Showing posts with label Q&A. Show all posts
Showing posts with label Q&A. Show all posts

Tuesday, January 02, 2018

2017 year in review

A lot of stuff has happened in 2017 in general, some of it good, much of it bad. In my own life, the good stuff includes getting married in March, and now expecting a little boy next May, so I guess that's big news. But as this is my game design blog, I suppose now would be a good time to take a moment and reflect on my experiences in 2017 on the games front.

I didn't keep specific notes or anything, so I'll just go through my calendar and blog posts and see what that reminds me of:

January

I started off the year wrapping up development on Eminent Domain: Oblivion, and coordinating art with Brian Patterson for the tech card illustrations and Ariel Seoane for the graphic design. A few people have grumbled online about how they don't like the look of the new tech illustrations, but as I have said in a couple of different threads already:

The main artists we had used for previous EmDo expansions were no longer available, and I wanted a consistent look within this set. Brian Patterson did all of the illustrations, and yes, he has a sort of cartoony style.
Many of the previous cards are a little bit cartoony, and there's a mix of styles from 5 or 6 different artists in them, so I don't think there will be much of a problem adding these new tech cards into the mix.
And as for the cartoony-ness of them, I kind of wanted that -- to an extent, Oblivion is a parody of government, and most of the time government could best be described as "cartoony."

I think Brian did a great job with these illustrations, I like that the expansion art is internally consistent, and I don't think there'll be any problems incorporating this set into the base game (or playing it with previous sets) based on that, but YMMV.
Also in January, Eminent Domain was featured in a Reddit forum called Game Of The Week, Redux. And I posted about a game idea sparked by an episode of The Game Designers of North Carolina podcast -- however, that game idea hasn't gone anywhere, and I don't expect it will. However, as I describe in the comments on that post, it did spark another game design idea which I think MAY actually go somewhere.

In addition, I was wrapping up rules edits for Harvest, and coordinating with Sergi on Pioneer Days art. I was pushing hard to get all three of those into production in time for a potential GenCon release, and failing that, at least an Essen/BGGcon release.

Outside of gaming, it looks like I flew to Dallas for a friend's divorce trial, a stark contrast to the time I spent on my own wedding preparations that month.

February

After January, I took stock of The List, a sort of compilation of games I've got at the idea stage, design stage, and published titles. I posted an update to kick off February.

Other posts in my design blog this month included:

  • That game idea I mentioned above, which grew from the ideas that came to mind listening to that podcast.
  • A sort-of formal definition of "Deck Learning," the term I've coined to describe Eminent Domain, which I feel is a significantly different type of deck building than games like Dominion, Ascension, etc.
  • A request for Q's for a Casual Q&A, like those Reddit AMA's, but in a more laid back format. Only 1 person asked any questions in the comments.
  • A summary of the beginnings of a new game about Joan of Arc, a design which I'd been tinkering with since Essen. It's intended to be a sort of sequel to Orleans, and spoilers: it did go somewhere, but now I've sort of backburnered it.


Not much else notable happened this month. It looks like I recorded a podcast episode with Isaac Shalev, though I don't think it aired until September.

March

I skipped SaltCon last year because it was 1 week before my wedding, which is a bummer, because that is a nice, relaxed convention which gives me a chance to hang out and catch up with my TMG cohorts. For the previous couple of years, Michelle came with me, we stayed at Michael's house, and we enjoyed the convention. I hope we can return in the future.

I think of March as the sort of deadline to get files to the printer in time for GenCon, so I furiously tried to finish Oblivion, Harvest, and Pioneer Days to give them their best shot at that.

I continued to think about that Worker Learning game idea, and had a "Eureka" / "Duh" moment about it, and I made a prototype for that Joan of Arc idea I'd posted about in February.

April

In April I had some promising playtests of the early versions of Joan of Arc: Maid of Orleans, and I updated my prototype accordingly.

I also went to Paris on my honeymoon, and unfortunately got a bit sick there. I did however get my new wife to play a game of Joan of Arc with me at a game cafe though!

May

I kicked off May by joining Lance to record Episode #3 of the TMG podcast.

Blog posts this month included:



I finished up the month with a trip to Birmingham with Andy, Aaron, and Daniel for UK Games Expo - a neat show, only mildly disturbed due to some terrorist activity nearby the week before.

