What made me design Multiverse War

1 year 1 month ago - 1 year 1 month ago #2 by jasenl
Hello everyone!

Now, almost 2 years after I started designing Multiverse War, I decided to actually look back at everything and share what made me start with game design. Why I made certain choices which led to this almost final form of Multiverse War. We are already talking with publishing, manufacturing and fulfillment partners and preparing the KS page.

Let's go back to the beginning:

I am a huge Civilization video game fan, been playing it since Civ 2: The Test of Time. The first modern board game I bought was Civilization, just because I loved the video game series. Enjoyed it a lot actually but I didn't like the card based fighting and the whole unit/armies system on square tiles.

Since I always enjoyed good RTS on PC, I had that itch in board games. There are good wargames which offer a lot of action but usually have no base building. They are often historically accurate and more of a combat simulation brought to tabletop. I have nothing against that, in fact I love it. However that pushes away many people, often requires learning crazy amount of rules and hours and hours of play.
There are exceptions like Command & Colors , The Russian Campaign from 1977, Squad Leader and some others, great gateway games for wargaming.

You can find middle ground in area control, dudes on the map wargames like Kemet, it's an awesome game really, crazy dynamic.

There are also skirmish minature games which are pure action, unit special abilities, dice rolls and objectives...again pretty awesome but also pretty expensive due to fancy (but gorgeous) miniatures.

I started by imagining what kind of game would I really love playing it needed:
1. Great tactical combat with epic armies
2. Huge replayability value
3. Modular, unexplored map and hidden movement
4. Some strategic choices in economy
5. Fantasy setting
6. Plays in 2-3 hours (i rarely have more than that)

Finally the game turned out like:
-Civilization 6 hexagonal map grid and 1 unit per hex because of great tactical possibilities it creates
-Age of Empires style rock paper scissors combat system
-Company of heroes area denial (at the end I opted for building construction instead of control points which would give you resources per turn)
-Z style buildings (Z is a very old German strategy game, unique and with some great gameplay, buildings could be conquered and each one would enable construction of different units which would make the control of those buildings and logistics very important)
-MOBA like heroes, which gain experience and grow in power, their power is situational though so learning how to use them maximizes that
-many games for dice combat combined with power cards, that isn't really innovative. What I think is innovative is how I combined terrain bonuses for specific units to create situational strengths and weaknesses. Also easy combat resolution makes the game flow pretty fast.
-Civilization board game modular board. Mine is improved though since it has 6 sides, not 4, and is fully random. Civ board wasn't fully random since units would often explore lands from the same side.
-Warhammer series simply because each unit has a special ability it can use
-Meeple Wars because you can play a domination mode (control aether mines on the map to accumulate stones needed for the Portal construction).
My game has something I haven't seen anywhere yet (maybe not unique but I believe it is):
Unique and elegant way to have your units advance through the 3 ages in the game, evolving from something like medieval age to the WWI era.

It is a good blend of easy to learn rules (only 15 pages and many images), very fast to set up, next to no downtime, deep gameplay, great tactical combat system, area denial, RPG style character progression, just enough of economy not to burden you, epic 4X game which plays in 2-4 hours.

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