Showing posts with label Alien. Show all posts
Showing posts with label Alien. Show all posts

Monday, January 19, 2026

In space, no one can hear you design!

 

ALIEN: Fate of the Nostromo, published by Ravensburger games, is celebrating the five year anniversary of it's release and I thought it'd be fun to share the prototyping process of the game!

 
 
I've shared what went into pitching the game to Ravensburger here, but once the deal was signed, it was time to make a playable prototype! First thing we needed was a map of the Nostromo!


Using the blueprints of the movie's set as a guide, I started to explore layouts. I wanted to be true to the locations and how they connected as much as a board's configuration would allow. Note that on this map is the ALIEN THREAT meter as well as the DOOM METER.

 
Early on, the locations had abilities that the players could use, as well as vents that the players could slowly crawl through (at a cost of two move per space). These concepts were rejected as they slowed down game play.

 
 
The "innovation" of splitting the map design into two sections was the big improvement to board's design. It allowed there to a way for the players to get a breather if they managed to confine the alien to the upper or lower decks. 
 

Of course, you need pawns to move around the map. I found these spacemen did the trick. For the Alien, I used one from the game Horrorclix. My kids dubbed this guy "Allen". The security guard was a stand-in for Ash.
 


Two versions of player character cards. The player actions were much more granular at this point, but that was abandoned. Also,  Ash was considered as a playable character, but it was decided to keep him a "traitor" like in the movie, he needed to be a card-driven enemy instead. 

 
 
I hand-drew the cards at first. When we discarded the individual health system for each player, I still wanted the player to experience dread. These disadvantage cards penalized the player in a variety of ways. In the end, it became too much for the players to keep track of and we discarded the concept.
 

Also, player had a hand of cards that they could play to perform various actions. This game play concept got pretty far into play-testing but it was ultimately discarded to streamline play.


 The "Jump-Scare" deck was one of the ideas that got the game signed and creating this went through a few iterations.

 

The objective cards (originally called "destination cards") were fun to create. As I was already a big fan of the movie, I knew exactly what objectives, images and quotes from the movie I wanted to use as this deck would be where the player would get a large amount of the game's "flavor".



It became clear early on that players would need help remembering what the crafting costs of the items were. Since I didn't want the players to keep going back to the rulebook, these player aids were created.


The other design breakthrough came with the use of tokens. Some were items that the player could now craft anywhere (rather than having to craft in a specific location), other tokens were revealed on the map adding a moment of tension. Having the encounter deck repopulate the tokens was another improvement to the design. Note two fun tokens: the Kane token which players would have to carry and eject out of the airlock and my beautiful and highly realistic drawing of Jonesy.
 

Just like the movie, I wanted the game to have a big exciting finish. The final mission cards are just multi-stage objective cards, but they provided the flavor and tension that the game needed to end with a thrilling finish.


One last "easter egg" was this "bad noodle" objective card that I created as promotion to give out at conventions.  If you met me at Gen-Con or BGG con in 2022, you could have got one! "Bad Noodle" is a reference to description of the movie on the bootleg Chinese DVD.
 

I hope you enjoy this behind-the-scenes look at the making of ALIEN: Fate of the Nostromo!



Wednesday, April 26, 2023

Designer Diary: ALIEN: Fate of the Nostromo

 Happy ALIEN day! For this special day, I thought I'd share how the ALIEN: Fate of the Nostromo board game was created!

In spring of 2020, I was contacted by Ravensburger about their available licenses. I'm fortunate to be on a list of game creators that are offered the opportunity to pitch game ideas to the publisher. ALIEN was on the list and as I'm a big fan of the sci-fi thriller, I knew I had to give it my best shot!

 
I ended up pitching two concepts - one based on the 1979 movie and an original idea set in the ALIEN universe around the time of the original movie. Ravensburger's response to both concepts were positive - and they asked me if I could combine the two ideas: Take the game mechanics from the original idea's pitch but base the game on the setting of the original film. When I said that I could, I was asked for a more detailed example of the game. Grabbing some components from other games I had in my collection, I set to work putting together a prototype!


Ravensburger had a few requests for the design: they were excited about the "Jump scare" deck mentioned in the pitch, so I had to explain how that worked...



...and I was asked to not have player elimination or a traitor mechanic in the game design. I said "you do realize this is a movie with player elimination and a traitor mechanic, right?" They replied "You'll figure something out." So instead, I came up with a fear mechanic - the more frightened you got, the less you could do. If you were ever "too scared" to do anything, the game was over.


And of course, Jonesy had to make an appearance in the game. However, I didn't want him to be a player character or a first-player token. Instead, I wanted him to act as he did in the film - causing jump scares to the player and even being a source of frustration until the player could capture him in the cat-carrier.
 

Once all of the pieces were in place, my family playtested the game over and over and over again. This was one of the happy side-effects of the global pandemic - a captive playtesting group!
 
My family was a great help and my kids dubbed the ALIEN miniature "Alan" - enjoying making him "grab" the astronaut miniatures that were stand-in for the player characters. Note the "Ash" miniature stand-in that became a standee in the final game.


Meanwhile, Ravensburger's Steve Warner was leading the remote playtesting efforts on the game. They came up with some of the game's better improvements - turning the jump scare deck into tokens, and splitting the board into two "levels" of the ship.
 
 
This prototype image shows several ideas that were discarded including individual "fear" for each character, a die used to determine the Alien's location (which was meant to be in the shape of the classic egg) and a meter that increased the Alien's speed and lethal-ness as it increased. This is all part of the iterative design process - you try ideas, they either don't work or don't improve the game, so you come up with something else.

Another funny moment during development: I'm friends with sculptor Brian Dugas and we were DMing each other about what projects we were working on - without telling each other what projects we were working on. I deduced that he was working on the minis for ALIEN and said "Hey! I'm designing that game!" We both had a good laugh and I'm glad that Brian was on the project - he's super-talented and it's always great to work with friends.


Like I mentioned, the board was constantly changing as the game developed. These are just a few of the configurations we played with over the course of development. But, I'm pleased with what we ended up with - it follows the structure of the ship as seen in the movie but still allows for interesting movement and gameplay. Also, I love the little details - especially the "acid drip" that is on both levels of the ship map.


Another happy moment was when we learned we could use the likenesses of the actors. This isn't always the case - but having portraits and the other components painted by Stefen Koidl, Studio Hive and Vlad Rodriguez really made the game come alive.

The icing on the cake was the Jonesy "jump scare" that greets you when you open the box. I give full credit to Steve and Ravensburger for that one. It was a highlight of the production and a memorable moment for those who bought the game.

ALIEN: Fate of the Nostromo came out in the summer of 2021 and I couldn't be more proud to have designed the game!