Friday, February 24, 2012
Even more Kickstarter analysis
A good, thoughtful article on Kickstarter funding (actually, the second half of a longer good thoughtful article - read Part I too) from Chris Norwood over at GamerChris.
Wednesday, February 22, 2012
Rules writing tips
Some good advice here from a reviewer - somebody who likely reads a good many more rules documents than your typical game designer.
Monday, February 20, 2012
Game Design Notebook - Horde - Step 2: Revision and Prototype
In my last post, I mentioned my newest game project, tentatively called Horde. The original submission was for a contest entry at BGDF and was constrained by the contest restrictions and the 200-word limit on entries. Once the contest was over, free from those restrictions, I liked the idea enough to create a prototype and try it out. The original idea had used small figures of different colors; I shifted that to cards, and created a deck of cards with six "suits" - typical fantasy stuff: fire, water, sun, moon, forest, royal - and five monster types - troll, ooze, golem, dragon, skeleton. I doubled each of these, for sixty total cards, which would be more than enough for people to pick a couple of them on each of 11 turns (5 monsters + 6 suits = 11) and have enough.
But, as I was making these up and doing some rudimentary art, I thought of some ways to make the game more interesting, by having special additional monsters that allowed for special plays or special scoring. That added a bunch more cards, and because those cards are generally more powerful than the regular ones, I needed new rules to balance out these cards. The mechanism I tried initially was this: whenever somebody chooses a special card, everybody else gets another one. More on that in my next post in this series.
I wanted to make the prototype at least look nice, so I collected some art for it, shown at right. The art that I used came from four sources:
Art for cards |
But, as I was making these up and doing some rudimentary art, I thought of some ways to make the game more interesting, by having special additional monsters that allowed for special plays or special scoring. That added a bunch more cards, and because those cards are generally more powerful than the regular ones, I needed new rules to balance out these cards. The mechanism I tried initially was this: whenever somebody chooses a special card, everybody else gets another one. More on that in my next post in this series.
I wanted to make the prototype at least look nice, so I collected some art for it, shown at right. The art that I used came from four sources:
- stuff I made myself - generally crude or bad, although some of them were OK
- stuff I already had access to - I commissioned some art for a previous game, Zombie Ball, so I had art for skeletons and vampires already in place.
- online clip-art - I didn't want to use clip-art that was licensed or of unclear origin, so I went with royalty-free open-use stuff. There's a pretty extensive clip art library at clker.com which purports to be all royalty free. There's another one at openclipart.org which is even more clearly royalty free. Clker includes nearly everything at openclipart.org, so you can get more options at clker.
- art from expired-copyright books - for this, I used Google Books and searched for books from prior to 1923 - anything in those is in the public domain.
Once I had art, it was easy to go ahead and order a prototype from TheGameCrafter.com - and because I was curious, I even went ahead and got one of their medium boxes, which is cool - I'll discuss that later too.
I did the ooze using PowerPoint and some GIMP effects |
The final prototype |
A knight from a fairy tale book, once colorized, became my Elvenking |
Clip art borrowed from clker.com |
Game Design Notebook - Horde - Step 1: Contest entry
So, I entered a game in the newly-shrunken monthly BGDF design showdown in January. I got second in the voting. I'll put up a few posts about it here, the first being my entry there.
The restrictions for the contest were (1) that players had to make permanent rules as they go (inspired by New Year's Resolutions) and (2) that things have to come in pairs. These aren't that important, but they did lead me to a game design I like a lot. The new word limit for entries was 200 words. In case you were wondering, it's very difficult to make a robust game whose rules fit in 200 words; none of the other entries described a full game. Here's my entry:
Horde
2-6 players
Object:
Build the highest-scoring horde of monsters
Components:
10 Rule cards – 5 colors, 5 monsters (red, yellow, blue, black, white; ogre, dragon, knight, goblin, ooze)
50 monster tokens - pairs of monsters (2 each of five colors and five types)
Scoring board – 10 score spaces (0, 1, 1, 2, 2, 3, 4, 5, 7, 10)
Setup:
Shuffle the rule cards and place them and all other components between players (rules face down).