June

I began the convention season in England at UK Games Expo, and continued in Columbus at Origins, where Andy and I had a number of meetings with designers to listen to game pitches. Not much interested me there, though we did see 2 things which we ended up signing later in the year.

My own design efforts were focused mostly on Deities & Demigods, which I hadn't tested since January, but which I revived at UK Games Expo and concentrated on throughout June, with a little bit of Joan of Arc thrown in for good measure.

July

I spent the first 2 weeks of July vacationing in Dallas and then Seattle. I managed to play a few games... Werewords and Wordsy went well at Michelle's family reunion in Dallas, and I introduced some of my Seattle friends to a new favorite: Barenpark. I also showed off a full art prototype of Crusaders: Thy Will Be Done, which finally hit Kickstarter in July!

As could have been suspected, there was a slight backlash to the theme of Crusaders, but to be honest, it wasn't all that much. While the material holds potentially controversial subject matter, I think that game really sidesteps it -- it's not about the Crusades themselves, it's about the so-called "crusading orders," such as the Knights Templar. It's also not really intended to be historically accurate, though it is based on stuff the Templars did.

In July I updated The List again, since a lot had changed in the first half of 2017.

August

A lot of stuff seemed to happen in August...

  • Crusaders finished funding with 4,162 backers pledging a total of $330,691 of support, mostly for the Deluxified version of the game. That's not TMG's BIGGEST kickstarter project, but it's close, and it makes the $48k we raised for Eminent Domain 6 years ago look like child's play.
  • I worked with a sculptor on knight and building sculpts for the Deluxified version of Crusaders.
  • I also worked with Ariel to get the art and graphic design for the upcoming Homesteaders expansion ready to go.
  • I checked production proofs for Eminent Domain: Oblivion, and found (and corrected) an error with the card backs.
  • And of course, I attended GenCon with TMG, where Andy and I met with a bunch more designers to listen to their game pitches, and attended 2 nights worth of Publisher Speed Dating.

Most of the Publisher Speed Dating events I've attended have been a bit of a bust for me. Out of 400+ pitches, I'd only been interested in a few games, and of those, even fewer turned into TMG products. This year at GenCon, the signal to noise ratio seemed a lot higher for some reason -- just lucky I guess. There were several games I was interested in, and upon closer examination we took several of them home with us, and ended up signing more than one!

In addition to all of that, I started a new game design (Automatown rules), I revived an old game design (Alter Ego) and enlisted a design hobbyist to do some blind PnP testing of it, I re-posted some nuggets of design wisdom from Matthew Dunstan (with his permission) from a Twitter thread, and I revisited the Casual Q&A idea again.

September

September was similarly busy. This month I...



The big ticket item here is probably getting more organized with playtesting. I have been meaning to do that forever, and now I can much more easily track what gets played and when, and by whom.

I ended September by attending RinCon (Brian had a great geeklist from RinCon this year, and I didn't so I'll just link his), for once as an attendee rather than an organizer. I took on the responsibility of running the convention because I wanted it to happen, and it was very relaxing to finally just sit around and play games rather than answer questions and put out fires. Unfortunately, this reward was short lived, because I had to fly to California for a wedding on Saturday morning, so I was only able to enjoy RinCon for 1 day.

October

By comparison to the last couple of months, October sounds fairly uneventful:

I skipped Essen this year -- TMG usually sends 4 people, and this year we had a booth, and so wanted to send someone new to help run it, so I stayed home to make space. It's too bad, because two of the games I put a lot of work into, Harvest and Pioneer Days, made their debut at Essen. I hope to return in the future.

Instead of flying to Germany, I finally started updating Terra Prime for a new life as a prequel to Eminent Domain (it will be called Eminent Domain Origins), and I kept working on the Eminent Domain dice game ("Eminent Domain: Chaos Theory"?). I worked almost exclusively on those two games in the month of October.

November

November was a big month for conventions for me. I kicked it off with a trip to Seattle for Sasquatch, and followed that up with my annual trip to Dallas for BGGcon. Michelle came with me to both of those this year, and we took a day trip from BGGcon to Rockwall for Michelle's 3 year old niece's birthday party.

