What is it that you like about your favourite games?
Do they provide you puzzling challenges to solve? Hilarious moments with your friends? Freedom of expression as you paint your personality across a blank canvas for all to see using a well blended set of mechanics, rules and flavour?
When I began creating Ophelia, I spent a lot of time trying to work out who I was making a game for. I knew that the simpler the game was, the more players I might have. The more players I had, the more successful the game is. The problem for the hypothetically tens (of thousands) of would-be Ophelia-Lite players, I wouldn't want to be one of them.
The game I wanted to play is one born out of my disappointments in every game I'd played for over 20 years. I didn't want to play a game where I'd have to accept that some matches I'd lose because I was going second. Or that if I drew a disastrous opening hand, I'd just have to try my luck again next week.
I didn't want to play an easily solved game. A forgiving game. A limiting game.
I wanted to play a game that supported the most outrageous play patterns and combinations, but that finding those interactions didn't mean the game was over. I wanted to play a game that was worthy of being studied, of being analysed, of having a relationship with just to understand what was going on.
Ophelia: Histories Collide is probably not for you
Every character in Ophelia is intentional. It's a key to more than a single lock. A component of a greater mechanism. Every character evokes emotions and ideas that lead to game-states both intended and unseen. Sometimes they feel like using a hammer to satisfyingly drive a nail into wood, but more often times they demand inspiration and creativity from you. There is no draft chaff, no "get out of jail free card", and no Exodia to save you.
At the time of writing, there are six factions that make up the Ophelia multiverse. Each one is unique. Each one plays by the rules in the way that we all play by the same physics of our universe, but that's where the line is drawn. Where a Mattervoid player keeps track of the numbers of lost souls in their Forgotten Zone to fuel their wretched schemes, the Animae Mechanicus player decides which components to commit when assembling their custom automaton of steel and purpose.
Ophelia: Histories Collide is probably not for you
If you suffer from analysis paralysis, you're going to suffer. If you don't enjoy the tension headache of cognitive overload, you're going to suffer. If you'd rather the outcome occasionally be decided by chance than to wear every loss until you improve, you're going to suffer. If you wanted a quick and light game, yep, you're probably going to suffer.
It sounds dramatic, but I've SEEN what Ophelia does to some people. They want to enjoy it, maybe for me, but they can't. It drains them, or they feel stupid. My biggest regret with Ophelia is that when I made the decision about what kind of game I wanted to make back in 2020, I didn't commit personally to the idea that this game is probably not for you. I did what I should have done to a point, which is allow people to find out for themselves, but should have stopped there. That's on me, and I've learned from that, because...
Ophelia: Histories Collide is probably not for you
No Rhino, No Life.
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