Ted Alspach Talks about Suburbia

Posted: September 13, 2012 in Uncategorized

At Opinionated Gamers, Dale Yu interviews Ted Alspach, head of Bezier Games, and talks about his game, including Bezier Games’ Essen release Suburbia.

From the interview…

DY #2: What games served as the inspiration for Suburbia?

TA: Well, there’s Sim City. That was a pretty big influencer. Another game would have been Sim City 2000. Also, Sim City 3000. And I can’t deny that I was inspired by Sim City 4, too. In terms of boardgames, not too much. In a very abstract way, Dominion would probably be on the list. The focus of dominion is of course entirely on the cards…the game *is* the cards with a bit of structure thrown in to prevent it from being Fluxx. Suburbia is all about the tiles; initially it too had less of a structure than it does now. But Suburbia is still mostly about the tiles, each of them helping in some way, often indirectly but sometimes directly, to move you to get more victory points so that you can prevail over your opponents.

DY #3: Can you give an elevator pitch summary of the game?

TA: Build a city using hex-shaped building tiles that interact with each other. Each tile affects your income, reputation or population in some way; the right combinations of tiles will increase all three. The player with the largest population at the end of the game wins!

If the elevator stops at several floors before we have to get off, I’d add the following: Each player is trying to accomplish private and public goals during the game to receive bonus population at the end of the game, but the only way to win these is if you’re the only player to achieve the goal criteria. There are a bunch of goals in the game, which means that every game will have a slightly different feel to it.

If the elevator breaks down between floors, I’d continue: The building tiles work the way you would expect them to in the real world. For instance, while you’ll get a nice boost in income from opening up a fancy restaurant, your income will drop if someone opens up another restaurant after yours. Having schools adds to your reputation, but adding a university adds to your income *and* reputation! Even if you decided to forgo your reputation in the early game by building lots of factories and landfills to make a quick buck, you can redeem yourself by building a state of the art recycling center later in the game.
If the elevator had broken down as the result of a EMP attack by hostile space aliens, with little or no hope for our survival, I would also mention: The game has that really fun “one more time” quality to it, where you know that you’ll do better (or at least differently) on your next play. And then I would probably curl up in a little ball in the corner and cry.

To read the rest of the interview, head to the blog!

from GameSalute.com http://www.GameSalute.com/?p=33244

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