I wrote a post examining variable player powers, since I'm currently working on adding them to two different TMG games, and I started testing those, while continuing to test Eminent Domain Origins and Eminent Domain: Chaos Theory.

I had another new game idea as well, but this one is not as exciting or interesting as some, so it'll probably just sit in the toolbox, waiting to be combined with something else down the road.

December

I rounded out the year playing a lot fewer games than I normally do, but I did get a lot of testing done of the upcoming TMG game Embark (one of the summer pick ups) with player powers, and I worked with an illustrator and a graphic designer to get that game put together for submission to the manufacturer. I'll be wrapping that up in the next couple of weeks.

2018

I'm starting off the new year with 1 game project finishing art, two more about to start, two games in production, and two just waiting to be sent to the manufacturer. If things go well, I should see all of the following games (each of which I've had a heavy hand in) on store shelves by the end of the year:
As for my designs, once these are all out of the way, I hope to return to Alter Ego, Deities & Demigods, Joan of Arc, and maybe Automatown.

And of course, I'll be doing development on another couple of TMG games.

Monday, September 25, 2017

Casual Q&A post #4

About a month and a half ago I did another installment of my Casual Q&A series. I got a few more questions in the comments on that one, so here they are now.

I welcome more questions, the more I get, the more often I'll do posts like these!


Michael Brown asks:

"How did you submit your first game to a publisher?"

Good question... in my case I feel like I sidestepped the system a little bit with my published designs.

Before TMG started, I did try pitching games a couple of times. After basically winning a contest, I asked a representative of Days of Wonder if I could submit All For One, even though their policy was that they didn't accept outside submissions. He told me to send a 1-sheet description of the game, which I did. In the end they told me that since they do so few games, they don't like to revisit themes, and they already had a game based on The Three Musketeers.

The next real pitch would have been Jay Tummelson at a Protospiel event at Gamestorm in 2007 or something like that. I pitched Wizard's Tower (too abstract), and Terra Prime (didn't interest him). I expected the response on Wizard's Tower, but I was legitimately surprised that Terra Prime didn't excite him AT ALL, because I felt like it was right in line with a lot of the titles Rio Grande put out.

It wasn't MY game, so I didn't want to use up my pitch time on it, but later that weekend Jay did see a few minutes of a game of Homesteaders, and he was very interested. He took the prototype home with him, and handed it off to his 3rd party developers, who told me they "recommended it." However, just about then Dominion happened, so I think Homesteaders got shelved for a few years, until I asked for it back when Michael wanted to launch TMG.

The only other time I really submitted a game was Exhibit, with a European publisher I met with at Essen. They liked the game, and took home a prototype. They were interested in publishing it and even offered a contract. However, some outside, largely unrelated factor came up, and as a result they decided they didn't want to move forward (and I don't blame them). They told me there were no hard feelings, and that I should feel free to submit games to them in the future, but it was a bummer to have that process curtailed.
 


Zedior asks:
"I feel like we (as in budding designers) get a lot of "get it to the table fast" advice, but I personally have a lot of problem going from the idea stage to a prototype. It's partly about the "ideas can't fail" mindset (which is often addressed), but mostly because an idea for a clever mechanism or two still needs a theme, and a dozen more other small things before it is prototypeable. Could you talk about that part of the design process, for you? How do you go from "I want deck-building to represent learning" to have a version with enough stuff to be playable?"


I agree, getting from idea to prototype is one of the big hurdles for me as well. It can be tough, especially if the game requires a bunch of diverse content.

Sometimes I just (eventually) get myself hyped up and at my computer, and I just start laying out cards or something. Sometimes doing that, the whole presentation will change from my initial idea as I see what it actually looks like.

Other times (and I suspect other designers) create content by making a spreadsheet. I did this with my most recent project (Automatown), mostly because I wanted to try datamerge as a way to cut down on work for myself.

A trick you can use, and I think this was one of Matthew Dunstan's nuggets of wisdom that I posted recently, is to create just 1/4 of what you need, print 4 copies each, and start testing with that.

For Eminent Domain it was kind of easy, I only needed 6 different cards to play. However, the tech deck and planet deck were a little harder. I tend to go for symmetry, so for example I started the planet deck with a planet that provided each role symbol. Each type of planet was supposed to be good at 2 different things, so I made metallic planets that had a Survey symbol (x3), a warfare symbol (x3), Hand Size +1 (x2), and nothing but extra points (x1). Similar format for Advanced and Fertile planets.

