is manageable and the amount of choice is not paralysing. We decided to approach the story of each campaign as if it was a christmas tree. It all starts in a single point: the star at the top of the tree. From there, the story travels down, opening in branches, gathering back again in a single point. From there, it opens back, and closes again, over and over until the players reach the trunk of the tree: the epic finale of the campaign.

One of the principles we kept in mind throughout the whole process was the idea of ‘failing forwards’. We’ve seen narrative games where, should the players fail any quest, they have to either try again until they succeed, or lose the game. From our perspective, that would only hinder our efforts to tell a good story. We approached every quest as if it was a story, where the ending can be positive or negative. As such, it is possible to keep on failing quests without losing the game. The world becomes more chaotic and threatening. Enemies get bolder and more dangerous. The heroes do not gain loot and allies. But a story is told. The brave Nord failed to stop the mischievous Thane from incarcerating their friend. As a result, a friend is lost, and the Thane gets away with it. But the Nord lives to see another day. There are more quests to complete, more adventures to experience, more stories to be told.

Mechanically speaking, if we strip it all down to its bare bones, Quests are cards that include a challenge, a reward, a penalty and, oftentimes, a choice that leads to another card. Of course, if you strip anything to its bare bones, the result is often underwhelming; bones tend to behave that way. But it’s an interesting way of seeing it, in this instance. Quests also include a nifty Threat counter. That indicates how many Threat tokens a Quest card can hold. The moment the Quest card has accumulated as many Threat tokens as its limit, the Quest is automatically failed.

“Failed???!!! Oh no! What now? Do I have to start over from the beginning just because the game — and the story — wouldn’t work with regular people who can just make one mistake (just one mistake!) and only rewards those who bathe in the light of utter perfection?”

Don’t panic; we got you covered. We believe in people’s right to fail, to make mistakes, to slack off and to lose a battle every now and then. Even when failing, the game moves forward. There are very few ways in which the game would be over but, technically, it is possible to fail all your way until the very end of the last campaign, and still have a satisfactory story. Of course, that would be a tragic story about people who never get it right, but there’s something charming about that, too, isn’t it?

That’s it, for now. Next time we will talk about character creation and customisation. Until then, good luck in your adventures, whatever shape they have.

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Et toujours ces illustrations sorties tout droit d’un prototype fan made de 2005… :confused:

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Putain les illu sorti de Oblivion quoi xD

La page FB de Gamefound vient d’en dire plus sur le lancement de la campagne de crowdfunding…

Skyrim The Board Game / Créateur ➔ MODIPHIUS

:arrow_forward: Crowdfunding fin octobre :arrow_backward:

Nous pouvons révéler que le crowdfunding sera lancé fin octobre et d’ici là, vous verrez beaucoup plus de composants du jeu, de gameplay réel, des rendus et des photos de figurines, les versions linguistiques et bien plus encore. Il y aura également une révélation beaucoup plus importante dans la presse dans quelques semaines…

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Fin Octobre donc

j’ai bien lu fin octobre ?

Si c’est fin octobre, y a quand même de très fortes chances pour que ces designs soient définitifs…