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Games that "fired" other games
- Cranberries
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- ThirstyMan
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hotseatgames wrote: Resistance fired Panic Station for me.
Panic Station was dead in the water to begin with.
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- Black Barney
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I think Race fired San Juan
All of my train games (Railroad Tycoon, Steam, Age of Steam) act like they're playing A Game of Thrones for who's best. They all have claim.
Realizing I can just sit and do nothing instead fired Dominion
Magic fired all my other CCGs and I didn't want it to. It just did it anyway without my permission.
BGG tried to fire my Monopoly game but instead I told them to die in a fire
When I first laid eyes on Ken, I fired my wife
I'm pretty sure 20 years ago Axis and Allies fired Risk. I'm almost positive this happened to everyone I knew.
For me, Puerto Rico fired Settlers of Catan. I was happy when this happened. No one wanted to trade with me anymore.
People that say Puerto Rico fired Agricola are dumb.
Twilight Struggle has a real life cold war going on with War of the Ring. If either one tries to fire the other, the world ends.
Thank God poker fired blackjack for me
…ok that's enough cuz the bean burrito I ate 60 minutes ago is trying to fire my colon
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Yeah, the thing about this topic is most games just stop showing up to work after orientation.ThirstyMan wrote:
hotseatgames wrote: Resistance fired Panic Station for me.
Panic Station was dead in the water to begin with.
Tales did kick Talisman's ass out the door though.
Agricola fired my interest in trying other worker placement resource conversion euros. "Why don't we just play Agricola?"
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Listen, Sag I was just having a friendly joke with you. Sorry if you took it seriously. I thought this was going to be a "lite" list-type thread ya know? I'll elaborate for you if you are interested.Sagrilarus wrote:
Hex Sinister wrote: Scipio can lick Grom the Paunch's nuts.
See? This response right here is why you can't boil two games down to trite phrases. Who the hell would want to play Grom the Paunch? Hex Sinister apparently, and that's his business (dead-wrong of course, still his business) but for me personally that's player-repellant right there. If I played this game I'd be spending the time trying to figure out how to put a Revolutionary War theme on top of the same mechanics.
I appreciate the point is to start a debate, but what do you do when you're comparing "yellow" to "tall"? Sometimes the two games simply aren't in the same genre for some players. Ingenious fired Arkham Horror! Wha?
S.
I think the games are more similar than they would appear to be and in my opinion there is a shared "feel" and overlap going on in both. Let's drop the themes and go with "primitive army battle" games.
In both games you have armies where you are activating units by cardplay and, while there are some differences here, the feel is pretty much the same. Play a card to Activate X units to move, attack, grant ability, etc. Ranged units shoot or move, cavalry move fast and are good at flanking and support, there are leaders though they don't function the same. And so on.
When you break down units in Ancients and Diskwars they are effectively identical though they handle a little differently. Each block in an ancients unit is essentially a hit point. Diskwars units have regular hit points. You could replace the blocks in Ancients with a token and assign it damage if you wanted. Stats are almost identical, movement rate, attack values, special ability. My point is, when you break them down to the ground level there are more similarites than differences.
If people want to perceive the game types are so different because one has a hex-grid and the other uses free form miniatures style movement I think that's a mistake. They are two means to the same end. You could adapt Diskwars to a hex-grid and it wouldn't change that much. I am in no way making some kind of absurd claim like 7 Wonders fired Advanced Squad Leader. No, here are two games, despite differing settings, where you are in the same head-space and thought process. Manoever, counter-attacking, cover, distance. Not how many white cubes makes a brown one. Not yellow and tall, either.
My opinion is not based on which theme/setting is better. Nor am I saying theme doesn't matter. My point is that both games try to achieve the same thing and in my opinion, Diskwars comes out on top. I do think these games share the same "space" for lack of a better term. If you don't think the games are comparable because fantasy vs. history then I can't agree with you.
Ancients has a lot of really interesting things going on mechanically - formations, the battlefield divisions, the order card management, etc. Where I think it goes to die is in the endgame - really boring victory conditions of playing for "banners" every game and a complete lack of any kind of scenario win conditions other than that. Every game ends with some anticlimax and that silent pause where we say "that's it?".
Given the historical setting maybe I expected something a little more interesting than that. And maybe I thought there would be more depth of play than there is but a lot of the times it seems kind of arbitrary. It also felt lacking in tension and flat. I've struggled with figuring out exactly why but I can only go with my feel and what the level of interest was during the game. In the end I found a bunch of great concepts and components bunched together into a mediocre title.
I'd like to get rid of any misconception that people might have about Diskwars that since it is a budget priced game featuring "pogs" that it's a dumb or throwaway title with no substace because that is dead wrong IMO. I'm pretty certain it will be a top 3 game for me in 2014 and I hope folks won't dismiss a good tactical game because of some misguided preconceptions. It's an excellent little AT war game with about the same complexity and play time of C&C:A.
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King of Tokyo has benched all our light filler games. Everyone, even our non-gamer friends know the rules so it is easy to just pull it out and start playing. However, after a year of playing it frequently, I'm starting to miss Alea Iacta Est, Cartagena, Thunder Road, etc.
The D&D boardgames have benched a pile of games such as HeroQuest, Siege of the Citadel, and Descent. It's easy to play and no one has to be the DM. Although people in our group are beginning to feel like pulling out Descent 2 in the near future.
Firefly had benched Merchant of Venus and Merchants and Marauders.
