The Simurgh Kickstarter campaign going on right now has brough on an interesting discussion about what has been labelled as “resource consistency” – or the basically having all of the resources in a game made the same way (using cubes, wooden meeples or cardboard tokens). And since Simurgh includes all of the mentioned types, we decided to give you a bit of an insight into the process that led to making such a choice. Ready? Here we go.
In the early development stages of Simurgh, resources came in three actual types, some of the elements would refer to. There was food (vegetables and meat), building materials (wood and stone), and abstracted goods (prowess and wisdom).
Although we finally went with a more unified system, which introduced symbols that simply allow players to choose from two types of resources when performing some actions (like wood/stone, vegetables/meat), and gave us more freedom in building different actions, we decided to stay with the three visually different resources. And here’s why.
The resources as they are serve as a bit of the mnemonic device, to make it easier to approximate what you might need for your future plans. So, if you want to breed dragons or multiply your Vassals, you know that you would definitely need food, or the wooden elements that take two specific shapes (just like specifically and deliberately shaped Spearmen and Dragonriders).
The two “building blocks” of most victory point gathering plans are, on the other hand, exactly that: wooden building blocks. Big chunky cubes were supposed to be evocative of what they are usually used for. And although they are needed in many actions that interact with your workforce, they are also a solid base for gaining Power Points, as the actions that generate them (to symbolize the work put into expanding the White City), will need you to spend significant amounts of wood and/or stone.
The two more abstract and manipulative resources are cardboard tokens. And although prowess was dropped in favour of more tangible weapons, these two resources still remain the most valuable to any player who wishes to stay on top of the situation on the game board. After all, weapons can be used to change the situation in the wilds, or draw random Action Tiles, and wisdom is essential for complex exchange operations, if a player concentrates on research – or on Spells in Call of the Dragonlord.
Finally, there is the last matter, and it’s the aesthetic choice we’ve made while choosing components for the game. We knew we wanted resources to be clearly different from each other, and we made the choice that – in our opinion – served the game clarity and presentation the most. The resources are well represented, players have no problem recognizing which are which, and everything looks the way it should in terms of what they represent.
Now, with all of the ins and outs explained, you know everything there is to be revealed today. However, with the truly incredible development of this Kickstarter campaign, much may yet happen. Please know, though, that we are listening to your voices and considering each and every one of them – and that we will do what we can to accommodate your expectations. But, for now, let us all see together where this amazing ride will still take us.
And if you want to join in, it’s quite simple: just go here, and help us make the game better for everyone!