Monday, August 29, 2011

Rules-writing guidelines

Michael Keller over at GameDesignerWannabe.com has some notes from a GenCon seminar by a Hasbro executive named Mike Gray about writing effective and useful rules documents for your game. The notes and tips are interesting and very specific - I wish I'd been able to attend the seminar. Definitely worth a look, and includes a copy of a summary handout from the seminar which is also concise and useful.

Saturday, August 27, 2011

Vehicle Design Contest at TheGameCrafter

Described here. The prizes are promotional points on TheGameCrafter.com's site, which is interesting - you can get your game entry (or another game) featured there, which is nice, and obviously winning the contest will give you some small notoriety/marketability.

The restrictions are interesting, too - the most restrictive parts are that the game must use their vehicles (although only one type makes it not too bad) and that your game must price out at under $20, which is pretty limiting, since even Diggity (which is only 100 or so cards plus rules, no extra parts) comes in at about $15. If you want a board or other tokens, it could be tricky to hit that limit.  Another "prize" is getting to judge the next contest, which is interesting also and comes with some free games.

There's not much info on what the criteria are, too, which is a bit tricky, although there are some suggestions (artwork, polish).

Deadline is October 1.  Obviously a better fit for people with new vehicle-related ideas who are used to the TGC production system.

Thursday, August 25, 2011

Really great playtesting advice from JT at TGC here. I've done most if it for Diggity. I do win nearly every game I play, which isn't good (Wookiee Test), and I'm not sure if all newbies can play fast enough to make it fun (Speed Test). Very useful advice throughout - this should be a must-read for all new designers.

Tuesday, August 23, 2011

Diggity sighting

Diggity, near the elbow of the guy in
the blue shirt and dashing facial hair.
Diggity made an appearance at Gen Con at TheGameCrafter.com's booth, thanks to Matt Worden. Photographic evidence here, on the TGC page of Matt's new game, Dicey Curves.

How's that for link-mongering?

Jump Gate - first thoughts

I've played a couple games of Matt Worden's Jump Gate now (and won zero of them).  It's a different game than I expected, but I've enjoyed it a lot.  Some observations:

  • The game is way more fun to play than I thought it would be from reading the rules the first time.  That's mostly a good thing (far better than the opposite) but it would be better if the fun showed through from the rules.  I worry about that with Diggity some.  For Jump Gate, it seemed like there would be some pretty simple set collection, some different kinds of moves to make, and then not much complexity, but there ends up being a surprisingly non-obvious set of strategic decisions you've got to make to use your relatively scarce turns, and figuring out how to maximize your score is tricky.
  • The theme is neat, and fits the game well, but it's only loosely integrated into the game - what I mean by this is that you could pretty easily switch the whole thing to, say, a carnival theme, where you're picking up sets of stuffed animals and candy, rather than the space ship one.
  • The art is great - very neat design and layout.
  • The manufacturing part seems also to be great.  The rules are in color, the components bagged and good quality, the box really neat.  This was a self-publishing effort by Matt, and he's clearly done well with it.  I'm not sure how many he got made in his print run, but I'd guess these cost him in the neighborhood of $10-15 each minimum, maybe more, for 2000-3000 copies, which makes it hard to sell them at retail through a distributor, which I don't think he's doing given the relatively small set of companies it's offered at.  This is nothing wrong that Matt did - it's just a really hard part of being a small publisher.
I'll save a full review for when I've played it a few more times, but I like it.  My son chose it in particular to bring to show his cousins.

Friday, August 5, 2011

Clue

I played Clue with the kids last night.  We didn't have this when I was a kid, so I never played it much growing up - only with friends.  Back then, I thought it was pretty simple, but fun.  Playing as an adult, I realized there's more to it than my 8-year-old self saw.  Where kids mostly just focus on getting the clues noted correctly and puzzled out efficiently, there's this meta-level where you analyze what others are doing with their suggestions, and then a kind of meta-meta level where you watch what other people are noting, especially in response to OTHER people's results, and then a meta-cheating level which I tried to avoid where you can sort of see what part of people's note paper they're marking and determine whether they're noting a weapon, room, or suspect.

