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Globe

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Globe is an asymmetric competitive tabletop game, where 3-5 players battle as space pirates whose objective is to gain possession of 3 Memory Fragment cards necessary to win the game. 

A key element is the GLOBE, which provides various advantages to the holder among which is the knowledge of the location of Memory Fragments. 

Players use tokens to choose the actions to carry out during the turn and cards to influence its progress. 

The game style is characterized by a frenetic pace, in which confrontation is encouraged to the detriment of pursuing more conservative strategies. 

Through battles, players can take possession of their opponents’ Memory Fragments and the GLOBE. 

The emerging gaming experience is very tactical, competitive, and based on a mix of cunning and aggression, where strategic planning is concentrated in the short to medium term. During matches, it is normal to witness the creation of temporary alliances, betrayals, and bluffs among the participants.

Mentions and downloads

Finalist in the contest PlayDesignerinGioco in first edition of EntraInGioco https://www.entraingioco.com

You can play an older version of globe on:

or we can play it togheter :)

 

If you are intrested in the documentation of this project, fell free to ask.

  


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More info about 

Globe

Globe is a project i was part of as Game Designer, during my 3rd year at University of studies of Milan.

The project had 8 team members, 3 of witch were Game Designers. I was part of the team since the birth of the project.


During the development of Globe, we were in charge to define the core theme and concept, identify, prototype and refine the core mechanics and the supporting ones, ensure consistency to create a cohesive system, and keep in mind the vision and the fell we wanted the players to experience.

 

Transitioning from video game design to tabletop game design ment for me not just learning new skills but adapting existing ones to a different medium. It's a rewarding journey that allows for more direct interaction with players and a unique set of design challenges:

 

  • Physical Components: Transitioning from digital to physical requires a deep understanding of components like cards, tokens, boards, and dice. I learned how to design these elements effectively for tabletop play.

  

  • Game Balance: Achieving game balance is crucial in tabletop games, expecially in the competitive ones. Understanding probability and statistical analysis is essential to ensure that no single strategy dominates, providing a fair and enjoyable experience for players.

  

  • Clarity and Simplicity: Designing clear, concise, and comprehensive rules is an art. I had to learn how to create rules that are easy to understand yet cover all possible scenarios.

  

  • Iterative Design: Playtesting is a fundamental aspect of game design, but the approach is different in tabletop games. Learning how to observe and analyze player interactions and feedback in a more direct, face-to-face setting is crucial.

  

  • Visual Communication: While digital games often have elaborate graphics, tabletop games need clear and concise visual elements. Learning the basis of graphic design helped me a lot for designing visually appealing components and layouts.

  

  • Production Knowledge: Understanding the manufacturing process is essential to create a good quality, market-ready product. This involves learning about printing methods, materials, and cost considerations.

  

  • Balance and Playtest :Balance is crucial in tabletop games. Ensure that no single mechanic dominates the gameplay and that each contributes to a balanced and enjoyable experience. We made adjustments based on playtesting feedback to fine-tune the game's balance.

 

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CONTACT ME

Feel free to send me a message here: farina.marco94@gmail.com, I'll try to respond as quick as I can!

I'm also on this social medias, if you need me there:

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©2023 by Marco Farina

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