The one exception is Moongha fired Monsters Menace America. Although in all fairness, Monsters Menace America always was disappointing. It just stuck around on the shelves because it was the only giant movie monster themed game around.
White Chapel may fire Scotland Yard/NY Chase. Don't know yet.
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Myth fired Descent. I've waffled between love and hate for Descent for years. So many things about it bother me but not much else did it better. I've only played Myth a couple of times, so my opinion could of course change, but right now it's the only multiplayer dungeon crawl I want to own. The hand management and asymmetrical decks are stellar. I love the free-form nature of the game. The quest system is also fantastic.
Coup fired Love Letter for me. I will still play Love Letter, but I'd rather pull out Coup. The best part of Love Letter in my opinion is the deduction and bluffing, which only appears in miniscule doses. Coup brings it to the forefront.
Flash Point: Fire Rescue fired Pandemic. Pandemic is too puzzle-ly and repetitive. Flash Point is more dynamic, fun, and varied. I also have the ability to play in a campaign mode which keeps me coming back.
Gears of War fired Castle Ravenloft. AI is much better in Gears and the hand management/card play is interesting. Never a dull game.
The Manhattan Project fired every other worker placement game. It's more aggressive, more interesting, and has a unique pace to it that makes me want to return to the game over and over.
Mascarade fired Citadels. It's faster, more fun due to moments of stupidity and confusion, and plays better with a large group.
Mystery of the Abbey fired Clue. I actually enjoy Clue due to its ability to allow you to manipulate the social space. You can turn the damn thing into an interesting bluffing game where you confuse people, by calling out evidence you have (try calling out 3 pieces of evidence only you have mid-way through and see if someone falls for it). Mystery of the Abbey, however, is a similar game but much better. The more open structure of questioning leaves more room for ingenuity, and the board is actually interesting/varied. Highly recommended.
X-Wing fired Wings of War/Glory. I was a pretty big Wings of War fan, however, I love Star Wars a bit more than WWI. Also, the system was slightly evolved with the action mechanic and just a tad deeper.
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- Jackwraith
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Maybe the one situation I had was where my copy of 2nd Ed. Talisman got "fired" by several other games (as I traded it for 4 or 5), including Runebound. Having become a big Runebound fan in the intervening years, I'll never go back to Talisman because if I want to play a roll-and-move, I already have the far more flexible Runebound universe. And I've also picked up Relic, which is just Talisman with another skin...
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- SuperflyPete
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So, games that do the same thing as another game, but better, stay, and the inferior game goes. Alien Frontiers fired Kingsburg, for example. Battlestar Galactica fired Shadows over Camelot, for another. To a great degree, I miss many of those games, but when you don't get to play as many games as you'd like as often as you like, you tend to migrate towards the gems.
I also am the kind of person who would rather play a great game 100 times than 5 mediocre games 20 times or 20 randomly selected games 5 times. I want to play a game until I've attained a high level of proficiency at it (along with my group) so that when we play the games, there's no runaway leader due to a skill difference. El Grande is the prime example. I've probably played that 100 times and it's never clear who's going to win because I play it with the same 3-4 people, and have for 3 years or so.
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I own Talisman, Runebound, Return of the Heroes, Warcraft: TAG and Prophecy. They're all the exact same type of game and I enjoy them all for different reasons. Talisman is my favorite and I play it the most, but it didn't fire the others. I still enjoy them and will gladly play any of them.
I've got Zombies!!!, Last Night on Earth, Zombie Survival and Mall of Horror...do I need to pick a favorite and 'fire' the rest? Well, fuck it...I don't wanna.
I get why some people use the phrase, but I don't personally agree with it. I've always been a person that enjoys variety. Saying, one game fired the rest just means that I've got less options for whatever my mood is that gaming night.
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- SuperflyPete
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Just my tastes, though, YMMV.
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So, did Gears of War fire Doom for you? What about the new kid on the block, Level 7 Omega Protocol? (Would love to pick up a copy of this, but it's really hard to find in my neck of the woods).
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I also love Gears of War, but they're not at all similar in my opinion. One is a Coop Shooter and one is a Dungeon Crawl. The only way I'd fire one is if you are firing games based on purely theme.
With that being said, I did sell Doom (+ expansion) because people were willing to pay absurd amounts of money for it and my group had already played through all of the missions in campaign mode. I knew we would probably never play it again and wanted the money.
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Doom has the awesome DOOM theme going for it that is just really cool. And it works. Hidden monsters spring up and if you haven't played the scenario before the exploration is really cool.
L7:OP has a pretty generic theme, but it works well enough. It doesn't have hidden monsters or exploration the same way that Doom has them. The entire level is laid out before the scenario begins, but then the Overlord player puts a stack of cards in each room that define what's going to be in there. So even though the layout is the same, what you find in each room and the objective locations could be wildly different. I think there's probably better replayability the way L7:OP does it, but you lose that exploration aspect.
The adrenaline system in L7:OP works pretty well too, and is a nice mechanic for an Overlord style games. The more stuff the soldier players do, the more adrenaline they spend. The Overlord gets that adrenaline and spends it to do his own spawning and actions. The soldier players have to balance "how much is too much (adrenaline)" and the Overlord has to find creative ways to get them to spend the adrenaline so that he can do his thing. The Overlord has no hand of hidden cards; all his actions are right there on the table so he never gets a bad draw, but he lives on the adrenaline the soldiers spend (and they do need to spend it).
Adrenaline and the way exploration is handled are the biggest differences between the two games. Well, and the monsters in Doom are deadlier, but they damn well should be.
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