There's still a lot of luck.  My daughter (age 14) played well and won, and was doing more fakery and strategy than I thought (is it good when you realize your kids are deceiving you?), but some of her success came from getting the room nailed down very early, which was a function of where she happened to start on the board and what cards she was dealt.  My son (age 12) also did well, and played Colonel Mustard in character as a bombastic blowhard the whole time. What a clown.

The rolling and moving mechanic has always seemed pretty stilted to me, too.  There's likely a better game trapped in there somewhere.  But it was a fun time - gotta love the classics.

Wednesday, August 3, 2011

Jump Gate

My copy of Jump Gate arrives on Monday, and I'm looking forward to seeing fellow indie designer Matt Worden's award winning game in person.  I ordered a copy of the 2nd edition of the game, so the one he had printed up, not the TheGameCrafter.com version, so it should be interesting to see what he was able to accomplish with a reasonably small print run as an independent publisher, something I've been considering for some time now.

Plus, I'm sure the game will be fun to play as well!

Monday, August 1, 2011

Contest at TGC


TheGameCrafter.com is running a game design contest through their site. Prizes are from their new point system, which you can use to get your games featured on their site. I have no idea what the value of featured status is - whether it translates to more views or more sales - but it's an interesting idea, and I've been entering contests with no prizes for a while now at BGDF and at Hippodice.

Unfortunately for me, the contest focuses on their vehicle parts, which isn't really my thing - I guess I go more for abstract stuff rather than using fiddly miniatures. Of course, I could just use some of the vehicles as pawns or markers, I guess. I'll have to see if I can think anything up.

Tuesday, July 19, 2011

Zeno Clash review

Ghat has some mommy/daddy issues
I bought a game on Steam over the weekend - Zeno Clash.  It was on sale for $3.75, so I figured I could hardly go wrong.  Heck, I spent that much in quarters on countless arcade games back in the day.  Including this one.  I'm not proud.

The game was built on the Halflife 2 engine, and there were some weird similarities of interface and graphical appearance there, but it was otherwise very, very different.  The game is very, very weird.  The stuff you do is weird (I just finished a level where I shot at rock-throwing eskimo dudes while being rowed along a fanged canal and discussing the nature of crime with a deep-voiced blue-faced ancient sage).  The art is chaotically bizarre, and the plot and dialogue are sort of dream-like - you're doing things that sort of makes sense in context, but you don't know what's going on, and you're just supposed to accept the weird stuff mostly unquestioningly.  There's some backstory where you were moved to kill your hermaphroditic parent organism with a skull bomb for reasons that only slowly become clear.

Usually, this kind of deliberate artsiness turns me off, but it sort of works here. I've been engaged with the story, and even though the art is strange, it's OK.  It's actually the game part that is not working well for me.  It's a first-person shooter, but you don't shoot much - the weapons are kind of powerful, but you lose them whenever you get hit.  Most of the combat is punching and blocking.

This is fun, kind of, especially when you land some good punches, but they keep putting you in battles with multiple opponents, and you only have the standard 120 degree field of view, so you don't know where the other enemies are.  You are trying to fight one guy, and then you get beat on or shot by a guy you can't see.  A radar or something would really help, or maybe less complicated battles.

Compounding this is a lack of save points.  You get to save after most major battles, but sometimes not, and when you get sent way back to re-fight a battle that you only barely won after 12 tries, it really kills the experience.  I am currently stuck in a fight where you have to beat down three to five guys who are brought back to life by a weird dancing drummer, then kill the drummer.  I've done that once, but then you have to (without life refill if you've eaten all the magic berries, which you need to do to survive the first fight) smash a big strong guy (who also has a sidekick) who can only be hurt with a club, which you lose whenever you're struck.

I've tried this series of fights probably 15 times and never even come close.  Some of the earlier fights were like this too.  I don't mind a challenge, but I'd like the option to manage it better - I don't see a way through this.  Maybe there's a difficulty setting - that might do it, but it's not obvious in the interface.

