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Back when I was working on Root, I was often asked what victory meant in terms of the game. Partly this was the design's fault. Root uses generic victory points. The first player to 30 points wins. This metric is pretty convenient and also allows players to easily understand the current game state at a glance. But, it also hid some of the game's thematic framework. What was a victory point supposed to actually mean?
When I started to build Oath, I had a very limited sense of what I wanted the game to be like. I really can't overstate this point. Most of my other projects brim with specificity, even early in the design. Oath was different. I knew that I wanted a game to tell something like a multi-generational story and I wanted that story guided by the decisions of the players.