I have a special way of looking at games. Since I need to analyze and play all sorts of games, I do not apply my personal preferences. Instead, I try to acknowledge what the game is supposed to give me. Is it supposed to be an explosive, action packed adredaline pump, a deep and thoughtful puzzle, a nail-bitingly difficult tactical experience? The longer it takes to understand the game’s purpose, the more it annoys me. This is why most jack-of-all-trades games fail. The audience cannot appreciate the game’s offering if it does not understand it.
Then I look at if the game succeeds in its goal. Do I have to stand around in a fast-paced action game? Is the roleplaying aspect of the game just the common black and white moral choice? Is the complex, effect-laden game broken with a simple combination? If the game delivers what it promises, it is a good game, even if I do not appreciate the content fully.
Therefore, the first thing I need for Star is its purpose. What is the game meant to give the player?
I enjoy tabletop roleplaying, and I own the Star Wars Saga Edition roleplaying game books and miniatures. The miniatures have another purpose; They can be used in a tactical miniature wargame called Star Wars Miniatures. While unfortunately I haven’t been able to play it very often due to lack of players, it still has inspired me. Both players control a small band of about less than ten miniatures and move them in a square grid map. Most of the units have some sort of blasters at their disposal, and many games saw desperate firefights in tight corridors, where combatants took cover behind corners and tables, with powerful lynchpins charging into melee and sneaky rogues flanking the enemy positions. That is the experience I wish to give the players. Small-scale tactical warfare with some melee and stealth aspects.
Now I have a target.