Sub Terra: My Favorite Game Mechanism

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  • เผยแพร่เมื่อ 23 ก.ค. 2024
  • Jamey discusses 3 mechanisms that inspired him in the cooperative game, Sub Terra.
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ความคิดเห็น • 14

  • @firebound12
    @firebound12 5 ปีที่แล้ว +12

    It's not a mechanism, but I played Subterra in the dark. The owner of the game brought a UV light and turn off the lights. The tiles had UV spots where it lights up important information. It was one of the most fascinating environment to play board games with.

  • @arcubal
    @arcubal 5 ปีที่แล้ว +3

    So, I am really glad that you showed us Sub Terra and discussed your favorite mechanisms in it, because I had not played it (and now might just have to) but more importantly: it has given me some way to solve a problem in one of the games I'm designing. You see, as mentioned at some point, I want to create a tile-exploration game that highlights the plights and struggle of being a seafaring migrant. I've got some good ideas regarding the 'Choose-Your-Own-Adventure' nature of it and the emotional impact of sacrificing personal objects in order to eek out the strength you need to keep your raft afloat. But the one thing I couldn't crack was the ending - or reaching the destination shore. I wanted to have that uncertainty of knowing whether or not you'll even reach it before your raft falls apart or you succumb to exhaustion.
    Now, thanks to you and Sub Terra, I know. The combination of 1) squeezing out a rare action (that will succeed) in order to narrow the ever-increasing cone-shape of hexagon tiles in front of the raft, at the cost of your personal health, and 2) the timing of storms and other threats along your path that are linked to tiles (trigger) and cards (detonator) should provide the tension the game needs to thematically and gameplay-wise press the danger of failure home on the players. So...thanks, Jamey!

    • @jameystegmaier
      @jameystegmaier  5 ปีที่แล้ว

      I'm glad it gave you some ideas!

  • @MarkoPrvulovic
    @MarkoPrvulovic 5 ปีที่แล้ว +2

    What is really cool about mechanisms in Sub Terra is how the designer has come up with them trying to evoke the same feelings we got from the cult horror movies. The book explains in details the process of creating a board games mechanics and art trying to mimic all our psychological fears while exposed to a horror (movie). It's an really well written development diaries. Highly recommend!

  • @Ribby00
    @Ribby00 ปีที่แล้ว +2

    This game is GREAT

  • @StevenStJohn-kj9eb
    @StevenStJohn-kj9eb 5 ปีที่แล้ว +1

    Sounds somewhat similar to Escape: Curse of the Temple in that it is cooperative, you need to get to an exit tile near the bottom of the deck, and splitting up vs. staying together have risks/rewards. The other mechanisms you describe are unique in my experience, I think, and pretty cool! Forbidden Desert has the thing where you discover a tile and staying on it might or might not cover you with sand or might or might not affect you with sun beating down, so there's the decision to stay there or maybe get to a tunnel. Not quite the same, but in that ballpark.

  • @whatboardgame
    @whatboardgame 3 ปีที่แล้ว

    I loved the ability to blow holes in walls and make your own path. Really useful to bring character back together or make short cuts to the exit.

  • @tttopolis
    @tttopolis 5 ปีที่แล้ว

    One of my favorites. I love the discovery aspect, and that the map is always different. Try under black light! Their is a new game, No escape, that has a similar feel but is competitive. KS has ended but might be able to pre order or find on Backerkit.

  • @thefrenchkaddict
    @thefrenchkaddict 5 ปีที่แล้ว

    Jamey, you definitly sell me this game I was hesitating about.
    If you don't know them, you absolutely have to test Burgle Bros and V-Commandos.
    You will love them both !

    • @jameystegmaier
      @jameystegmaier  5 ปีที่แล้ว +1

      I love Burgle Bros! It's been one of my favorite cooperative games for a long time (and it does remind me of Sub Terra). I haven't tried V-Commandos, though.

  • @naadirjoseph9972
    @naadirjoseph9972 5 ปีที่แล้ว +1

    An interesting thing that coop games could do in the future from this game is the splitting up and not helping each other. I love the idea. It would make the coop feel real, if that makes sense.

    • @Headbangerr-en2cc
      @Headbangerr-en2cc 4 หลายเดือนก่อน

      What is, at the same time, the worst possible idea in any horrors ;)

  • @MjrLeegInfidel
    @MjrLeegInfidel 3 ปีที่แล้ว

    Just traded for this!

    • @weezerang
      @weezerang ปีที่แล้ว

      A mechanism that I find interesting is the need to have a rope in order to climb up cliff or rock slide faces. You can always move down, but need the rope to climb back.