I tend to make elements that affect each part of the game. Like in Terra Prime, you mostly find and colonize planets, pick-up and deliver resources, and fight aliens. So there are techs that let you move easier, carry more cargo/colonies, fight aliens better, and reward you for delivering more, as well as one that just lets you do more stuff.

Monday, August 07, 2017

Casual Q&A post #3

A couple of times now I've posted inviting people to ask questions that I could answer, like an AMA, but not confined to a short timeframe, and not on Reddit. In the last installment, I got a few more questions from another reader, and I answered them in the comments, but I suspect that could be easily missed. So here's a post repeating them. Questions are compliments of "Patricio:"

How much of an impact do you think board game reviewers have on board game sales?

I think popular reviewers have a decently large impact on the gamerati - the influencers that are deeply entrenched in the industry. However, unless they're on the level of Wil Wheaton (spoilers: they're not), their impact on the larger market is a bit limited.

So for games targeted at the hobby market, the Vasels, Rahdos, Eddys, Vikings, etc have a decent impact on launch (or on a kickstarter project), which is important. But it's not the be-all-end-all of board game sales.

Do you think companies that already have the funds to make a game should use Kickstarter as a pre-sale tool?

I think those things are not mutually exclusive. Kickstarter is a tool that can be leveraged for cash flow and advertising, and it has pluses and minuses. The question is meaningless -- everyone can "have the funds to make a game" through money in their pocket, loans, investors, or whatever. Kickstarter is just another way to get that funding.

Cash flow is different than simply having funds or not, and kickstarter helps with cash flow tremendously.

I get a little irritated when people complain that someone is "using kickstarter wrong"... do those same people complain when someone uses a screwdriver to pry a nail out of the wall instead of using the back of a hammer?

Kickstarter is a tool, and there are costs and benefits to using it. If it makes sense for your company to use that tool, then yes, that company should use that tool. It would be foolish not to.

Do you have a board game designer you saw as an inspiration and influence when you began to design board games?

Yes and no...

I was always impressed with how prolific Knizia was, and I really liked the simplicity and elegance of some Leo Colvini designs. But mostly I lumped published designers into a group, and aspired to be like that group.

Thanks for the questions, Patricio!

I welcome more questions in the comments below, I'll answer them in a future post. The more questions I'm asked, the more frequently I'll do these posts!

Tuesday, May 16, 2017

Casual Q&A, revisited

A few months ago I made a Casual Q&A blog post, inviting people to ask questions that I could answer, like an AMA, but not confined to a short timeframe, and not on Reddit. Only 1 person commented with quesitons, and I never got around to answering them (sorry Josh). So I thought I'd finally revisit the topic, answer Josh's questions, and renew the offer to post questions in the comments below, which I will (eventually) answer! Josh asked...

- What do you think about Legacy type games? Are they here to stay or are they just a phase? Would you like to make one?
What do I think about legacy games? I think there are 2 aspects to the genre that really define it, that make a game a "legacy" game rather than a regular game.

First thing: Permanence. For the most part, the legacy aspects of the game are basically a glorified tech tree. You make choices that give your character some kind of upgrade or benefit, and you have to choose one aspect to improve over another. Things like writing on cards or applying stickers causes a permanent change, but really it just makes bookkeeping easier. When you play D&D, you simply write these changes on your character sheet: you're carrying a 50' rope and a 10' pole, you've used 3 of your 12 arrows, you know Elvish and Common languages, you have 18 13 9 7 11 hit points, and 2 1 potion of Cure Light Wounds. Bringing that ongoing story element to board games, where you generally don't have a character sheet, means you have to start writing on the board or cards, or applying stickers to things. Done well, this can lead to some good storytelling -- which shouldn't be a surprise, since it has worked for RPGs for decades.

 Second thing: Investment. The above is true of legacy games, but it's also true of campaign games (which you can reset and play through again), or even regular games that have other ways to track status changes. However, legacy games invite you to rip up cards, or write on the game board... these permanent changes can't be undone, which raises the stakes on your decisions. These stakes gets you invested in the game, they make you care a lot more about what happens. I have played countless games of Puerto Rico, most of them very fun and intense, but with a few exceptions, I can't tell you now what happened in a given game of Puerto Rico. I've also played games where I had fun, but ultimately didn't care if I on or not. Amping up the level of investment as legacy games do, and having them play out differently for different groups, adds a bit of investment, and has the potential to make a more memorable game experience. That's the point anyway.