Play:
Each turn, a player first draws a rule card and places it on the board on any open scoring space. This establishes (resolves?) the scoring for the monster or color shown. Next, the player chooses one, two, or three monsters from the common pool. None of the monsters can match (same color or same monster). The other players then each take the same number of monsters from the pool. These monsters also may not match each other. Players unable to take the full number legally must take fewer.
Scoring:
Game ends after ten turns (all rules played). For each rule card, the player with the most of that color or monster type gets the point value shown for that rule on the board.
Wednesday, February 8, 2012
Chicken Caesar
Image from the Game Salute site. SBBQR? |
So, they've got a great name and theme, but what about the details? They've used the Springboard service from Game Salute, a service about which I'm curious. There is precious little detail amidst the pretty pictures and hype on the Game Salute site, but what it appears to be is a program where independent game designers can get assistance with publication, including playtesting, advice on game design, publication, and launching a Kickstarter campaign, in addition to a "Seal of Quality" thing. Of course, these seals are only as useful as their reputation; I'm familiar with some of the games they list on their site, and the ones I know are good games with strong production values.
I'm going to investigate further; if the Game Salute service is relatively inexpensive, it could be great; if they want a huge chunk of the game's budget, then it would be hard to see how it can work with the already tenuous profit margins on games unless they also can give a big marketing boost.
The only data I've got on that is indirect - the minimum level to buy a game of Chicken Caesar is $40, which seems to include postage. That's pretty expensive for a game you can't look at a real copy of before buying, but it's consistent with what I know of printing costs for small print runs (at their $20,000 funding goal, $40 means 500 games).
Tuesday, February 7, 2012
Mini-cards!
Mini cards (2.5"x1.75") now available at TheGameCrafter.com - this is a big deal; those could be super-useful for not only cards, but also currency, markers, tokens, abilities, etc. They're far cheaper per card than the regular size at about nine cents a card (if you can get your game into sets of 32). Very cool - this is one I've been waiting for.
UPDATE: The pricing for these cards isn't actually cheaper than the bigger cards, which is weird. I was wrong. I suppose that the cutting and handling are more difficult for these, but they're definitely saving on printing and ink, so I'm not sure what the economics are.
UPDATE: The pricing for these cards isn't actually cheaper than the bigger cards, which is weird. I was wrong. I suppose that the cutting and handling are more difficult for these, but they're definitely saving on printing and ink, so I'm not sure what the economics are.
Labels:
POD,
Publishing
Monday, February 6, 2012
BGG Ratings
BGG Ratings counts as of 2007, by BGG member Joe Grundy |
Kickstarter and publishing
The folks at the Opinionated Gamer visit several past themes on the value of Kickstarter to designers, publishers, and players. It was interesting to me that most of these folks, who are designers, enthusiasts, and players themselves, were lukewarm on the idea of Kickstarter, and several said the equivalent of 'I'd never fund something there, of course.' It makes me wonder who does.
One of the authors who did buy, Ted Alspach, said he'd been unimpressed with most of the games he'd gotten and specifically called out a couple of them, Carnival and Creatures, as disappointing. I explored on BoardgameGeek.com. Creatures looked kind of like a card-only version of one of my designs, Galapagos, but with fewer body parts, and it only got a 5.8 on BGG's scale, which is a pretty low score for BGG. Carnival, at a slightly-higher 6.3, looked interesting, but some reviewers (like Ted) said the gameplay was rough and sometimes boring.
Most of these guys agreed with the gist of what I and others have said here before, which is that Kickstarter is:
What are some takeaways? Here are mine, from a various parts of the post:
One of the authors who did buy, Ted Alspach, said he'd been unimpressed with most of the games he'd gotten and specifically called out a couple of them, Carnival and Creatures, as disappointing. I explored on BoardgameGeek.com. Creatures looked kind of like a card-only version of one of my designs, Galapagos, but with fewer body parts, and it only got a 5.8 on BGG's scale, which is a pretty low score for BGG. Carnival, at a slightly-higher 6.3, looked interesting, but some reviewers (like Ted) said the gameplay was rough and sometimes boring.