I've noticed that in several computer games I've designed - I get pretty good at them while playing, so I don't have a good sense of how hard other people will find it.

Anyway, even with the issues, it was definitely worth $3.75.  Hard to imagine how that kind of pricing works for the original authors, who must be getting only a tiny cut after Steam and all the other middlemen take their cut.

Monday, July 18, 2011

GDS - Europoly

I've got an entry in the newest BGDF design showdown after sitting the last one out.  We'll see how I do - it's a bit of a challenge, to make a Monopoly game that keeps the mechanics and pieces but is more "euro" and fun.  Of course, if people played original Monopoly like the rules say, they'd have more fun to begin with...

Monday, July 4, 2011

The Game Crafter v 2.0

Some really exciting changes at The Game Crafter described here.  The biggest in my opinion will be the chip-board game boards, the much better profit-sharing, and the box options.  But nearly all of it sounds like a great improvement.  The requirement that a game be purchased at least once before being released should also cut back on the ocean o' crap that print-on-demand services suffer from.  And if they can solve the nagging card-cutting issues, then that should be really great too.

I'll have to see how my games transition - I'm going to have some problems with Yoggity, since the game board is sized at their board size that's being discontinued, but I can probably figure something out.

This sounds really cool.

Wednesday, June 8, 2011

End of the Line

Here's a really useful post from Jackson Pope over at Reiver Games, where he details his experience running a small independent publishing company and his strategies, decisions, and problems that led to the company's closing down last year. Sad stuff, and a good cautionary tale for people starting down the road that he did.

Thanks to Jackson for writing about his experiences; I think he might be a little too hard on himself, since he also has the global economic collapse as a backdrop for starting his company, but it's really useful to hear what he did and why, and why it didn't always work out.

Monday, June 6, 2011

Good playtesting advice

Tom Gurganus interviewed Chad Ellis of Your Move Games, and Chad has some really good advice for getting useful playtests and also thinking realistically about how good your designs are.  Very good stuff. The company looks like it was founded in kind of the way I'm trying - some designers wanting to publish but not wanting to put up with all the trouble and crushed dreams of getting published by others.

Read it here.  There's an earlier part of the interview too, but this second part has the more interesting stuff design-wise.

Thursday, June 2, 2011

Follow through...

Now that classes and end-of-year reports and such are finished, I've made some progress on the puzzle game project I mentioned back in March.  I've been working with CraftyJS, a pretty neat-o game engine for javascript games.  I'm still in the baby-steps stages of javascript coding and of using Crafty, but I do have something working - see the demo page here.

I'm hoping to turn this into a puzzle game, and I've got the game part mostly thought out, but I'm still working hard on the programming mechanics.  Visually, my quick-and-dirty demo art looks OK, although because I'm using simple rotation of 2D art, the lighting is all wrong on the tiles in the demo.

Thursday, May 26, 2011

Great article on design

I agree with nearly everything Matt Thrower says here, although the last point seems specific only to reviewers of games and not to designers. I think I follow most of his design advice, most of the time, but it's great to have an intelligent, well-written take on these concepts and to think them over again.

I particularly agree with his take on randomness - although I do love the elegance of a completely player-determined game, a random element makes for a whole lot of variety, as I've written about before.

Tuesday, March 29, 2011

Keep hope alive...

I had a neat idea for a simple computer puzzle game in the middle of last week.  Given that it's nearing the end of my semester, I won't have time to implement it for a month or so, but it's great to have that to look forward to.  I'm going to base it on Cairo tessellation, which is a cool pentagon-based geometric pattern rumored to be common in Egyptian streets.

I always struggle to keep the spark of excitement and enthusiasm that comes with a design alive until I can actually do the work.  Sometimes the spark fades away; other times, I come up with a new idea and lose interest in the old one.  The result is a train of half-baked game ideas stretching back into my childhood, and only a few realized projects.  Hopefully I can keep the fires going for this one.

