Last time we laid out the essential experience of Biomes. In this blog we will take a look the changes for prototype 4.1 in preparation for looking at how 4.1 stacks up at delivering on the essential experience of Biomes.
Changes
Prototype 4.1 largely addressed the goals discussed in a previous blog. In particular, 4.1 was an attempt to improve upon the end-game of Biomes and the secrets of the game. The following changes were made for prototype 4.1:
1. Reworked questing – In 4.1 players complete several minor quests to obtain shields (previously called keys) which aid in overcoming the major quest.
2. Captured -> Traps – The captured secret, now called a trap, simply injures players and does not move them to an enemy camp.
3. Factories – Built from factory kits and allows players to produce a new kit of their choice after a cool-down.
4. Ferries – Built from ferry kits and allows players to cross over lakes when built.
5. New secrets – A total of 6 buffs, 2 packs, 6 kits, and 5 one-offs available to players.
6. Re-balanced secret counts
7. Printable secrets pages
8. Icons for each secret in the rules
Discussion
All of the previous prototypes of Biomes had the weakness that the end-game did little to challenge players. Once players collected enough keys they could simply find the exit and leave. Prototype 3.3 introduced the mechanic of enemies going berserk once the exit was found. This helped, but was not sufficiently challenging for players. 4.1 addresses this by adding a distinct challenge that players needed to overcome to escape. That challenge is a new major quest in which players must slay the dragon before it either kills them or their main camp. This change also allows all of the other quests to interact with the major quest by granting shields to help players resist the damage of the dragon.
The changes to 4.1 are also about providing players with new secrets to help them win. Factories produce kits on a regular basis, 6 unique buffs give players varying strengths, and 5 one-off secrets give players the abilities they need to make a significant impact just when they need it. One of the glaring weaknesses of 4.01 was the strength of the captured secret, which could remove a player from the game for 4-5 rounds. With 4.1, captured secrets are replaced by traps. Traps simply injure players instead of holding them hostage. As a result, fewer players should be left out of the game allowing players to be more engaged and have more fun.
Conclusion
These changes resulted in three key strengths and three key weaknesses for prototype 4.1. During the next blog we will examine each of these strengths and weaknesses and how they can be improved upon for prototype 4.2. In particular, we will examine how these strengths and weaknesses stack up against the essential experience of Biomes.
