Blog Archives

Space-Cast! #34. Bees & Dragons

Wee Aquinas could never have conceived of space bees. Dragons, okay. But space bees have shattered his puny cosmological understanding.

Which is more unexpected, science-fiction bees or realistic dragons? For today’s episode, we’re joined by Connie Vogelmann to discuss that very issue. In addition to discussing Apiary and Wyrmspan, we also dig into how these games came to be, the benefits of grounding a setting, and the behavioral biology of leaving negative ratings on a game one hasn’t played.

Listen here or download here. Timestamps can be found after the jump.

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Dragons Greater and Lesser

DRAGONS, said in the voice of Hiccup

It’s an odd thing to say, given that Connie Vogelmann’s spinoff of Elizabeth Hargrave’s Wingspan is about fictional creatures rather than real-world birds, but Wyrmspan benefits from its sense of grounding.

Yeah, yeah, I know. But it’s true. Wingspan, which I’ve always had a fondness for, requires some degree of acceptance. You’re arranging its avian wildlife into three rows that represent… sanctuaries? Bird-watches? Meals? I couldn’t tell you. By contrast, Wyrmspan settles into a fiction of carving dragon nests into a primeval mountain. You feed the beasts, fill their hoards, raise their hatchlings. It’s every bit as pleasant and appealing as Wingspan, but heftier and more established.

Also, it sends my ten-year-old into paroxysms of joy. So there’s that.

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Beads?

I was thinking of having the title be something about how there are no apes in sight, but then Geoff walked into the room and made the same joke and I realized it was the lamest thought to ever run through my head.

There’s an obvious appeal to Connie Vogelmann’s Apiary, if only because “space bees” is such an evocative pair of words as to bend light waves. Also, bee puns are really, really easy. “Bee” sounds exactly like the letter B. Come on.

But I want to set that aside, because Apiary excels at making difficult things look easy. This is a fine-tuned example of optimization gameplay and speculative fiction. I suspect there was nothing easy about designing it.

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Roadside Picnicking

1920-2023.

There’s always been a bit of an identity crisis rattling around the copper-bottomed hull of Scythe. Jamey Stegmaier and Jakub Rozalski’s alt-history speak to one thing, those continental hamlets shaking at the approach of smoke-belching combat mechs. Then you play it and it’s about moving logs. And I say this as somebody with an above-average appreciation for the thing.

After multiple expansions and a spin-off for kids, Stegmaier and Rozalski are back at it with a proper sequel. It’s called Expeditions, and it swaps the battle-torn countryside for the barren tundras of Siberia, where a recent meteor fall has kicked off a series of otherworldly events. It’s a tantalizing excuse to groom your animal companion, check the bolt of your rifle, and hop into the old mech for one last adventure. It’s too bad the winter air doesn’t work any miracles on the series’ neuroses.

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They See Me Rollin’

I chose this color because it looks so angry. Not that I'm angry. It just looks angry in a fun way.

When I’m bored, I add more hours to Spelunky. When Jamey Stegmaier is bored, he designs roll-and-write games. That’s the origin story for Rolling Realms, born of COVID downtime and one of the genre’s greatest strengths: the ability to be played by large groups, even when they don’t occupy the same room.

To my surprise, it’s rather charming.

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Sailing the Seven Skies

If even one person whines about the card art on here, I am going to pretend to ban you. Because I don't actually know how to ban. Or have any inclination to learn how. But! You will out yourself as a poopy-pants whiner.

If there’s any one thing I’ve learned about pirates, it’s that they’re no good at getting along. Paolo Mori channeled that not-getting-alongness into Libertalia. To celebrate its decade anniversary, it’s now getting a spruced-up version from Stonemaier Games, complete with nicer tokens, new cards, and a move to the skies that’s riled up a few fans of the original.

But while the change in setting might be a lateral one, Libertalia: Winds of Galecrest is otherwise a perfect remake. The original game was worthy of appreciation; this one has the waxed timbers of a modern classic.

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Red Diminishing

#allcolorsrising WAIT I'M TEASING OH MY GOSH STOP

It’s the dystopian future and a group of attractive youngsters are the only ones who can stick it to the system. How very Young Adult! If you haven’t heard of Pierce Brown’s Red Rising series, don’t worry, neither had I. Nor is any knowledge of the series necessary to play Jamey Stegmaier’s cardboard adaptation. Although that’s largely because this adaptation is more about professional networking than overthrowing the ruling class.

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Massless Rod, Massive Bob

IN A WORLD OF PENDULUMS, EVERYBODY IS EITHER A MASSLESS ROD OR A MASSIVE BOB. BUT ONE DAY, BRIAN DECIDED HE WOULD BECOME A FRICTIONLESS PIVOT.

Real-time games are tricky, both to design and play. It’s an inherent conundrum. Most of our hobby lets us take things slow, examine the playing field from a sky-high vantage, and make decisions based on data rather than reflex. For a real-time game to work, it’s necessary to shift the player’s headspace into overdrive without cooking it altogether. Along the way, there are hurdles aplenty to consider.

Pendulum almost clears them. But the thing about hurdles is that almost clearing them still leaves you chewing rubber. Let’s talk about how it misses that final crucial inch.

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Advancement Tracks

The etymologist in me keeps reading this as "the study of tape."

Genre is a funny thing. What counts as a western, for example? Or noir? Is there a tipping point between horror and action-horror? Do genres inform our artistic decisions, or are they labels we slap onto things to arrange them into tidy boxes?

Even though it hasn’t officially hit retail yet, Jamey Stegmaier’s Tapestry has already proven divisive. Right there beneath its title, it announces its intentions. A Civilization Game, it says, front-loading expectations with a whole lot of history. But if it’s a civilization game, it’s certainly an unorthodox one. Some have called it an evolution. Others seem to consider it a misfire. As someone who’s deeply interested in “alternate” civgames, those that seek to portray the sweep of human experience in ways that haven’t been endlessly rehashed, I’ve picked my side. I’ll put it this way: if civgames were westerns, Tapestry would be Cowboys & Aliens.

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This Featherbrained Game Is For the Birds

Welcome to Space-Biff! in 2019, in which I can overlay that bird's wing over a layer that's layered over the bird! THE FUTURE IS NOW.

I’ll say this right up front: there aren’t many games as pleasant as Wingspan.

It isn’t just the setting, though the idea that you’re establishing a bird sanctuary is certainly pleasant. Nor is it only the gently expressive artwork of Ana Maria Martinez Jaramillo, Natalia Rojas, and Beth Sobel. Nor the components, though that birdfeeder has elicited a chuckle of delight from nearly everyone I’ve introduced it to.

Rather, that pleasantness rests on the tenor of Elizabeth Hargrave’s design, from the birds themselves to the way the rounds are structured. This is good stuff. I can’t wait to show you.

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