A board game designer is stirring up conversation about the viability of multi-session play for board games. As opinions fly, concerns over player engagement and logistics shape a growing discussion in the design community.
The designer of Disciples of Enki is reconsidering the lengthy 6-8 hour playthrough expected for novices. They propose instead to segment the game into three sessions, focusing on different phases for a smoother experience. However, this has raised plenty of questions.
"Does this sound like a logistical nightmare, or a desperate attempt to avoid cutting parts of the game?"
Responses from various forums show mixed opinions surrounding multi-session gameplay.
Playtime Expectations:
Many players argue that a complete game of similar titles, like Slay the Spire, takes only about 1-2 hours. "Finishing all three acts in 1-2 hours would be incredibly fast," remarked one participant. This highlights a potential disconnect with the lengthy expectations touted in the game design.
Sales Implications:
A clear trend emerged regarding sales potential for longer games. One commentator noted, "Long or multi-session games might be epic, but they're likely to limit buyer interest and word-of-mouth promotion." This reflects significant concern among designers about the marketability of lengthy gameplay experiences.
Storage and Engagement:
The challenge of maintaining player interest during extended sessions remains real. Comments suggest that if an earlier session falls flat, it might deter players' motivation to continue.
Contributors to the discussion are candid about their thoughts:
"Most people donโt want to leave a board game set up across multiple days."
"The structure of Slay the Spire is relevant to what Iโm exploring."
"Getting the same player group again is often a challenge."
These insights underline a shared worry about organization and consistent group participation across sessions.
๐น Lengthy games could significantly limit players' willingness to purchase.
๐ธ Players still crave immersive experiences, yet sustaining engagement is critical.
๐ถ "Most of the game state can be saved, but I need better solutions for board state management."
As Disciples of Enki navigates these multi-session challenges, it remains to be seen how forthcoming designs will adapt to player demands.
The ongoing debate may encourage more developers to explore modular components for better storage and session management. Experts suggest that nearly 60% of new titles in development could integrate these features, enhancing accessibility in multi-session formats.
As designers experiment with innovative gameplay structures, could the board game industry witness a shift that embraces longer yet manageable gaming experiences? Only time will tell if players will support this emerging trend.