Voltron’s Transformation

May 18, 2010 on 9:08 am | In Monsterpocalypse, blog | No Comments

After Brent’s quest to bring Voltron over to Monsterpocalypse, the responsibility fell to Erik, Michael, and I to bring the characters of Voltron to life within the context of the Monsterpocalypse game.

As noted last week, we really wanted the Voltron game to be accessible to new players, so we decided to trim down which sorts of abilities the morphers, metamorphs, and units of Voltron would have. Out of Actions, Advantages, Triggers, Reactions, and Skills, we chose to hone in on the Triggers and Skills, the two most plentiful ability types. We also chose to forego granted abilities (those that appear red or blue on Monsterpocalypse figures). These choices made it easier to craft an easy-to-learn rulebook while leaving us with plenty of ability options to give the Lions and Robeasts.

Since the Voltron game would move away from city-smashing and take the fight into space, the next decision was an easy one. All Voltron figures gained the Flight Skill. This was a logical thematic choice, but it also allowed certain additional simplifications in the rulebook.

From there, we fleshed out the Voltron figures with all sorts of juicy Skills and Triggers – Explosion, Motivator, Power Gorge, Quick, Radial Attack, and more. We gave each of the morphers a slightly different niche within the overall game play elements of the monster and made the monster ultra forms capable of really dishing out damage. The lack of some of the trickier ability types left plenty of room for raw beat down potential. Even the relatively simple Galactic Garrison Cruisers and Skull Ships demonstrate this efficiency flavored with the organized fleet tactics of the Galactic Garrison versus the raider strike force feel of the nefarious Skull Ships.

Once the basics of the figures, rules, and maps were in place, playtesting could begin in earnest. Early on in the playtest process, Voltron included asteroids that functioned somewhat akin to buildings in Monsterpocalypse. Playtesting, development discussions, and production input led us to consider a new spin for Voltron – map-based terrain rather than building-based terrain. After much discussion, we ultimately decided to go with two unique maps each offering a very different game play experience. The shift to Power Crystals for powering up and stellar bodies for collision damage worked out perfectly to capture the feel of Voltron and the feel of Monsterpocalypse simultaneously.

Michael previewed the Solar Conflict map a few months ago. This map centers quite literally around the supernova terrain feature. This brutal map element can cause two collision damage to an enemy monster smashed into it and can cause even more damage if they don’t move quickly away from the star’s burning plasma.

The other Voltron map has a very different theme from Solar Conflict, a theme that we are certain to more fully explore in a future MonsterInsider blog entry.

Until next time!

How Voltron Came to Monsterpocalypse

May 3, 2010 on 8:58 am | In Monsterpocalypse, blog | 1 Comment

As promised, today we’ll be looking at Voltron’s trail from cartoon hero to Monsterpocalypse figure. From its inception, part of the plan for Monsterpocalypse was an open-ended format. From alien invaders and giant robots to Lovecraftian horrors, anything was possible in the world of Monsterpocalypse, and monsters from a broad range of media could find a place within that world.

Matt Wilson’s original vision for the setting allowed for the possibility of “guest stars” from movies, cartoons, novels, or comic books. These guest stars would appear in their own stand-alone games but could also smash their way onto Monsterpocalypse game maps around the world to fight our own monstrous creations.

Voltron is the first of those guest stars.

When it comes to licensing and Privateer Press products, we turn to Brent the Legal Guy, and setting up our very first Monsterpocalypse guest star license was no exception. Brent had several criteria for choosing any licenses we would pursue for Monsterpocalypse.

First off, the characters had to fit the game mechanics. The timing worked out perfectly here, as Brent began looking into licensing about the time the morpher game mechanics entered playtesting. Frequent playtest sessions with Legionnaire and Galaxius-4 were a constant reminder of the Voltron lions and their own combining mechanics from the cartoon.

Secondly, Brent was looking for characters that would really resonate with the existing Monsterpocalypse player base. Many Monsterpocalypse players (such as those found throughout the Privateer Press offices) grew up with the Voltron cartoons and toys, so the nostalgia factor was very high with our target audience.

Finally, the monsters chosen would need to be something easy to present within the Monsterpocalypse world but also as a stand-alone product. By zeroing in on Lion Voltron and his nemesis from the Fleet of Doom movie, we had a nice self-contained game that also stayed true to the story. This allowed us to make a product that appeals to new players but also fits seamlessly into the broader Monsterpocalypse game.

So Brent the Legal Guy excitedly contacted World Events Production, owners of the Voltron license, and the rest is a story for another day. Join me in my next blog as I explore how the Voltron lions converted from cartoon heroes into Monsterpocalypse game figures.

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