Far Away

Form vs. Functionality in Game Design

Form vs. Functionality in Game Design

Far Away is unlike any of our previous titles. One of the most significant differences is the amount of pieces. From explorer and creature tokens to the many types of cards and mats, everything needs to work together. It’s a constant battle of what’s necessary to the game and what can be simplified. We want Far Away to be accessible without sacrificing the complexity and depth of gameplay.

Far Away - World Building

Far Away - World Building

Far Away takes place on distant planets. All the landscapes, creatures, and other local features must showcase their alien heritage. Players should thumb through the tiles believing the world they are about to explore is nothing like Earth. Of course, the world must also be internally consistent. Every bit of flora and fauna must make contextual sense with each other. Jake and I have been doing some world building to ensure the aesthetics of Far Away give an alien vibe without alienating players.