设计师访谈:意大利设计师Piero Cioni(英文)

以下访谈是由回转寿司的设计师Daniele对意大利设计师Piero Cioni的访谈,玩桌游网为了保持访谈的原汁原味所以用英文原文全文发布。

Piero Cioni Daniele: Who is Piero Cioni?

Piero: I’m 171cm for 63kg and I’m mostly human… ok, without joking… I’m an old game entushiast, born 47 years ago. I’m italian but I live in Germany at the moment. I work as a scientific researcher, working on cutting edge programming techniques and teaching algorythms, cryptography and programming philosophy at the university. I have worked on computers for my career. Besides that I create games. Games of any kind: videogames, role-playing games, boardgames, card games, tabletop games… I have designed many games in 29 years of game designing and recently some of my games has "crossed the borders" of Italy and are now distributed internationally.

Daniele: Two of your games has been published this year at the Essen game fair, can you tell us something about them?

Piero: This has been a very good year for me. NGI has indeed published two games written by me: Magestorm (as Nexus Games) and Dakota (as Tenki Games). Magestorm is an old game I written many years ago. It’s a fantasy tactical game setted in the background of a RPG I written many years ago: the World of Aleen. In Magestorm the players will lead their fantasy armies in battles, always helped by a powerful (very powerful) wizard. It’s a game with a hexagon map with tons of plastic miniatures and a lot of cards.

Magestorm Darkota

Dakota is fake-collaborative game setted in the Conquest of the West era. Players will be a tribe of Native Americans or a village of European Settlers, competing for resources. It show a strange collaborative-competivie playstyle. It’s more a eurostyle game but the interaction between players is the real focus of the game.

Magestorm Daniele: For Magestorm, at a first glance it may seems a Memoir 44 with a touch of Magic. In reality what it is?

Piero: The idea of Magestorm was born on 2004, when I’ve thought of making a tactical fantasy game where the player – in the role of troops’ commander – would suffer on bench as a soccer coach. The idea was that the player would have a limited control of the troops on the battle field, to give that typical "pathos" of the coach on his bench. In fact, for years the name used for the game was "Mip", acronym of "Maghi In Panchina" (that is "Mages on bench" in Italian).

The other major component of the game is the role of Mages. Every player use a Mage in battle and cast spells to help the army. Mages spells are unbelievebly strong. They can summon creatures, damage the opponents units, increase troops characteristics or even create new features on the terrain like forests, hills or even new rivers.

So in Magestorm the players have to not only play well from a tactical / strategical point of view but they have to combine their play with the magic abilities of the mages. At the end Magestorm is a more complex game than Command&Colors/M44/Battlelore game line. If a player likes this type of games but wants "more", Magestorm can be the correct game for them.

Magestorm Daniele: Expansions for Magestorm?

Piero: The complete Magestorm game is really huge and in it has to be cutted in a starting basic box and several expansions. The basic box contains 2 Armies (the medieval-like humans called Kragis and the elvish-like Lausjans) and 4 Mages (the Firemage, the Airmage, the Druid and the Fate Guardian). The first expansion will be published soon. It will be called "Fallen Shadow" and it will contain 2 new mages: the Watermage and the Darkmage. It will contain also the rules for nocturnal combat and new terrain tiles.

The correct list of expansions, when they will come out and what they will contains, it’s up to Nexus to decide. At the moment I think the second expansion will contains a new Army (the dwarf-like Utkar) and the Earthmage. Plus probably the rules for sieges.

At the moment the complete game is composed by 6 armies and 11 mages. If the game is a success Nexus will publish several more expansions.

Of course, I’m developing new stuff…

Daniele: Do you have created all the expansions?

Piero: Yes, of course.

Dakota Board Daniele: How much time have you dedicated to the development of these two games?

Piero: Magestorm is very large project. I have worked on it for 6 years. And it is not completed yet. New scenarios requires a lot of balancing playtesting. So after 6 years is not yet completed. I’m now also developing the Roleplaying game based on Aleen story and the grandstrategy game based on Magestorm.