 Legacy games are something of a fad, made popular by the (excellent) Pandemic Legacy. I think that just like Cooperative games, Legacy style games will become a consistent, though small portion of the market going forward. We already have a handful of new ones that have just come out or are coming soon...

Pandemic Legacy Season 2
Gloomhaven Charterstone
Chronicles 1: Origins (and the rest of that series)

I have heard of a few other mystery legacy games in the works, like a legacy card game from Mike Fitzgerald, or My Father's Work, by T.C. Petty III. Very hush-hush for the most part, but I know they're out there.

 I don't think consumable, story-heavy games as a genre are going anywhere, but I don't think they'll take over the industry or the hobby either. For one thing, they take way more work to design, develop, and produce. In an industry like ours, with the tiny margins that we have, I'm a little surprised that legacy style games are gaining the traction that they are. That may be why I don't think they'll ever really saturate the market, but there are people invested in making them, and people invested in playing them, so I don't expect them to disappear. It does seem that, so far, legacy concepts seem to go best with cooperative games. I have a copy of Seafall, but haven't played it yet, and I never played Risk Legacy either, but from what I've read, they pale in comparison to the experience delivered by Pandemic Legacy. Time Stories is somewhat popular, and is also cooperative. As is Gloomhaven. We will have to see how Chronicles 1: Origins, Charterstone, and other competitive legacy games hold up. As for me, while I applaud the effort and the ambition in these legacy style games, I'd just as soon play an intense, interesting Euro-style strategy game with a clever main mechanism :)

- If you could change one thing about each of your games in retrospect, what would that be? EmDo interests me in particular.
TERRA PRIME
Way back in 2010 I wrote a post about lessons learned on my first game, Terra Prime. Fortunately for me, I'm going to have a chance to realize some of those lessons, and make some of those changes, as Terra Prime returns as Eminent Domain Origins. Set in the world of Eminent Domain, as a prequel to that game, Terra Prime will get an update including the changes I noted in that post, as well as a few other details I've thought of over the years, and even the expansion I made way back when. I'm not sure when this will happen, my thought is that it might be a good 10th anniversary thing for TMG -- re-releasing a better version of one of the launch titles. I'm excited about it, because I've played the game recently, and I think it holds up.

EMINENT DOMAIN
Eminent Domain is far and away my most popular, and best game yet. I realize I haven't gotten much published yet, but I think I'll be hard pressed to outdo EmDo. I continue to be impressed with how well it holds up, and delighted to see people still playing it or discovering it for the first time. The next (and probably last) expansion, Eminent Domain: Oblivion, the one with political agendas, will be coming out soon, and I hope that we will see another surge of interest in the game at that time. So what would I change about Eminent Domain? Not a whole lot, actually. In the base game, I released errata cards for Abundance, Bureaucracy, and Logistics, which fixed most of what annoyed me about the game, though I kinda think Fertile Ground might be a bit too strong.

 In Escalation, I think I added too much technology to the stacks. If I had it to do again I think I would save some of that for future expansions.

 In Exotica I made a boo-boo on one of the Scenarios (Espionage), which is kind of broken as written. I would change that so it worked better. As written, if playing against a Scenario that starts with a permanent tech card, you can just steal it right away. Espionage's special text says you can ignore Reparations, which on Stolen Trade Secrets is giving up the card to the opponent. This just automatically shuts down most other scenarios, and was a mistake. I believe the intention was that the special text wouldn't shut down the reparations on Stolen Trade Secrets itself... online I suggested playing as if it said "Ignore all Influence Reparations on cards you play" -- so if you get other cards with Reparations, you can ignore that. Another fix might be to say "ignore all reparations except when targeting a permanent technology", or "ignore all reparations. You cannot target permanent technologies". Any of those might have worked better.