But now I have to grade stuff.

Saturday, March 26, 2011

Writing Rules

There's an interesting discussion on what makes rules good over at BGG.  Lots of good ideas and useful observations there for people writing rules for their own games.  Also some differences of opinion - a lot of people seem to like Settlers of Catan's rules, which have an alphabetical section discussing various topics in the middle after the main rules.  I'm not opposed to a glossary or something like that, but the way Catan has it set up, I often find myself trying to remember what term a particular rule is listed under, which means I have to flip around through the alphabetical section to find the rule.  I'd much prefer to have all the rules listed in a structured way, where they relate to the part of the game being discussed, rather than alphabetically.

Tuesday, March 22, 2011

Dicestorm

Below is my entry in the huge February BGDF Game Design Showdown contest. It nearly made the cut for the finals, but not quite. I think it would be pretty fun; over the summer, I think I'll try to put a set together (wouldn't be too hard - just need lots of six-sided dice) and see how it plays.  


Dicestorm

(c) 2011 by Dave Dobson / Plankton Games
2-4 players

Introduction

In the olden days, the Ur-gan clans of the Stonetop Mountains vied with each other under a strict code of mortal combat. To the losers, a decade of defeat, shame, and self-pity. To the winners, ten years of dominion over all the other clans.
You lead one of these clans in a battle to the death! Your warriors are represented by dice - each die is a warrior. When you are out of dice, your clan has lost, and you are out of the game. Will you fail, and lie unsung in a coward's grave, or will you roll to victory? (Get it? Roll? Get it?)

Components

  • 30 white six-sided dice
  • 1 black six-sided die
  • 2 red eight-sided dice
  • 1 green 10-sided die
  • 4 Restoration mini-cards
  • 14 Tide of Battle mini-cards

Object

Be the last player with surviving armies in the game

Setup

Each player gets a set of normal warriors (white six-sided dice). The number of starting dice depends on the number of players as follows:
  • 2 players - 15 dice each
  • 3 players - 10 dice each
  • 4 players - 7 dice each
Each player also gets one Restoration card. Shuffle the Tide of Battle cards and place them face down nearby. Roll to see who goes first.

Game Play

Game play consists of two phases, the battle phase and the draw phase

Battle Phase

On each of your turns, you will battle with the opponent to your right. To conduct a battle, you and your opponent each roll all your warriors (your dice). Battles are resolved from the die rolls according to these rules:
  • Each roll of five or higher counts as a hit
  • The number showing on each die is the number of hits needed to defeat and remove that die
  • The player dealing hits may decide which of the opponent's dice the hits affect
For example:
  • Gollum has six dice and rolls: 6 5 4 4 2 1
  • Frodo has seven dice and rolls: 6 6 5 3 2 1 1
Gollum has scored two hits, and he may either take out Frodo's two dice showing 1's or Frodo's one die showing a 2. Normally, it would be better to take out two dice rather than one, but if the die showing 2 is a special die, Gollum might want to get rid of that one. Frodo scores three hits and would probably use them to take out Gollum's two dice showing 2 and 1.

Draw Phase

After the battle is resolved, the player draws one card from the Tide of Battle deck. The player may choose to pay the cost shown on the card (the cost is paid in dice), or he may pass it to the right. The next player has the same choice - pay or pass. If the card makes it back around to the original location, the cost is reduced by one and the process repeats. Eventually the card will be bought, or the cost of the card will drop to zero, at which point it may be taken for free.

Losing

If you ever lose all of your dice, you are out of the game immediately, even if you could add more dice by playing a card.

Cards

There are two types of cards - Restoration cards and Tide of Battle cards. Restoration cards bring a player's force back up to its starting total. Tide of Battle cards can have many different effects. The following rules apply to these cards:
  • Some cards have permanent effects; others can be played once only and are then discarded.
  • Some cards are played at specific times in a battle or during a player's turn. Other cards can be played at any time as long as the player still has dice.
  • Some cards call for additional dice to be added to a player's army. If those dice are not available when the card is played, they are not added or owed - they are lost. Partial adding is allowed (e.g. if a player is instructed to add five and three are available, he or she gets the three dice).
  • If a player is ever out of warriors, he or she has lost and can play no cards, even if they would restore warriors to the player's army.
  • Tide of Battle cards that are used are discarded. When all of these cards are used, shuffle the discards to restore the Tides of Battle pile.
  • Restoration cards are never re-used once played.

