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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment:
pos 0 ·
mix 0 ·
neu 0 ·
neg 1
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Video a_UcgyoZILA
Meet Me At The Table Other at 1:21:54
video_pk 85051 · mention_pk 341275
Click to watch at 1:21:54 · YouTube ↗
Pros
- Very similar to Nemesis one
Cons
none
Thematic elements
Comparison games
- Nemesis
- Retaliation
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Nemesis is not a stealth game.
- I'm just in sheer panic mode.
- This is just crap. You can just bring whatever you want. This is stupid.
- The map is already out where in this one you don't know where the map is.
- It's like four games in one. And it's out of control.
- It was a ton of fun until we fought the labyrinth dude for the first time because we had no idea how to deal with the labyrinth tiles I was putting on.
- It's hard. That's a hard game.
- I'm still paying painting my chronicle of Dungore.
- We have shareholders. You must buy more stuff.
- The first rule was assemble your army. pick some models you want to play with and put them on the board.
- Finecast. Yeah, that was that a lot of people called that fail cast. Yeah, that did not go. That did not go so well.
- Slap and drop, and let them flop.
- My backpack's done. I didn't have to do any special nine shades of mixing and all this stuff.
- I'm going to use some bronze here. Not that one.
- It's about it. Unless you do adept as custodians like I did. I only had to buy one battle battle box and it was 100,000 points where like most armies in a battle box you get like three to 500 points.
- It's amazing how much more feeling or ambiance I guess you get playing playing with painted miniatures than just gray.
- We have shareholders. You must buy more.
- Welcome to Games Workshop.
- The queue never ends. It just keeps on growing.
- I was playing Warhammer the other day with my son and only half my armor is painted. I'm like just doesn't feel right seeing like a group of great into the battlefields like oh I want those guys to die.
- It's really good detail for for that plastic.
- Slop, drop, and let them flop.
- I had so many night goblins, it was out of control, dude.
- We are currently unsettled. We're not unsettled on unsettled.
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Video Kw9MD3qHA6s
Board Game Critique Analysis at 11:26 sentiment: negative
video_pk 81166 · mention_pk 342592
Click to watch at 11:26 · YouTube ↗
Overall sentiment (raw)
negative
Pros
none
Cons
- Same problems as Nemesis.
- Required post-release community clarifications.
Thematic elements
- Survival horror expansion.
- Mars
Comparison games
- Nemesis
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Great games shipped with terrible rulebooks.
- The problem isn't the design, it's the documentation.
- When the gate is broken, it doesn't matter how amazing the garden behind it is.
- The rulebook is supposed to be the gate that lets you into the experience.
- This isn't getting better. We're not talking about ancient games... we're talking about high production releases from the last few years that arrived with rulebooks that simply do not work.
- That's not a learning curve, that is a wall.
- The rulebook tried as hard as it could to hide all the weird stuff.
- The cruelty of it is the context. This is a re-release.
- A reprint is supposed to be your second bite at the apple, your chance to sand down every rough edge.
- The BGG threads at launch were just flooded with rules questions, and people were asking whether later retail copies shipped with a corrected version, which is the most damning signal a rulebook can possibly send.
- The publisher rewrites the rulebook and releases the new version as a paid product.
- The irony is doing some heavy lifting there. That's almost too perfect.
- Players blame themselves first.
- And that is the real damage of a bad rulebook. It makes people feel stupid.
- There is a difference between density and dysfunction.
- A good rulebook scaffolds complexity. It layers information in the order a player needs it.
- The structure is so dense and so poorly sequenced that you consistently have to read it multiple times across multiple sessions before anything coheres.
- Community-built rule summaries became the standard learning tool, more reliable and more frequently consulted than the rulebook the game shipped with.
- More than a decade after release, the standard recommendation for new players is still to skip the rule book and watch a video tutorial first, which is a clear signal that the official documentation never became trustworthy enough to stand on its own.
- That's not an FAQ, that is a corrective supplement to a deficient primary document.
- That's what bad rule books generate, this cottage industry of third-party fixes that should never have been necessary.
- At some point, a pattern is a policy.
- The rule book was written for people who already know how to play.
- A game asking players to invest significantly in both time and money should not require that players outsource explanation to volunteer fans online.
- Simplicity is no protection.
- Writing a clear rule book is a separate skill from designing a clear game.
- When you've spent that much money and waited that long, opening the box to find a document that cannot explain how to play feels like a betrayal of the implicit contract between publisher and backer.
- Complexity is not an excuse for poor structure.
- Game designers are not naturally positioned to ask that question because they already know everything. They need editors who do not.
- Professional technical writers exist. Rule book editors exist as a dedicated specialty within the hobby now.
- Until publishers treat rule book production as a non-negotiable line item rather than an afterthought squeezed into the final weeks of production, we will keep having this conversation, and players will keep arriving at what should have been a great first session armed with a document that sets them up to fail.
- Every single game we've talked about today is worth playing.
- The rulebook failures we've documented are a reason to seek out community tutorials and third-party summaries and how to play videos before your first session. They are not a reason to avoid the games entirely.
- The rulebook is supposed to be the gate that lets you into the experience. And when the gate is broken, it doesn't matter how amazing the garden behind it is.
- The Conan rule books were universally panned, and that experience cost Monolith both bad press and the additional expense of rewriting and posting replacement rule books to backers.
- That's the line that should be tattooed on every studio's wall. A game designer understands their game completely and intuitively, which is exactly why they are poorly positioned to write the document that explains it to someone with zero context.
- Until publishers treat rule book production as a non-negotiable line item rather than an afterthought squeezed into the final weeks of production, we will keep having this conversation...
References (from this video)
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