Dakota was a lucky game, because it worked perfectly from the very first versions. I have worked on it for just 2 years (a relatively very short time for a game) and it is not changed so much from the beginning.

Daniele: How has been working with the publisher (Nexus Games International)?

Piero: Excellent! I know all people in NGI from more than 20 years and we are friends. Of course they see the game from the publisher point of view so sometimes we discussed about some changes in the game and some refining but the relationship was always very good. We are both directed to make great games!

Daniele: Are you satisfied about the Essen fair?

Piero: Oh yes! I’m very happy! It was a great satisfaction to see these two games finally in the their production form. The boxes, the final art… wonderful. We was having few copies of the games at the fair, sended with an urgent flight from the factory just in time, and they selled all of them.

It was also very satisfaying to see the players seating at the tables, playing the games and having fun. For a game designer, the satisfaction of the players is the greatest satisfaction!

Piero Cioni and his Game Magestorm @ Essen 2010

Daniele: Are you designing new games for the 2011?

Piero: Of course. I’ve always designing games. Night and day, 24 hours a day, 7 days a week.
I have several games ready like Africa and Carpentieri and several projects I’m working on: Sequentia (a card game), Texcoco (a development game for hardcore gamers), Twilight (another light card game) and Tandria (a cooperative board game).

The main project is Ash, a huge game about the complete strategical simulation of World War 2. It’s a VERY BIG game and Nexus is already very interested in it. I doubt it will be published in 2011. 2012 is a safest bet. Of course I’m working on several videogames too, but I cannot publicly speaking about them.

Ciao from Italy!!!! Thanks for all.

本文由Daniele授权在玩桌游网进行发布,如有转载、翻译需求请与Daniele进行联系。

To BoardGameNews.com and other partners: If you want to use this interview, please contact Daniele for authorization.

魔想盒子:《诛天》设计中的小故事——人物参数

武汉魔想盒子研发的《诛天》的确让小编们眼前一亮:TCG的本质却被赋予了普通桌游的表现形式。娱乐模式和竞技模式完全两种思维方式。今日我们来看一看《诛天》研发中的一些故事,共享给喜欢TCG的朋友们,和即将涉足TCG的同行们。

诛天 武汉魔想盒子:我们设计《诛天》,一开始就希望做一款有别于游戏王和万智牌的卡片游戏。在我们的分析中,我们觉得游戏王的核心在于决斗,魔法卡也好,陷阱卡也好,也是为了配合怪物卡打败对方的怪物卡,或者直接给对方造成伤害。(抱有不同观点也请口下留情)万智牌我们觉得核心在于战略,如何掌握资源,分配资源使用各种卡,建立防线,打破对方防线。(万智牌我就玩的比较少,感受是这样的)

我们的想法是以人为核心的战斗方式。虽然魔兽世界卡牌已经有了英雄的概念,但是英雄本身一开始是没有参战能力的。二来魔兽世界卡牌仍然主要是盟军来防御,但好像没有完全靠技能来防御的方法。我们希望做出这款游戏来,玩家扮演的角色就是一开始的所有,根据不同的职业,玩家可以选择自己的作战方式,可以是用活物来战斗,可以使用使用术法来战斗,也可以自己穿上装备来进行战斗。这三个方面既可以相互独立,又可以相互搭配的。而一种职业选择了不适合自己的战斗方式即使在好的卡组也会诸多不顺。

最先想到的是用人物的技能来区分打法。但是魔兽卡牌中的技能对于卡组的限制,我们感觉还是有限。我们希望更定制的个人特点。可能你们都无法想象,我们一开始将人物分为三个参数,生命,体力,(魔力、灵力,不同阵营不一样),当然这其中也是本人受到了轩辕剑3的影响。然后召唤活物要耗费体力,使用技能消耗魔力、灵力,装备则两者都耗,而且每张卡片的消耗都是不一样的。

