5 Things Wrong With Invisible Sun
Back in August of 2016, Monte Cook Games launched a kickstarter for their game Invisible Sun. At the time, there was a lot of secrecy surrounding the game, with very little details of what all the obtuse terminology the game was using meant. It had numerous components, each with a name that wasn’t explicitly indicative of what purpose it served, and further, the game wasn’t made available online. It was described as a “Luxury RPG Experience.”
As of February 2019, however, Monte Cook Games has announced that they were going to release Invisible Sun digitally in pdf form, along with a digital preview of the game. When it initially came out, I mostly ignored it. Though with the release of the preview, I decided to dig into it a little bit, because I believe that an informed marketplace is a healthy one.
If the title of this article is any indication, I was not impressed with what I was able to surmise. So for your reading pleasure and to help you make a more informed decision as to whether you should get this, I bring you Five Things Wrong With Invisible Sun!
1) It’s Expensive And Excessive
When it was initially funded via Kickstarter, the lowest tier that gave you a copy of the game was set at approximately 200USD, and since then, the price for a pre-order of the next batch of these to be shipped out is about 300USD. This is a steep price tag for any game, especially when you consider that the trio of books for Dungeons and Dragons is about 150USD (oftentimes much less), with the options to eschew certain books if you don’t want or need them. Even the digital copy of Invisible Sun goes for about 100USD.
While Invisible Sun does come with numerous books, there’s also other props it comes with that, frankly, probably aren’t necessary. Props such as The Testament of Suns, which is a plastic hand meant to hold a card for everybody around the table to see.
Invisible Sun’s weight, according to its listing on Amazon, is 30lbs (about 13.5kg). There’s a lot in this box which, even if one isn’t opposed to paying a high price point, still means you’ll not only need to find room for this 30 inch cube (about 75cm), but you’ll need to lug it around and move it about when you’re going to play.
And the game has several books, several decks of different cards, and several other things that contribute to our next concern...
2) It’s Poorly Designed, Organized, And Explained
The rules and all the pertinent information needed to play the game are spread across four different books, as well as numerous different decks of cards. Some of these decks contain information that isn’t reproduced in any of the books, according to their web page. This means if one of these cards is lost, that’s a part of the game that’s likely to be lost as well.
Four books sounds like an incredible thing for a game to have, and I will give props to Invisible Sun because they do seem to divide the content of the books up pretty reasonably: basics information in one book, setting information in another, etc etc. That’s an idea I can get behind, since one of my favorite games, Tenra Bansho Zero, has a similar setup for its English edition.
However, if the table of contents is to be believed, the index for Invisible Sun is located in the back half of the book “The Gate.” While I’m fond of the multi-book approach, putting the index in just one book like its an encyclopedia does open up some problems. What if that book is unavailable, and you need to find a specific piece of information within it?
Furthermore, on the subject of indexes, Invisible Sun does a little bit of indexing throughout itself. This is a welcome answer to the issue of the index being in only one of the books, but, they picked a jarring place to put these mini-indexes: right in the center of the page.
3) It’s Not As Original As It Claims
Invisible Sun makes some very bold claims; among these being that it’ll change how RPGs are played, it’s a new way to play RPGs, and also that it includes “magic that is truly magical.” These are all claims that, at best, are exaggerated, with one of the big selling points being that includes rules for how to play without having everybody present, or even when the GM isn’t present.
On its own, that isn’t a problem. How to handle player absence would ordinarily be something I’d welcome in a rulebook. It’s one of the praises I sing of Meikyuu Kingdom. In fact, if a player character is absent for a session, there are codified rules on how that character can still contribute to the game.
However, these are issues the greater RPG community has, for the longest time, already solved. We’ve figured out how to run games without a GM, we’ve already come up with and codified the idea of flashbacks as a gameplay device, and we’ve also come up with having one-on-one scenes between GM and Player.
It takes hubris (or being wildly out of touch) to codify these things we’ve been doing for so long, and use it as a selling point for your boutique priced game.
4) It’s Pretentious
“Invisible Sun is deep. It’s smart. Just like you. Invisible Sun will change the way you play rpgs.”
That is the the final line in the original sales pitch for Invisible Sun, the crowning gem after a passage of nonsense and promises of solving problems that were already solved. This page has since fallen off the Invisible Sun website, replaced instead with a somewhat more informative one that describes the setting and premise a little better.
Arguments could be made in contrast to the first three points: Invisible Sun is smart because it codifies these solutions the community has solved. It should command a higher price for this benefit, since there are games that don’t do this. Other games have obtuse settings and a blurred line between where rules and setting information are.
However, it’s this collection of traits, convoluted layout, obtusely described setting, high price point, and being described as a smart game for smart people, that marks the sort of snob appeal that makes it pretentious.
Given that this hobby is social in nature, though, it behooves me not to villainize anybody who likes this games. So more power to you if you were one of the folks who got your hands on the limited quantities of Black Cubes out there. Just keep this in mind: high barriers to entry, monetary or otherwise, means there’s not likely to be as many players for your game.
I’ll end this article on a slightly more amusing note.
5) Bonus! Poor Security For Their Web App
This factor isn’t really a strike against the game, so much as something that makes me think perhaps the team at Monte Cook Games is out of touch with the modern world. (After all, never blame on malice what could just as easily be incompetence.)
Invisible Sun also had a companion app developed for it, though it isn’t available on the Google Play or Apple App stores. It’s instead what could best be described as a web-app, a website that has the functionality of a smartphone app. In my quest to dredge up more information on Invisible Sun, I came across the app, and wondered if registering might yield any secrets.
There’s one field that asks for a specific word, from a specific page, of a specific book that Insibile Sun comes with. This is what we call a Dictionary Encryption, and it’s an old form of securing information that was also used as a form of copy protection in about the 1990s.
However, the app doesn’t seem to include a captcha verification. Meaning somebody handy with scripting languages could potentially brute force their way through registration, trying every possible word to fulfill the Dictionary Encryption. (An activity that, we at High Level Games do NOT condone.)
Aaron der Schaedel is aware of the folly of punching up at a name like Monte Cook in this hobby. Having been chased out of other circles for more absurd reasons, though, he remains unperturbed. You can chastise him for questioning a long time member of the industry via twitter: @Zamubei
Picture Reference: https://www.montecookgames.com/store/product/invisible-sun-preorder/
All blog materials created and developed by the staff here at High Level Games