Most of these guys agreed with the gist of what I and others have said here before, which is that Kickstarter is:
- all good for publishers - their risk and investment is reduced
- mostly all good for designers - there are more possible routes to publication, risk is reduced, and self-publishing is far easier, but there may be a temptation to rush to publish an inadequately-tested project. N.B. I see this in myself, totally, in spades.
- a mixed bag for customers/players - they get access to more variety of games, and may see designs that wouldn't get made any other way, but they have to invest before seeing the game and seeing it reviewed, so their money is at risk
What are some takeaways? Here are mine, from a various parts of the post:
- Graphic design sells Kickstarter projects
- Post your rules with your Kickstarter project so that people can see how the game plays
- There's significant fear on the part of Kickstarter funders that the game projects won't get made and their money will be lost, although that is rare to unheard-of so far. Sounds like this might be worth addressing in the video or promotional materials for a Kickstarter project.
- These guys (admittedly a small sample of game enthusiasts) often buy based on a designer's reputation or past products, and are suspicious of unknown or unpublished designers. This kind of attitude (while probably helpful to them) is a barrier I'll have to overcome, although it's the same old Catch-22 that exists in all kinds of endeavors - we only publish published authors, or we only hire people with experience.
- Kickstarter has reduced the number of design submissions to traditional publishers
- As I suspected, self-publishers with basements full of unsold games are a real (and sad) thing, and there's apparently a lonely Hall of Failure somewhere at Essen populated by them.
Saturday, February 4, 2012
Reviewers willing to take on independent games
The Gamer's Table, a boardgame review site, has started what is to become a series on independent games. For their first episode, they took a look at Xavier Lardy's Haunted. From the review, I found it a little tricky to figure out how the game worked, but they seemed to like it after some initial confusion about the rules.
More importantly to me, though, this might be a way to get some exposure for independent games - they seem to have pretty good production values on the videos, and the hosts seem to have played the game and taken the time to think about it. I've seen more detail in other video reviews (e.g. Tom Vasel's videos through the Dice Tower), but these might be a good way to get some exposure for a new release, even if it's a self-published or print-on-demand one like mine at TheGameCrafter.com
The first episode of The Gamer's Table seems to have about 7,400 views at the time I'm writing this; some from the more recent season have more like 400-500, so it's not a huge audience, but presumably it's a dedicated one seeking out this kind of content. Tom Vasel's seem to have more like 2,000-3,000, but these are games that probably start with a wider audience already by being published. Might be worth submitting my stuff.
UPDATE: They're actually up to five episodes on independent games. I watched the fifth episode just now, and the explanation of the game was more detailed and easier to follow. Neat stuff.
More importantly to me, though, this might be a way to get some exposure for independent games - they seem to have pretty good production values on the videos, and the hosts seem to have played the game and taken the time to think about it. I've seen more detail in other video reviews (e.g. Tom Vasel's videos through the Dice Tower), but these might be a good way to get some exposure for a new release, even if it's a self-published or print-on-demand one like mine at TheGameCrafter.com
The first episode of The Gamer's Table seems to have about 7,400 views at the time I'm writing this; some from the more recent season have more like 400-500, so it's not a huge audience, but presumably it's a dedicated one seeking out this kind of content. Tom Vasel's seem to have more like 2,000-3,000, but these are games that probably start with a wider audience already by being published. Might be worth submitting my stuff.
UPDATE: They're actually up to five episodes on independent games. I watched the fifth episode just now, and the explanation of the game was more detailed and easier to follow. Neat stuff.
Wednesday, February 1, 2012
Guiding design principles
This is a good article, with lots of advice I should take to heart but don't always.
Labels:
Design
Tuesday, January 24, 2012
Risky math
Risk battles, thoroughly quantified. Takeaway: Even for evenly matched armies, the attacker gets more likely to win the more each side has.
