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Of Language and Order |
| Written by Daniel |
| Thursday, 16 July 2009 |
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Although the essence of Conquest had been solidified, our heroes' journey was not yet over. There were still more issues to contend with. Although the language of a game may not seem to be the most exciting aspect of it, we felt that having natural language was a very important aspect of the overall gaming experience. Whenever possible we tried to simplify the terms we used, and change them into natural terms that one would use when describing a war, rather than artificial terms that one would expect to see in a rulebook. Just imagine if when playing Conquest you had to "nullify the monsters that you control to use their abilities" rather than "commanding ally units to act." ![]() This conception had 5 elements and 4 alignments. By choosing two alignments to combine, one created a guild that resembled a certain philosophy. The final major change to Conquest was the introduction of the order system. There was a lingering sense that the current alignments were lacking. Dan took this to heart most personally, and therefore strove to improve the process. Dan's original proposal was far from the ending result, but was on the right track. Chaos and Dark were redundant, like Light and Holy, and Neutral was stupid and uneventful. The proposal to create just 6 alignments had bounced around, but didn't change anything. Finally, Dan proposed an 8 alignment system: 4 orders, 4 elements. Holy and Chaos were kept, and two additional orders (Individualists and Collectivists) were added. While these names were just examples, they were met with harsh criticism by both other makers as well as the elusive fourth brother Kevin (who enjoyed mocking Conquest with order suggestions such as the Jocks vs. Preps). However, there was something novel about the idea, and it was perfected into its current state. Industrial and Natural were born. Brian and Dan made very elaborate plans about what each of the orders should be. The new Chaos did not really represent the old Chaos. We thought there would be a great deal of Wizards that used Hexs, and other underworld magic. We actually flirted with the idea of Warrior Wizards (and by analogue, warrior archers). However, both of these ideas were scrapped later, as we began to significantly lower the restrictions on being equipped with items. There were multiple cards that could banish from the ruins, as well as skeletons that were creatures, but could equip like mercenaries. Many of these things were scrapped to make Chaos what it now is. Natural at this time greatly revolutionized archers, and came up with new abilities such as poison arrows, not disabling to assault, and not being attacked while unable. There were also many "trap" upgrades, that would make defending much easier, or do other things along those lines. However, it became evident that it was really much more important to have income than these strange traps. Originally, we had planned to change the four orders to names of locations on the world of Arthenia. Orders would therefore be followers of certain regions. However, this idea was never actualized, and the 8 alignments became solidified. At its current stage, a player selects their army based on a variety of clashing components, making for a clearly defined, unique force and strategy. The final change was a firmer definition of the roles of each alignment. At this time, the roles were not clearly defined, and all the elements had many similarities. Every element had a fair amount of direct damage, and interesting abilities that effected the deck, ruins, and hand were virtually inexistent. Chaos also acted far too much like an element, with a great amount of creatures such as skeletons, zombies, and dragons. Chaos suffered serious revisions to give it a firmer role as an order. Each of the four orders slowly gained greater affinity to one of the four mercenary types that they most firmly ascribe to. Thus, a complex strategy filled with strengths and weaknesses on all sides was created. In the end the orders stopped being referred to as orders when holy became order. We wanted to avoid the trite, oppressive religious regime that seems to be present in so much medieval lore, so we decided that having an order named holy was totally unacceptable. As we redefined the name we also redefined the order of order, making it into what it is today. As is evinced by the writing in this paragraph, having an order of order was rather unfortunate, so the orders started to be referred to as ideologies instead. |