Tide of Battle Cards

Explanations of the Tide of Battle cards are below.
  

Sunday, March 13, 2011

Word from Hippodice

I didn't make the finals - I don't know where I was out of the hundred or so games they took.  A good experience the first time around, though.  Full results are here.  If (A) means Austria, it looks like 11 of the 12 mentioned on the finals page are from at least partially German-speaking countries (the other one is from the U.S.) - it hasn't been so strongly Germanic in the past, if I remember past lists.

Not that that means anything; the German gaming community is huge and diverse, with many great designers.  Just an observation.

Monday, March 7, 2011

Biggest Game Design Showdown ever?

This month's Game Design Showdown over at BGDF is huge - 37 entries! I think the biggest one I've ever seen is twelve or so. I've got one in, so we'll see how it looks compared to the huge field.

Why so many? Probably because there's a publisher interested (Michael Mindes of Tasty Minstrel Games), and the restrictions in the contest are actually his design specifications for a potential publication. Also, because those specifications are mostly just that you use dice with only limited other components, and nearly everybody can think of a design for a dice game.

There's no guarantee that any of the entries would be published, of course, and no guarantee that the winner of the contest would be the one that TM selects, since they'd have different ideas about marketability and design than the contest voters, but maybe that has people interested. I'm not sure the regular voting apparatus (up to six votes, no more than three per game, no voting for your own) are going to be workable here - it's usually a bit mysterious who wins, and usually few people vote. But maybe having so much interest will make for more voting and less quirkiness.

Should be interesting - I'll let you know how I do, and we can see if any of the entries sparks Michael's interest.

Friday, February 4, 2011

Interesting contest

Reader Wordman (a Shadowrun compadre from many years ago in college) directed me to the Thousand Year Game Design Challenge being run by Daniel Solis.  An interesting concept - create a game that will be playable and relevant for a thousand years.

That, of course, means that using cultural memes, metaphors, or current technologies is not a great idea.  To my way of thinking, actual current thousand-year games are mostly dice and boardgames like chess, go, ludo, backgammon, nine men's morris, mancala, etc - simple rules, abstract parts, but enough complexity to keep it interesting.  I guess it wouldn't need to be all boardgames, either - there's evidence of dice from thousands of years ago, and playing cards or the like have been around for a long time, so maybe those would work too.

A fun challenge. Maybe I'll try to put something together.  The deadline is the end of July.  The judges are Solis and his wife, and they seem to be fans of storytelling-style games, although I'm not sure that kind of game would fit this challenge.

They definitely state "unpublished," so given my current fiasco with SaltCON, I'll be careful...

Thursday, February 3, 2011

Publishing hurts, at least for contests

So, word from the Ion Award competition at SaltCON now is that they've thrown Diggity out of the contest because it's published.  Which seems kind of off to me, although I guess it's a gray area.

The contest literature says the contest is for unpublished games.  The eligibility rules, however, say only this in that regard:

2. The game cannot be under consideration by any company at the time of submission or judging. 

That's definitely the case for my game. Nobody's looking at it, and I'd have happily licensed it to any of the publishers at the conference. Their problem is that I've got it up for sale at TheGameCrafter.com and listed on my site here. However, I've only sold six copies through TGC, and it hardly seems like that's the same as a commercial print run or "publication" in any accepted sense of the word. I can't imagine they'd care if somebody had come up with a game design, had some printed up, and sold them out of a suitcase at conventions - that's basically no different than what I've done, and actually more aggressive marketing and investment than I've done.

