Vector Wars - Interview:
Today we are talking with Eli about his first game hitting kickstarter, Vector Wars.Can you give us a brief overview of what vector wars is?
Vector Wars is a 2-player area domination game that is set in a tron style universe where the world has run dry of resources and clans fight in a virtual arena to gain one of the last remaining energy sources for there people known as Zetta Orbs.
Where does the area control mechanics kick in?
The grid is split into 9 areas on the board to place cards from your hand. These cards are placed face down which gives little to no information to your opponent as to the strength of the card placed. You will battle to keep control of the grid from your opponent to give you tactical advantages during the game and ultimately the victory.
Are there any other mechanisms at play here?
There are quite a few mechanics to this game its hard to go into all of them. When I was younger I really loved the final fantasy series and there was a little-unnoticed game in FF8 called Triple Triad which has influenced one of the mechanics there is a market mechanic similar to star realms and clank but this game is not a deck builder so it has a very different impact on the game here. The clan cards themselves have synergistic tactics between them and give the game moments where combos can happen that make you see your opponent flinch in distress.
So what inspired vector wars?
I suppose the game is a combination of things that I love. 1) Physics, I have been a Physics teacher most of my adult life and the game hinges on the constant idea of using vectors (variables with size and direction). 2) Sci-fi movies, I am a huge fan of movies such as Tron and Back To The Future so any moment an opportunity arises to pay homage to these movies which shaped my life I grab with both hands. 3) 2-player battle games have been a home for me most of my life playing Chess and Magic The Gathering as a kid and continuing onto many other games that have inspired me such as Netrunner and Dominion/ Star Realms. Solving a constantly changing puzzle that someone else creates for you has always interested me.
What was the hardest part of making your game a reality?
That is such a hard question because there are so many parts to creating a board game that presents a challenge but if you forced me to focus on one it would be playtesting and balancing, I have played Vector Wars easily over 200 times at this point and I have listened to feedback from so many people who want to make sure the game can be the most it can be. Balancing for me was a massive task as I put together a complex set of calculations that make the game as mathematically balanced as it can be. I didn't want people to find this game easy to solve. One of the issues with games I have played in the past is that once the meta solves the format of the game it loses its appeal quite quickly. So a lot of work has gone into the game so that the skill and a little luck will really make the game interesting and fresh each time.
Where can the readers find out more?
They can find out more on our facebook page and there is also a discord group we just started where they can join to find people to play with and contact me directly to ask any questions. The game is also available right now free to download for Tabletop Simulator.
Since this is going to be on kickstarter, when can the readers find it there?
We plan on going to KS at the end of Q1 but we really need to work now on building the profile of the game and this might push the game into early Q2. The best way to find out will be through our Facebook page.
Is there anything else you would like to add that I may have missed?
We plan on running a competition/ league on TTS where the winner will get a free copy of the game subject to a successful KS. This will be done through our discord so don't forget to join.
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