Does the Fermi Paradox keep you up at night? Have you ever wondered if humanity is the only technologically advanced species in the observable universe? Are the FAZA actually going to invade!?!?! I know, really scary questions. đ
To give it some serious thought: given the universe’s 13.7 billion year age, the number of galaxies in it, the number of known and estimated planets in the habitable zone of stars in our Milky Way Galaxy, the speed at which single cell and multi-cellular life started on Earth, how soon intelligent and tool-using organisms developed on Earth, and given how long technological human civilization has been around (and assuming we don’t destroy ourselves, there’s the potential humanity will become interplanetary and interstellar), scientists like Enrico Fermi have wondered, where is everyone?
Let’s learn more from one of my favorite YouTube Channels, PBS Spacetime.
A question I’ve asked myself many times, has anyone else already made a game that’s similar to FAZA? And I think this stems from my desire to add new ideas and fun experiences to the corpus of games that have come before.
To answer the question, there are multiple ideas and game mechanics I can point to when brought together make FAZA a unique and fun experience.
A Communal Turn
The playerâs all share a communal turn, which means actions can be used in any order that is advantageous to the groupâs strategy. As a result of the communal turn, the game facilitates strategic group discussions, creating the feeling that everyone is a tactician preparing for skirmishes and war.
The communal turn was designed into the game as a solution to reduce the amount of time that it would normally take to complete a round. The action point system is designed into the player cards, and creates a self limiting system. Any player can do any action at any time since there’s a limited number of player cards. Designing for self-limiting actions sets the groundwork for simultaneous play.
Diversity
The variety and diversity of characters represented in the game makes for the empowerment of different ethnicities, ages, sexes, and species.
The Algorithm
The algorithm that defines how the FAZA motherships move across the board creates a challenging game where the enemy dynamically adapts to the actions players take against them. As the FAZA retaliate, players will feel overwhelmed as if all hope is lost, but by working together they can overcome the challenges ahead.
The Art
I’ve been very fortunate to work with Scott Chantler. His amazing work has breathed life into the game. He has a style that uniquely captured the retro science fiction theme.
Replayability
Finally, thereâs a high degree of replayability, which stems from the number of characters players can choose from, the board that is setup differently every game, and the way the motherships adapt to player actions.
The short answer: the idea for FAZA developed over several years as it slowly came into focus, starting with my frustrations with competitive games and was refined through prototyping and playtesting.
The long answer: working on FAZA developed from two major frustrations. The first frustration is that many existing cooperative games feel too much like a puzzle, eventually making subsequent playthroughs not as interesting once the optimal strategy is discovered.
First Iteration of FAZA
The second frustration that motivated me to start working on a cooperative game was my one major issue with competitive games, like Settlers of Catan, Monopoly, Risk, and the like. When I play these games I end up in last place, or near to last place, and I’m left with nothing to do during the game. The rest of the players continue getting ahead as I then sit by myself, sip a drink and ruminate over the rule book to see if there was something I could of done differently. Was it my luck? My inability to strategize? Maybe a bit of both.
I was introduced to the cooperative game genre, back in 2011 with a board game called Defenders of the Realm. At first I was drawn in by this game’s attention to detail, visually stunning renderings and beautifully crafted backstory setting the stage for the players. Then, I was blown away by being able to get feedback on my strategy as a newbie from other players and also coordinate my moves with teammates. I personally enjoy dialogue, discussion, and debate when there are competing ideas and strategies, and cooperative games provided one such outlet to engage in it.
Ever since I learned about cooperative games as a genre, I was itching to design my own cooperative game. In December of 2015 I began designing and testing it out with friends.
The metaphor and story for FAZA stems from my love of science fiction, and began to emerge immediately after I picked a few game mechanics I wanted to test. The story and game mechanics then began to evolve together and inform one another. And finally, the name FAZA came from Farsi and means outer space.
If you’ve been following the development of FAZA and I haven’t heard from you, please reach out or leave a comment below. I’d love to hear from you.
I’m blown away by how many people attend PAX East, it was at least 4 to 5 times the size of PAX Unplugged.
The majority of my time was spent in the tabletop area running demos of FAZA and met up with the wonderful folks from Unpub. They had extra table space to spare, so we set up in the Unpub ProtoAlley, an area dedicated to board games that are still in development. The ProtoAlley allows convention attendees to test out games that are coming to market and give feedback to the game designers.
I’ve condensed the three day convention experience down to a two minute montage of running demos, exploring the convention hall, and meeting tons of new people.
Now if you want to save the world from the FAZA, be sure to join the waitlist, so when the kickstarter goes live, you too can save the world! đ
At Unpub 8 we met Kurt Miller, the writer and game reviewer for Two off the Top, and together we lost to the FAZA. While we only got two rounds into the game, he went out of his way to write about his experience.
Â
“After playing through two rounds, I had come to a couple of conclusions; namely, this game is hard (which I loved).”
“The difficulty and my blunders made me immediately want to play FAZA again. My mind was already racing with ideas and strategies.”
We’ve been to several Unpub Mini’s, but Unpub8 was our first large Unpub. If you don’t already know, Unpub is a non-profit that brings together game designers and avid board gamers. The gamers playtest the designer’s games and give valued feedback to help the designers improve their games.
We decided to go as a vendor so we could hand out promotional materials, put up banners, and inform people of our upcoming kickstarter campaign. Our booth was right outside the main gaming area and my brother and I ran demo after demo. Met lots of excited and tired gamers looking to save the their city from the extraterrestrial FAZA. Check out this video montage of the entire weekend.
Now if you want to save the world from the FAZA, be sure to join the waitlist, so when the kickstarter goes live, you too can save the world! đ