I wasn't actually going to get into this here and now, but since Max is willing to chat X-Wing, I was interested in one of his blog posts about why Missions, which everyone seems to want, but no one seems to play long-term.
From his blog:
Quote
But for X-Wing, I can confidently say that there’s a lot of content out there that is very high-quality, and some things still stick more than others. A well-executed custom ship or unique narrative scenario will be played and enjoyed, but I can’t think of any that have caught on widely. There tends to be a certain consumability to that sort of content - most people play it once or twice, but don’t make a habit of using it. As a result, they don’t proliferate it by sharing it with lots of other players over numerous games - which means fewer people are exposed to it, reducing its impact.
In an interesting parallel, we even observed this phenomenon for the official narrative scenarios included in many 1st Edition X-Wing products; while many people liked the idea of them in theory, we found that few people played them more than once, and only a small number of people played them at all . And as a result, their impact on the community was minimal even though they were official, well-made, and widely distributed. And this was because they offered a very narrow experience - a specific encounter, set up and played with specific pieces. That meant that people didn’t want to replay them, generally, and didn’t encourage their friends to try them. When I set about designing the scenarios for Epic Battles, I aimed to make them less like these highly specific narrative scenarios and more like “encounter archetypes” that players could approach with lots of different builds and strategies, with the goal of replayability and longevity in mind, and from what I have seen, this has paid off at least to some degree.
There is a definite truth in what Max is saying, but I wonder if there are additional elements that could be added to missions to make them more sticky.
Having played the Epic missions, I guess I'm less inclined to enjoy "encounter archetypes" that essentially change the scoring/win condition, and more interested in "mission profiles" that are a bit more "set up" but loose enough that players can still enter the mission with plenty of choices. They would certainly be able to design 99% of their list, with maybe a small requirement ("you must have a shuttle you are defending"). Also, I would tend to think that a mission should offer a "set piece" that is used as part of the mission, that may not really be generic enough to be used in a pick-up game. Turbolaser towers are a good example of this, or minefields or superweapons. These are not items that are easy to design as generically applicable, but could be very interesting when given a bit more structure inside of a mission.
Also, I wonder if things like the Death Star Trench Run mission might have gotten even more traction if it were made "official" by FFG and expanded to include all 7 factions.
Lastly, I think that missions are more interesting with end-point parameters that aren't 100% tied to a kill score. Ideally, while the game is scored in some way to determine a winner, "how many ships I killed" is not as important as "did I fulfill the mission parameters." And trying different lists and combos and changing side of "I'm the attacker" then "I'm the defender" make it more replayable. Unfortunately, the "encounter archetypes" tended to keep with "Ships Kill + Tokens Collected = New Score".
All-in-all, I think that missions could do this:
QuoteGenerally, the tabletop game offshoot projects that seem to enjoy the longest attention are the ones that break players’ out of their preconceptions about how to play the game, and as a result, help them find new fun in parts of the game that were already there.
if they had been made as a product that, say for example, introduced Turbolaser Towers to the game then offered several missions in which this new, unique set piece was applicable to play.
Or, for example, allowed a player to custom design a YT-1300 (multiple base chassis + pilot options + modification) and then run it though a series of smuggling runs. Something like this would allow for a lot of player choice, be mission-based, and be repeatable with "this time I'm going going to kit a YT-1300/1310/1350 this way."
Anyways, just my ruminations on Max's ruminations about an aspect of XWM that seems to be highly-desired and under-utilized all at the same time.
BTW, full blog post here:
https://www.maxbrooke.com/articles/when-is-x-wing-like-skyrim-fandom-creation-and-games
Edited by Darth Meanie