Thursday, January 12, 2012
Big cards from TGC
New jumbo card template (from TGC site) |
Neat-o Dixit art (from a review by Tiffany Smith on BGG) |
Saturday, December 31, 2011
Game in progress - Wordy
Wordy in mid-game - bonus points for anyone who can tell me the last word... |
I'm still working on it, but give it a try if you want. I haven't done much interface work - e.g., no instructions! But it works. We've played a bunch of games of it already. To play, type any words you can make out of the letters provided, and try to get them all in the time limit.
I built it using a little PHP and a lot of JavaScript with a bunch of help from the CraftyJS game library, which I'd recommend to anybody. The dictionary I used was a subset of Kevin Atkinson's SCOWL project which was super-useful - I didn't want to use the whole Scrabble dictionary with all the really obscure words, but I wanted it to be mostly complete, and SCOWL let me decide what level of obscurity I was comfortable with. I'm still editing my list as I discover words it doesn't have (or words that it does have that it shouldn't!).
Anyway, give it a try, and let me know what you think! The game is here:
http://planktongames.com/wordy
Helpful post on the bidding and manufacturing process
There's a post from Mike Lee at Panda Game Manufacturing over at the Tasty Minstrel Games blog which goes through the steps of getting a game manufactured in China (or elsewhere overseas, I suppose). A very helpful post covering the whole process, a process I've only taken a couple steps into.
One of the quotes I got for manufacturing Diggity was from Panda, and they were competitive; their products are high quality, at least the couple of them I've seen (e.g. Pandemic, Train of Thought). I'd definitely recommend them.
One of the quotes I got for manufacturing Diggity was from Panda, and they were competitive; their products are high quality, at least the couple of them I've seen (e.g. Pandemic, Train of Thought). I'd definitely recommend them.
Friday, December 9, 2011
TheGameCrafter offers hexes and square cards
TGC Hex card template |
This is a really cool new feature - I love it when they add new printed options. This one is especially good because it allows for map-building games (although the tiles are the standard thick glossy cardstock, so not too thick). I don't think either of these will fit too well in the new tuckbox or printed small box options TGC offers, but they'd go in the big all-purpose 10"x10" boxes they use.
Here are links to the particular description pages with templates for designers:
Hexes here
Squares here
Labels:
Design,
POD,
Publishing
Friday, December 2, 2011
How not to handle Kickstarter
Chris Norwood over at GamerChris has a detailed takedown of a project he recently supported via Kickstarter. The details are in his post, but it sounds like the company in question made two bad decisions - first, they sold copies of the game to random convention attendees before sending them to their Kickstarter supporters, and second, they included materials that were supposedly "exclusive" to Kickstarter supporters in every game of their initial 5,000 game print run.
The game got funded, and a 5,000 print run is terrific, especially if it sells out, but I'm betting their next Kickstarter project (running now) might not draw too much support from those who, like Chris, feel justifiably betrayed. Part of the fun of supporting something on Kickstarter is being in at the beginning and feeling like you're doing something special; Chris' post is a great warning that the perks, though usually minor, are still really important to those who've done you the great favor of supporting you. He's got some good advice for others who go this route, too. Something to keep in mind if I try a Kickstarter-funded project in the future.
The game got funded, and a 5,000 print run is terrific, especially if it sells out, but I'm betting their next Kickstarter project (running now) might not draw too much support from those who, like Chris, feel justifiably betrayed. Part of the fun of supporting something on Kickstarter is being in at the beginning and feeling like you're doing something special; Chris' post is a great warning that the perks, though usually minor, are still really important to those who've done you the great favor of supporting you. He's got some good advice for others who go this route, too. Something to keep in mind if I try a Kickstarter-funded project in the future.
Thursday, December 1, 2011
More printed boxes at TGC.
TheGameCrafter.com medium box (from TGC site) |
This is maybe more attractive than their full-size box for small games with only cards and bits (no boards). At $4, it would be a significant fraction of the cost of a game, I'd bet, but it could also look pretty sharp if you print all over the box. The closure might not stand up to repeated use, but games don't get opened all that much, and I shouldn't judge it before I see it in person.
Labels:
POD,
Publishing
Wednesday, November 23, 2011
More on SuperiorPOD's new service
In an earlier post today, I mentioned SuperiorPOD's new distribution service, and I said I couldn't find much detail on what extra parts they offer. Well, further research has revealed this page which has a good summary of the other stuff they offer.