我勒个去,测试时那个麻烦呀,一局玩了一个多小时,大多数的时间还是再计算各种数值。因为每一个数值都是分开计算,而且每个职业三个数值都个不一样。大半的时间都是花费在计算上了,感觉就是小学生在考试。这还是我们提前考虑到小数问题,所以只有加倍数值的效果,绝没有减半数值和按比例增减数值的效果的情况。所以当时我们就坚定了,打死不做什么减半字样的效果。

接下来的一个时期,我们想把生命和体力整合起来,也就是说召唤怪物就要不断扣血,而且为了方便我们把消耗和等级也挂钩起来,但是这样一来高级活物消耗明显又太大了,所以我们有按阶梯式划分。可以是这样一来,平衡性变得机不可控,而且计算量依然大得惊人。除了我们自己,连愿意测试的人都没有。

再后来一个突然的灵机一发,我们直接将消耗的模式改变,分为统御力和精神力,统御力为占用,精神力为每回合恢复。将活物、装备、术法的消耗重新分配。再测试,发现终于将计算复杂度控制在只需计算血量的程度。最终确定了目前竞技模式下的人物参数。

玩桌游网首发:桌游公社独家专访《零食街》作者智井

桌游公社 大家好,上次我们桌游公社和玩桌游网为大家带来了智井第一个桌游作品《零食街》的Demo版介绍,在《零食街》即将面世的前夕,我们桌游公社为大家进行了一次网络采访,让大家进一步了解智井的团队,以及桌游《零食街》的来龙去脉。

桌游公社:高速刚棵您好。非常高兴能有机会和您聊天。首先能不能请您为大家介绍一下你们智井的团队吗?

智井工作室成立于06年底,是一个游戏爱好者自发组织的团队,我是创始人之一。大家起初只是抱着对设计游戏的热爱,又厌倦了面对电脑的日子,决定设计桌游自娱自乐,那时对桌游的概念还不是像如今这么清晰,了解知道的桌游也很少,只是听说过万智牌和一些战棋,所以相对闲散但是很快乐。“智井”这个名字是团队里的一位战棋党想出来,大家都觉得挺好听,很合适,于是全票通过了,倒也没有什么玄机。说起出版桌游的初衷,也很简单,就是为了图个乐呵,智井工作室今后也会继续和旗下各位设计师保持密切合作,希望能借桌游普及的势头,不断推出全新的原创桌面游戏,让国内的玩家享受到真正的游戏乐趣!

桌游公社:现在大家都对智井有了一个大概的了解,那么Vincent替大家问一个问题,就是作为智井的第一个试水作品,《零食街》的idea是怎么诞生的呢?

作为《《零食街》》的设计师,这款游戏的创意来源于我在工作中接触到的一种安全机制。这个机制大意就是软件客户端必须先向服务器提交一些注册认证信息,得到服务器认证并注册成功之后,服务器才会响应客户端之后的信息请求并正常工作;如果注册失败,服务器就不会甩你……这点就好比现在这款游戏,你买下恰当的店铺(好比注册过了),才能把你的库存商品推销掉换取得分,否则就会卖不掉从而导致烂掉并扣分。

就是这个机制让我产生了一些灵感,我在08年底频繁聚会期间一个很无聊的时刻,利用扑克牌模拟了这个游戏的基本机制,并和同事们玩了两局,我把这个最初版本命名为《注册》。游戏的玩点就在于玩家会纠结于花掉手牌来将逐个花色“注册”为“合法”为自己加分,还是说冒着“非法”扣分的风险贪婪地保存手牌。

这个游戏玩过几次之后略显平淡,于是就被我封存了几个月,直到有一次朋友在家聚会测试我设计的别的一些游戏的时候,我又拿出来临时修改了部分规则,重新玩了一次,这次大家觉得还不错,于是我又用了好几个月去完善和加工,期间也在近30位朋友的帮助下进行了上百次的测试并反复修改。因为机制的原因,主题也比较难以确定。后来我听取了一位朋友的建议,定下了《零食街》名字和萌的风格。而这位朋友后来则成为了《零食街》的美工:)