MICROCOSM
I've always been pretty happy with how Eminent Domain: Microcosm came out. I still feel like it's got a lot more game than most microgames (many of which aren't interesting to me). If I had it to do again, I think I would do the static effects a little differently. they were admittedly sort of an afterthought, and I don't know how much they really add to the game. I'd also try to do a better job with the rules sheet. A lot of people had trouble with it, and even if I think it should have been sufficient, the fact that they had trouble means it could have been better.

ISLE OF TRAINS
Outside of TMG I have 1 design credit... I feel like Isle of Trains, from Dice Hate Me Games, co-designed with Dan Keltner, is a pretty strong design. It was in a 54 card game contest, and while they did let us go with 56 cards for publication, the deck is a bit small and players complain at having to shuffle a lot and use "phantom cards". If we could have added an extra 9 train cards (1 more copy of each car type), that would have cut down on those complaints significantly, I think. I'm told that the expansion, which we finished almost a year and a half ago, should be on Kickstarter in 2018. It's a long time to wait, but I think people will be pleased with what we've come up with.

UNPUBLISHED PROTOTYPE
All my other games on BGG are not yet published, and maybe some will never be. There are all kinds of things I wish I'd done differently in some of them!

- What game mechanisms do you feel get too little love? Which are "overhyped"?
I'm not sure I feel any mechanism gets "too little love", and my philosophy is that it isn't game MECHANISMS that get old, it's game EXPERIENCES... so I'll answer a slightly different question: which mechanisms do I like best, and which do I like least.

I really like Role Selection games (Puerto Rico, Glory to Rome -- but not the Black Box!), as evidenced by Eminent Domain being a role selection game. I feel like the fact that everyone gets to play on everyone else's turn really keeps players interested in the game, and I think it's one of the more interactive forms of indirect interaction out there because your choices literally allow your opponents to act.

I also really like the Rondel mechanism (Antike, Navagador, Shipyard), as I think it does a great job of forcing players to plan ahead and sequence their actions well.

I enjoy the time track mechanism where the player at the back of the line is the one to play next (Glen More, Olympos, Thebes), because I think it does a great job of simulating the time it takes to do a task (the bigger the task, the more time it takes), and it makes time into a valuable resource.

But my favorite mechanism is probably Multi-use cards (Glory to Rome, Race for the Galaxy, Oh My Goods), because they are such an efficient game component, and they have built in opportunity cost (and good choices in games are all about opportunity cost).

 Two game mechanisms come to mind as my least favorite. I'm personally pretty bad at trick taking (Bridge, Hearts, Wizard), and similarly, climbing games (Tichu), and they don't interest me at all. Somehow I don't mind Diamonds, by Mike Fitzgerald, because there's more to the game than simply trying to communicate your hand in code to your partner and then deduce who has what cards.

The other mechanism I dislike, and think in many cases might be a demonstrably bad game mechanic, is Simultaneous Action Selection (especially with arbitrary resolution order). This includes blind bids, as well as "everyone choose a card then reveal". It's a little less bad when the resolution order is known, because you can use that information to help you decide what to choose.

The only thing that really redeems this mechanism for me is getting to make decisions after the reveal as well. Take Kings of Air and Steam for example... you must pre-program your movement (choose your move cards simultaneously), and then each turn you must reveal the next one and move that amount. But you get the freedom of moving wherever you want, only the amount of movement is pre-programmed, and then you get to do an action of your choice after that. If something goes awry and your plans are interrupted, you have reasonable ability to change them in a productive way. This also means that when planning your movement, you can reasonably have a plan B, in case your preferred plan does get scuppered by a faster opponent.

Thanks for the questions, Josh! If anyone else wants to ask anything in the comments below, I'll happily answer them... eventually :)

Saturday, February 11, 2017

Casual Q&A

You've probably seen AMA threads (Ask Me Anything) on Reddit and elsewhere, where someone will make themselves available for a day to answer whatever questions people would like to ask them. I've done one myself to promote Yokohama when it was on Kickstarter.

I'd like to do a sort of casual version of that here on my blog. So if you'd like to ask me something, leave your question in the comments below and I'll make a follow up post with answers. As this is a game design blog, it might be best to ask questions about game design, game development, games I've played, and games I'm working on... but if you have a question on something else, you could ask that too.

I hope this will give me a chance to learn a little bit about who's reading my blog: how many people read it, and what they're interested in hearing about.

Looking forward to your questions!