Apparently a sticking point for them was that my rules say that the game is "published by Plankton Games." I guess that was a dumb move on my part, but it seems kind of arbitrary that those four words of text on a document are definitive. The reality remains the same - I have no print run and no company looking over the game yet, and the judges at the competition are representatives of big companies looking for good new games to print and distribute, which mine potentially is, or it wouldn't have made it through the first few rounds.

Hippodice has a much more workable rule for these situations in their competition - they say the game can't have more than 100 copies created. That allows some space for people to create and distribute small print runs while still ensuring that the competitions will be populated by game designers rather than established games from bigger companies.

Very disappointing. To the organizers of competitions, I'd say consider the new reality of print-on-demand and web distribution by individual designers, allow for the fact that these micro-publishing efforts don't somehow make a game "published" in any traditional sense, and whatever your call, make your guidelines very clear on this point. To other designers, I'd say that if you're interested in entering your game in competitions, you should probably not put your game up on a POD site unless you're sure the competitions you want to enter allow for it.

Wednesday, February 2, 2011

Upcoming stuff

It got quiet around here towards the end of the year as my semester ended and we traveled to see family.  Then the new semester began with a fury.  So, I haven't been posting much, but I do have some good news to report:

  • The new artwork for Diggity is complete as of late last year, and it's neat-o.  I'll put up some samples soon.  I ordered some copies from TheGameCrafter.com after tweaking my art uploads. Their printing is always pretty dark (they prefer the term "rich") relative to how the images look on the screen, so I had to lighten it after getting one made up to test it.
  • Diggity was selected as a finalist for the Ion Award at SaltCON, a boardgaming convention in Utah. I tried hard to find a way to get out there for the convention, but it ended up being too hard to get away from teaching and my committee work for those days (plus it would have ended up costing me about $700 - not impossible, but pretty expensive).  The competition organizers are willing to demo Diggity for me, so I've got a copy in the mail, and I'm working on a how-to-play movie for it which I hope will help.
Diggity's also in the running in the large field for the Hippodice competition in Germany.  I'm guessing I'll hear something about that in the coming weeks.

Thursday, January 13, 2011

Typing game - Z-Type

This is an interesting game - neat graphics, and fun mechanics. It runs in semi-advanced javascript, so you'll need a newer browser. My only complaint is that it starts too easy and doesn't get harder fast enough, at least for a reasonably fast typist like me. I made it to the 54th wave without much trouble.  I've been looking into HTML5 javascript as a possible platform for some game ideas, and the library this is based (ImpactJS) on looks pretty easy to use.

Friday, December 31, 2010

Fits

We got FITS for Christmas too.  I wasn't able to interest anybody last night, so I tried it solo.  Well, solo at first, and then my 5-year-old nephew came over to help me play, which was pretty fun.

The game is basically real-world Tetris - you have pieces composed of squares which you add to a board and slide down to fill a tall, narrow playfield.  Some of the pieces are more complex than Tetris (with five squares), and you can flip them over to change their handedness, unlike Tetris.  You also can't move them sideways as you drop them, so those vain attempts to fill gaps down low on your stack don't fly here.

The game is a little more complex than regular Tetris.  There are four rounds of play.  The first round, you're just trying to build complete rows with no gaps, like in real Tetris.  For the other rounds, you have slightly different goals, usually involving covering up or leaving exposed particular spaces, but it's mostly the same.  The random order of the pieces is interesting, and with multiple players, they each start with a different piece and then have the same sequence, so you're guaranteed to have different layouts but otherwise a similar experience.

The name apparently comes from an acronym for "Fill In The Spaces," which is semi-cheesy.  The German motto is "Das lückenlose Spielvergnügen," which I think translates to something like "the gap-free game pleasure."  Some things don't translate well, I guess.  The game's physical design is great, though; the pieces and cards are easy to manipulate, and the stands and card inserts are cleverly designed and work well.  Things feel a little bit flimsy, but I'd guess it will all stand up to normal use.

It would be interesting to play with other people rather than on my own, but I'm not sure how different it would be.  This isn't a game, really, in the normal sense.  It's more of a competitive puzzle, and like other competitive puzzles, it works fine on its own, too.  There's really no interaction between players at all, other than table talk, and of course the scoring at the end.

