Jason (GameGobble): Magic Maze is played in real-time and is constrained by a timer. Participants need to coordinate their actions but cannot communicate in conventional ways. All of this creates urgency and tension. What would you say are the key attributes of players that do well in your game?
Kasper (designer): Getting good at this game is about learning to ask “what can I do?” instead of focusing on what other players should do.
It’s also about assuming that the other players have good reasons to do what they do. When they move in a direction that surprises you, instead of thinking “what an idiot!” and undoing their move, you should think “why do they want to move in that direction? What have I overlooked?”
That’s why I sometimes joke that this game will make you a better person 🙂
Jason (GameGobble): What is one thing you want gamers to know about Dungeon Alliance?
Andrew (game designer): The most important thing about Dungeon Alliance is that there is no “best” way to play. It is a game that is purposefully customizable. We never want players to feel like they’re cheating if they adjust the rules to fit their taste. That means it’s definitely okay to change a rule or remove a card that annoys you.
I’ve had players ask for my blessing to change this or that to the game when they play. I want people to know they have my permanent approval to change anything they like if it makes the game more fun for their group. It would be naive of me to think that one ruleset for a game like this would be the perfect fit for everyone. We gamers all have diverse personalities and different experience goals … just like the characters in Dungeon Alliance!