The bottom line: more printed products and components and generally cheaper than TheGameCrafter.com's current offerings, especially for game boxes, but still a fairly maddeningly opaque site with hard-to-find templates, details, and pricing. If you're willing to write and ask, it looks like you can eventually work out what you need, but some folks in the forum above indicate a pretty slow set-up process (extending to months). I'd rather have it readily available and clear, like TGC does. As of now, it looks like you can't have both things (good prices, more extensive printed component offerings, and possible game store distribution of SuperiorPOD vs. straightforward, easy-to-use interface, easy storefront site, and numerous plastic parts of TGC).
The bottom line: more printed products and components and generally cheaper than TheGameCrafter.com's current offerings, especially for game boxes, but still a fairly maddeningly opaque site with hard-to-find templates, details, and pricing. If you're willing to write and ask, it looks like you can eventually work out what you need, but some folks in the forum above indicate a pretty slow set-up process (extending to months). I'd rather have it readily available and clear, like TGC does. As of now, it looks like you can't have both things (good prices, more extensive printed component offerings, and possible game store distribution of SuperiorPOD vs. straightforward, easy-to-use interface, easy storefront site, and numerous plastic parts of TGC).
Distribution service
From a new e-mail I got this morning - SuperiorPOD is trying to bridge the gap between print-on-demand, direct sales (which TheGameCrafter and SuperiorPOD itself provide) and getting games into actual retail stores. The service they've set up is here - Adventure Game Source. It looks like what they're doing is creating a wholesale style distribution service, similar to what traditionally published games use, that retail stores can order from. They also claim to have printing capabilities for lots of different parts and packaging.
Key things I don't know yet:
So, I don't really know what to make of this. I got some copies of my games from them a while ago, and the quality was excellent, although the timing and communication left a lot to be desired. The merge and then un-merge with TheGameCrafter has left these two companies as rivals. From my point of view TGC has some advantages - clear, relatively easy-to-use website, consistent service, clear lines of communication, and lots and lots of standard game parts - but cedes ground to SuperiorPOD in other areas, like cost, variety of printed parts and packaging, and now this distribution option.
I see that Andreas Propst has moved Elemental Clash to this service, so he must have found an advantage there. Maybe I'll see what they can do with Diggity.
Key things I don't know yet:
- How does the MSRP for a game get set? Given that they're offering a 45% discount off this price for distributors, and that print-on-demand costs are generally far higher than printing a whole bunch of a game at once, this could be tricky.
- How hard is it to get listed through the service? They only have an e-mail address to send your stuff too, and that makes it look like they need to look over your game and approve it for their model. I'm not sure how hard it is to be accepted to the program.
So, I don't really know what to make of this. I got some copies of my games from them a while ago, and the quality was excellent, although the timing and communication left a lot to be desired. The merge and then un-merge with TheGameCrafter has left these two companies as rivals. From my point of view TGC has some advantages - clear, relatively easy-to-use website, consistent service, clear lines of communication, and lots and lots of standard game parts - but cedes ground to SuperiorPOD in other areas, like cost, variety of printed parts and packaging, and now this distribution option.
I see that Andreas Propst has moved Elemental Clash to this service, so he must have found an advantage there. Maybe I'll see what they can do with Diggity.
Thursday, November 17, 2011
More navel-gazing about Kickstarter
In response to this post, reader Wordman says the following:
My problem with it, and I don't really have much of one, is that it nearly completely shifts the burden of the process from the designer to the consumer. The model for traditional publishing normally like either of these:
Design a game --> Invest a bunch of money --> Produce and sell game --> Recoup money
Design a game --> Invest a bunch of money --> Produce game, sell hardly any --> Become poor and bitter
Obviously, the second part of that chain is the barrier, and the potential costs are borne by the designer or publisher. With Kickstarter, the designer benefits by not having to risk lots of money, shifting that burden directly to the customer. However, if the game isn't good, the bitterness is still present, but shifted to his/her funders. So, it's win-win for the designer/publisher, but a mixed bag for the funder. But for both parties, there is a dilution of both risk and of bitterness there, which is good - I'm less bummed having dropped $20 on a bad Kickstarter game than I am having blown $10,000 to get a game printed that nobody buys.
