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Design Log
Design Log: Stardate 08.20.2002
Demo Delight
Any Star Trek CCG fan who attended the recent Gen Con Game fair
in Milwaukee probably got (or at least watched) a demo of Star Trek
CCG: 2nd Edition and a good look at how the game is evolving. And judging
by the comments on the entry forms they completed for the shopping spree
drawings, by and large, they liked what they saw.
"Simplified setup. Beautiful!!!!" John, 29, Minnesota
"Easy rules! Yay, no 100+ page rules!" Michael,
17, Wisconsin
"No seed phase." Travis, 24, Alabama
"The resource management works well." Patrick,
26, Quebec
"Cool characters, well written, cleverly created."
Scott, 31, Wisconsin
"Balanced and evenly matched." Matthew, 18, Michigan
I caught up today with designer Brad DeFruiter, who attended Gen Con in
large part to see how 2nd Edition fared at the demo tables. ("Bad,
Bad Brad" also acquitted himself Fiercely in the boxing ring, but that's
another story.)
"I was really excited to see how many players who had stopped playing
first edition, as well as new players, wanted a demo of second edition,"
says Brad. "The volunteers were never without someone to demo to."
And did the demo-ees like it? "We got lots of positive feedback. The
most frequent comments I heard were 'This is cool' and 'This is the way
the game should have been.'"
"It took the best aspect of 1st edition and wiped out all the
complicated stuff." Dan, 23, Illinois
"[I like] the way it stays like the original game while fixing
many of the problems." Justin, 27, Indiana
"Much less complicated than First Edition." Keith,
28, Wisconsin
Our volunteers had a lot of interest in the new direction of the game,
too Brad stayed after the Gen Con Volunteer Summit till midnight
answering questions about it.
"Much quicker, smoother, easier for me to teach."
Brian, 28, New York (Ambassador)
Not that the new game is perfect yet, of course. "No, it's definitely
still in development. Players should realize that anything they saw at Gen
Con could change. For example, we know now that a lot of cards need to be
reworded for clarity." There are also some tentative concerns about
spacelines possibly getting too long (though that might be peculiar to the
somewhat artificial demo deck environment) and some games taking too long
as players build dilemma combos on the fly. (Currently, if you attempt a
mission with six personnel, I draw six dilemmas from my dilemma pile and
then select a subset, based on a number on the mission, and choose the order
you face them.) So the designers are hard at work ironing out these and
other details.
I asked marketing's Sean Smallman, who organized the demo team (and gave
many of them himself), about the audience for the demos. It ran the gamut,
"Current players; former players who dropped out several expansions
ago; people who had wanted to get into the game but hadn't started yet;
and people who were not familiar with the game at all." Which didn't
deter them from picking it up quickly, by any means.
"It was easy to learn." Mike, 16, Illinois
"The demonstrator could explain the game in under 20 minutes to
new players." John, 19, Illinois
"Wonderful gameplay and easy to learn! Great!"
Mike, 19, Wisconsin
Current and former players were generally quite happy with what they see
as positive changes improvements to the game. In fact, says
Sean, "One current player admitted after the demo that he came with
the specific intent of finding things to complain about." But by the
time the demo was over, "He had completely changed his mind."
What changes did these players specifically like? "The lack of mission-stealing
and redshirting they feel that will curb a lot of abuses, with Lack
of Prep and The Big Picture being built into the rules. They liked the elimination
of objectives and incidents, which are consolidated into events." What
else? "Just look at their comments on the entry forms."
"No seed phase." Andrew, 17, Illinois
"The interactive play with the dilemmas." Cliff,
37, Illinois
"No seed or outpost phase." Steve, 31, Minnesota
"No attack restrictions!" Michael, 26, North Carolina
"Adherence to the TV shows." Adam, 22, Wisconsin
"No seeding." Roxanne, 52, British Columbia
"The resource management." Daniel, 17, Indiana
"Missions from hand!" Allen, 44, Illinois
"No seed phase." Tim, 27, Michigan
"Special abilities." Ben, 24, Tennessee
"You start the game right away!" Eric, 30, Illinois
"The ability to spend your resource points as you choose."
Caitlin, 20, Massachusetts
"No seed phase." Matthew, 28, Minnesota
Did I mention that there's no seed phase?
My personal favorite comments came from three players who really know what
is important.
"Got to play Romulans." Jim, 34, Michigan
"It has Romulans." Robert, 17, Wisconsin
"Romulans." Glenn, 29, Illinois
But maybe it's all summed up best in this player's assessment of what he
liked most about the game:
"The easy gameplay... Being fun is obvious."
Steven, 19, Wisconsin
Kathy McCracken
Major Rakal
Star Trek Intelligence Officer
August 20, 2002
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