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      FINAL FANTASY TACTICS: The Ivalice Chronicles Gets New Gameplay Trailer

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      Mass Effect Board Game Designer Unveils Adaptation Process and Industry Insights

      Ralph by Ralph
      11 months ago
      in All, Interview, Tabletop Gaming
      Reading Time: 4 mins read
      0 0
      Mass Effect Board Game Designer Unveils Adaptation Process and Industry Insights

      Image Credit: Bioware, Modiphius Entertainment

      Share on FacebookShare on TwitterShare on TelegramShare on WhatsappShare on Reddit

      Calvin Wong Tze Loon, writer and game designer for the upcoming Mass Effect: Priority: Hagalaz board game, recently shared exclusive insights into the development process and his perspectives on the board game industry. This cooperative, story-driven game for 1-4 players, co-designed with Eric M. Lang, aims to capture the essence of the beloved video game franchise in tabletop form.

      Adapting a Galaxy-Spanning Narrative

      Translating the expansive Mass Effect universe into a board game presented unique challenges. Wong explained their approach: “By knowing our limitations right from the start. In either the first or second meeting we had already decided how big the box was going to be and how much we wanted to price the game – that set a very strong ceiling on how many components and how much space we had in the box.”

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      The team focused on creating a narrative-driven experience while balancing gameplay flow. “We knew that we could get a lot of mileage out of a narrative book, but we also explored other options for delivering the story elements,” Wong stated. Ultimately, they decided on a narrative booklet to ensure easy access for players without interrupting the game’s pace.

      To manage the vast Mass Effect universe, the designers narrowed their scope. “We carved out a small niche in a familiar setting – Hagalaz, a fan favourite location from one of the video games, and concentrated our efforts in telling a new story set in that single location,” Wong revealed.


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      Innovative Mechanics and The Future of Licensed Board Games

      The game features a unique shared dice pool mechanic that Wong is particularly proud of. He explained, “Players roll a set of dice, take a few to use on their character boards, then pass the rest to the other players. After passing the dice, the player whose turn it is can lock one die with a face that they need before re-rolling it.”

      This mechanic aims to recreate the tension of combat while fostering teamwork among players. Wong added, “There’s always a big sigh of relief when the round gets reset and the full dice pool gets rerolled – that’s a high point of every session.” Fans of the video game series can expect numerous references and Easter eggs. “When the game was first announced people kept asking me if Garrus could do his famous calibrations. I think if I shipped a Mass Effect game without calibrations I deserve to be stuck in an elevator and left to listen to the ads,” Wong joked.

      Image Credit: Modiphius Entertainment

      Discussing the trend of adapting video games into board games, Wong sees it as a positive development for the industry. “I think board games licensing popular video games, tv shows, films, books, these are all good things because the main thing that the board game industry needs right now is to expand its market and find new audiences,” he stated.

      Wong emphasized the importance of balancing authenticity to the source material with solid game design. “With the Mass Effect licence we worked very hard to make sure that the game felt like Mass Effect, would appeal to people who loved that series, and also was a good game with depth and long term appeal,” he explained.

      The Malaysian Board Game Scene and Advice for Aspiring Designers

      Turning to his home country’s board game industry, Wong provided insights into the current state and future potential of Malaysian board games. “Right now Malaysian board games are in a great place in terms of cheaper, less complex small box games. There are plenty of small releases, and this is a good thing,” he observed.

      However, Wong sees room for growth: “I think the next step is to be able to produce larger box games in terms of both the capital to produce them as they’re more expensive and also have the factory capability to print such things, as well as create distribution channels to other markets.”

      For those looking to enter the field of board game design, Wong offered encouragement and practical advice. “The only requirement to be a board game designer is to make games. Study the games you love, pick them apart to understand how they tick, and when you design your own games prototype rapidly,” he advised.

      Image Credit: Modiphius Entertainment

      He emphasized that expensive tools aren’t necessary to start: “For a long time Mass Effect was nothing more than ugly drawings in MS Paint and pen lines on paper. You don’t need fancy software or expensive machines to start making board games, that’s the beauty of analog design.”

      Looking Ahead

      While Wong couldn’t comment on specific plans for expansions to the Mass Effect board game, he expressed enthusiasm for the future of the industry. “I would love for the MBGC [Malaysian Board Game Community] to expand and grow into a powerhouse of enthusiastic designers, artists, writers, and gamers all collaborating to make a real industry,” he shared.

      Image Credit: Modiphius Entertainment

      As for his personal aspirations, Wong mentioned interest in adapting other tactical video games: “I love tactical games so Helldivers, Tactical Breach Wizards, XCOM 2, these would be great. Call me.”

      With “Mass Effect: Priority: Hagalaz” on the horizon, board game enthusiasts and Mass Effect fans alike have much to look forward to. Wong and his team’s dedication to balancing authentic Mass Effect experiences with innovative game design promises an exciting addition to the world of licensed board games.


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      Ralph

      I currently have a degree in communication and have been in love with games ever since playing on the SEGA Dreamcast. Nothing but JRPGs and fighting games in my bloodstream.

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