I think Grant's major complaint is not that Kickstarter is bad, but that because it's win-win for the designer, there's a much weaker filter for the projects in question. That means the average quality of published games will have to go down (perhaps precipitously so on Kickstarter) while the number of published games will go way up. A little of this is a great thing - Wordman rightly points out that with a bigger pool of games to choose from, more awesome games will be produced rather than sitting in desk drawers and hard drives, and we may see great games that would never have come out. There's a downside here too, especially if the barrier gets too low - it's like the Internet in general. Many more people have a chance to speak, but they don't necessarily have something to say.
So, I like Kickstarter, and I think on balance it's great for independent (a fancy word for unpublished) game designers. There's a downside, too, though, and there's a chance that if a bunch of crappy games all go to the well at the same time or over and over again, it'll dry up. But so far, it's been better and grown faster than I thought possible, so what do I know?
I do worry that, as sometimes happens at TheGameCrafter.com, if most of the projects aren't of very high quality, it will become difficult to find the good ones among the sea of crap. TGC actually created a very small barrier in a recent update - they require at least one copy of a game to be purchased before it can be published to the shop - and I think it has helped raise the bar a little bit.
Grant's critique rings hollow to me. Not because his analysis is wrong, but because... well... consider this...
You live in a world that has games, but Kickstarter doesn't exist. A magic man appears and says "if you open this magic box, the world will transformed into a place that has many, many more games for you to choose from. Many of them might be worse than games you have now. A few of them, though, will probably be awesome." Do you open the box?
I would. I don't see the downside. I guess Grant's concern is that some people somewhere might be duped into buying a bad game. Or, perhaps that I, with my powers to choose for myself, might spend my money un-optimally on a game that wouldn't have had the opportunity to take my money if I hadn't opened the box. Why is that Grant's problem? I'd rather have the choice.A good hypothetical. I didn't mean to indicate that I thought Kickstarter shouldn't exist, or that it was bad for boardgame designers - on the contrary, I think it's terrific that it exists, and it's great that people are having success using it to produce games. One of the biggest barriers to entry to the board game market is the huge up-front investment required for game production, as I've discussed frequently (e.g. here). Kickstarter and similar crowd-funding places smooth out that barrier.
My problem with it, and I don't really have much of one, is that it nearly completely shifts the burden of the process from the designer to the consumer. The model for traditional publishing normally like either of these:
Design a game --> Invest a bunch of money --> Produce and sell game --> Recoup money
Design a game --> Invest a bunch of money --> Produce game, sell hardly any --> Become poor and bitter
Obviously, the second part of that chain is the barrier, and the potential costs are borne by the designer or publisher. With Kickstarter, the designer benefits by not having to risk lots of money, shifting that burden directly to the customer. However, if the game isn't good, the bitterness is still present, but shifted to his/her funders. So, it's win-win for the designer/publisher, but a mixed bag for the funder. But for both parties, there is a dilution of both risk and of bitterness there, which is good - I'm less bummed having dropped $20 on a bad Kickstarter game than I am having blown $10,000 to get a game printed that nobody buys.
I think Grant's major complaint is not that Kickstarter is bad, but that because it's win-win for the designer, there's a much weaker filter for the projects in question. That means the average quality of published games will have to go down (perhaps precipitously so on Kickstarter) while the number of published games will go way up. A little of this is a great thing - Wordman rightly points out that with a bigger pool of games to choose from, more awesome games will be produced rather than sitting in desk drawers and hard drives, and we may see great games that would never have come out. There's a downside here too, especially if the barrier gets too low - it's like the Internet in general. Many more people have a chance to speak, but they don't necessarily have something to say.
So, I like Kickstarter, and I think on balance it's great for independent (a fancy word for unpublished) game designers. There's a downside, too, though, and there's a chance that if a bunch of crappy games all go to the well at the same time or over and over again, it'll dry up. But so far, it's been better and grown faster than I thought possible, so what do I know?