零食街

桌游公社:哦,原来《零食街》的诞生还有这样一个故事,那么高速刚棵,不知道您是否愿意为关心原创和愿意加入原创的朋友们分享一些作品创作中比较有意思的片段呢?就好比电影的NG片花。

呵呵,那就来个花絮吧。

我记得大约一年前,有一次聚会上,两位MM玩过了我刚设计的一款春秋战国题材的游戏之后,询问我是否能为女生设计一款符合她们口味的游戏,于是我问她们最关心什么?两位异口同声的说:“减肥”!虽然我很汗,不过还是一口应承下来了,约好1年交货。可是一年之后,当我把《零食街》拿到她们面前测试的时候,她们似乎已经忘了这档子事儿了,转而对这款相比之下略显复杂和纠结的游戏产生了兴趣,虽然题材是“反减肥”风格浓厚的“零食”,MM们依然纷纷表示情绪稳定,拍卖叫价得不亦乐乎……呵呵,当然我想迟早还是会有那么一款关于“减肥”的游戏被我折腾出来的,应该只是时间上的问题。

桌游公社:非常感谢高速刚棵的分享,谢谢。那么我们也了解到智井的第二款游戏(团团乱炸)已经进入规则确认的阶段了,那么能不能在不影响你们商业计划的前提下为我们透露一点乱炸的进度呢?

团团乱炸主题很简单,大家排排坐、传炸弹,游戏过程充满了恶搞和陷害,看谁最后被炸到,游戏气氛很欢乐。这个游戏起初是广东的一位游戏设计爱好者无效程式设计的,他也是很勤奋很有才华的年轻设计师,设计了很多简单好玩的小型桌面游戏。

大约半年多以前我们在网上交流的时候,我阅读到了这个游戏的原规则,觉得很有意思,我在征得他同意的前提下,和他一同进行了大刀阔斧的修改,随着进一步沟通、测试和修改之后,双方都对这款游戏表示基本满意,并进行了小范围的公测,目前看来第一印象还算良好,当然还是有一些细节需要继续完善,美术工作也才刚刚开始,相信不久就会有更多的消息和图片资料放出!

桌游公社:恩,实在不好意思,接下来要麻烦您给我们公社和合作伙伴做一些软文广告了,哈哈。您也看到我们公社里的封神的公开图片了,能不能请智井的美工设计评价一下呢?

呵呵,说到这里,我们真的很感谢桌游公社在各方面的努力,为我们这些桌游原创团队进行联合宣传和推广。我们也很高兴能从桌游公社的论坛上了解到《封神》等团队的最新动向。

Volts小组第一时间就在桌游公社论坛上发布了《封神》的游戏原画,看上去真的很Q很可爱,让人忍俊不禁,据说里面还有一张是桌游公社老大Vincent的Q版画哟!在此强烈的期待一下这款游戏的出版发行,并且衷心预祝他们的《封神》能够大获成功!

桌游公社:这么赤裸裸的软文广告让您来配合,实在不好意思了,呵呵。非常感谢和您聊天,最后想为大家确认一下,《零食街》的正式上市日期是?还有就是价格会是多少呢?

这事不能说太细,哈哈!其实这事儿也确实说不细。因为印刷厂档期的问题,《零食街》只是预计会在4月份上市,具体日期未定,今年下半年《团团乱炸》也会面世。两款游戏零售价在经过我们详细的调查研究之后,应该也会尽量趋于主流让大家满意。所以,一切的一切即将到来,尽请期待!

本文由桌游公社供稿,玩桌游网会继续关注《零食街》的相关动态。也请各位朋友访问桌游公社论坛了解更多幕后的故事。如需转载,请与桌游公社联系。