I have been hoping for an electronic version of Roborally for over a decade. In 2008 I got...something. Game Table Online has a simple java game. It's legit and it works, but it's very simplistic looking. It is only capable of attracting the most hardcore fan. I feel like Roborally is destined for more. This property is a great candidate for browser based play in the Unity Engine and/or IOS devices.
Let's back up. What is Roborally? Roborally is a board game. The object of the game is to guide your game piece, a robot, through a factory filled with obstacles to numbered flags faster than the other players. Movement is determined by laying down a sequence of 5 cards out of 9 dealt at the start of each turn. The challenge in the game comes from correctly plotting your movement with the cards you are given and predicting the actions of the other players. The depth of the game is enhanced by additional elements.
The core product includes 6 boards, these can be used individually or combined in any way to increase the scope of a single play session. (14 Additional boards are available through expansions)
In addition to movement cards there are option cards that change the behavior of your piece, allowing for increased movement, ability to damage other players' robots, or to avoid certain hazards on the board.
Why would a robust online version of Roborally be preferable to the physical game?
The boards are the size of a standard board game. If you are interested in a multi-board game of Roborally you either need a large table or a willingness to play on the floor. Even the space needed for players to set up their turns is greater than most games.
Keeping track of the different elements in the game can be frustrating to some players. Placing movement cards, tracking damage, understanding what each of the board elements will do as well as where and what the other players' robots are up to. Giving the player a simple and functional UI would certainly help.
Easy customization. Different game modes could be applied, such as capture the flag, or resource gathering, I've even seen rules for Roborally Football. Features for novice level players like movement previews as well as other game options like which board obstacles are functioning and rules for damage and re spawns could be controlled in a pregame interface.
Replays.
Time can be an issue also, a large Roborally game with 6 boards and 8 players could take hours to play. Using the design of games like Words with Friends or Hero Academy, you could have multiple games active and submit your turn for each within the time limit allowed. Sometimes these games could have no time limit and games could go on for days between friends, but within their schedule. And at the end of a three week game, Replay!
How do you Monetize something like this?
In the end it's all about money. It's a great game, but people aren't going to pay to play individual games. They may pay a nominal fee for an app on the app store, but that isn't going to fund development costs. Some sort of cash shop would have to be part of the business model. The trick is figuring out how to build in fees without segmenting the player base.
Customization. Everyone loves hats! Sell dye packs, custom skins, and/or modification parts to the robots. (Flashing lights, spinning rims, anything that doesn't interfere with option cards)
Limit on number of concurrent games.
Access to a level editor.
Alright, someone figure out how to get a hold of the digital rights to this IP and start up a kickstarter!
Meanwhile I will, when really itching, play a game against ridiculously skilled computer players on Game Table Online, because I am not paying dollars for that simple of an interface.
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