So, interesting, fun, and a little odd, but a good game, I think, and different from others you'll see.  More experience would give me a better feel for it.

Tuesday, December 28, 2010

Agricola!

I gave my daughter Agricola for Christmas (a Homer gift if ever there was one, although she loves games too).  We've played two games now, both of them the "family" version without the occupations and minor improvements.  It was really fun, and I assume the added complexity of the occupations and minor improvements will make it even neater.

One quibble - the rules didn't seem too well laid out for somebody just learning.  The box is FULL of components, boards, etc., some of them important and always used, others from optional parts of the game, some just for convenience, and some different with no apparent reason (e.g. the backsides of the farm boards which have different art and appear to be for storage of the components).  They aren't well-described (some aren't described ever), so for somebody just opening the box, they're dauntingly complex, way more than I think they should be.  Also, it would be nice to have the family game described separately (and first) so that you could start with that and then move onto the more complex variations, rather than having to delete the more complex parts to get down to the family version.

The first time I looked through the box, I had the same sinking feeling I had with Magic Realm and Titan - that the game would be so complex it would take far to long to learn (and to explain) to get a game ever played.  But, it ends up to be clear and manageable, and it seems to offer a variety of different strategies, with the frustration that you can't quite follow them all in the time given.  The pace gets fast and furious at the end, too.  A good time.

Wednesday, December 15, 2010

XKCD and Tic Tac Toe

XKCD has a neat image that lays out ideal Tic Tac Toe strategy.  The image is a little complicated to read at first, but once you figure out the design of his presentation, it's pretty great, both from the game perspective, and also from a visual display of information perspective.

I've had students write ideal tic tac toe players as an exercise in my computer programming classes, and they sometimes struggle more with the strategies than with the programming parts.  This might help, although interestingly, because it's the ideal strategy, it doesn't actually include the decision trees for sub-optimal starts (i.e. where you don't pick a corner as your starting space).

Also interesting is that because Tic Tac Toe is such a symmetric game (i.e., there are only three types of spaces, center, corner, and middle-edge), the image Randall Munro created actually contains some neat visual symmetry, which, along with the fractal nature of his presentation, is cool to look at.  He's a very clever guy, and I love it when he does this kind of thing.

Saturday, December 11, 2010

A look at the competition

Here's another game that's made it to Hippodice for 2011.  Looks pretty polished (and very Carcassone-like).  I really like the artwork; fanciful and clear, with neat colors.  No idea how it plays.

Looks like a very professional prototype, with a box, even.  Neat.  I may be outclassed there if the game is as polished as its presentation.

Wednesday, December 8, 2010

New BGDF Showdown

A weird topic this month from the game design showdown at BGDF.  They want something that relates to the holidays, plus something that relates to internet spam, plus a dexterity component.

I can't think this will produce any games with any lasting appeal, but I'll try.  Hmm.  Maybe throwing green and red darts at meat substitute and then blogging about it?

Saturday, December 4, 2010

TGC game creators aim for big time

I just got done taking part in Matt Worden's game designer chat on TheGameCrafter.com's new chat tool.  Interesting, although I was already pretty familiar with Matt's experience.  I didn't know he'd been so heavily involved in BGDF in earlier days, and it was interesting to learn that his most successful game, Jump Gate, was a Game Design Showdown entry there.

Some other designers on there are trying to figure out how to grow their audience.  One, Eddie from Nightstalker Games, has just released a couple of games and is starting up a blog, too - similar to my strategy (such as it is).  Another, CW Karstens, has tried to work the reviewer circuit, with some success - a mention in TheSpiel.net's podcast (they discuss his game, Field Hospital, at the 62 minute mark).

But it's still tough garnering publicity.  Matt described sending games out to reviewers, kind of in the dark, but that's led to his Games 100 success.  Maybe there's something there - the boardgame media seems small and fragmented, but maybe that's a viable strategy.