I do worry that, as sometimes happens at TheGameCrafter.com, if most of the projects aren't of very high quality, it will become difficult to find the good ones among the sea of crap. TGC actually created a very small barrier in a recent update - they require at least one copy of a game to be purchased before it can be published to the shop - and I think it has helped raise the bar a little bit.
Saturday, November 12, 2011
Kickstarter for games - a critique
Really interesting critique/rant by Grant Rodiek about using Kickstarter for game projects over here at Exiled Here. I've been aware of Grant's game, Farmageddon, on TheGameCrafter.com for a while, and it sounds like he's done some parallel things (and had parallel thoughts) as he's moved through the independent design/publishing realm. His ideas on Kickstarter mirror mine - a great opportunity, but one that's becoming very crowded and inconsistently good.
Thursday, November 10, 2011
Oceans Elevens
I'm guest-hosting the monthly Game Design Showdown over at Board Game Designers Forum. I required an ocean theme ('cause I'm a marine geologist) and a voting mechanic ('cause it's November). Eight good entries already, and there might be more before the day is through. I miss not entering, but it's fun seeing what people come up with. I was a little worried that I wouldn't attract any entries, but that's not been the case.
Wednesday, November 9, 2011
Warped pictures
I took some pictures of one of my current projects, Warped, which I entered in TheGameCrafter's vehicle design contest and which I've now sent off to Hippodice's design contest. I'll see what Hippodice says - I should know within a month or so if it makes it to the playtest round.
It looks cool, although I don't think I'd ever actually play it on a table with holes in it - too many pieces to fall through. Pretty neat how much stuff you can get for under $20 - that's a lot of parts.
It looks cool, although I don't think I'd ever actually play it on a table with holes in it - too many pieces to fall through. Pretty neat how much stuff you can get for under $20 - that's a lot of parts.
TGC offering actual gameboards
Example new TGC board. Image from their post (linked above) |
They're originally 18"x18" and fold twice to 9"x9", which means they'll fit in TheGameCrafter's new standard black boxes. Pretty cool. I'm going to see if I can stretch/pad the Yoggity artwork to fit and then get one printed up. Hopefully it will also work for my product-in-development, Zombie Ball.
Labels:
POD,
Publishing
Tuesday, November 8, 2011
Social media presences of questionable value
I set up a Google+ page for Plankton Games. Not sure what that's worth. My Facebook Plankton Games page has never been visited by anybody but me, as far as I can tell. But maybe Google+ will be different - it's tied to the search engine better, presumably. We'll see.
Sunday, October 30, 2011
More Hex Tiles
Zounds! It works! A hex overlay that will sit on top of other art. Nice. Now, if I were just a good enough artist to draw a top view of a cemetery arena...
Labels:
Art
Hex grid in illustrator
A neat step-by-step tutorial for making a hex grid pattern in Illustrator. I'm working on better art for my Zombie Ball game (and maybe a better title, too), so I need this kind of thing. I'm going to give it a try, and I'll post the results.
I picked up Illustrator last year both for games and because I often have students who need to use it or something similar, and I figured it would be useful to learn it. I find it much more difficult than Photoshop, which I picked up mostly right away. The menus and controls seem much more cryptic (although Photoshop sure has some weird stuff).
I picked up Illustrator last year both for games and because I often have students who need to use it or something similar, and I figured it would be useful to learn it. I find it much more difficult than Photoshop, which I picked up mostly right away. The menus and controls seem much more cryptic (although Photoshop sure has some weird stuff).
Labels:
Art
Friday, October 28, 2011
Wrong takeaway
From Kickstarter Funding by Days of the Week, Richard Bliss, Purple Pawn, 10/28/2011 |
I think the day-of-week thing is probably nearly irrelevant to project success, since most of the campaigns run several weeks to two months. If anything, you might actually want to AVOID a Sunday start so as not to be hidden by the deluge of new projects coming out on the weekend. Wednesday is your friend. Unless of course people only browse projects over the weekend too...
Thursday, October 27, 2011
Design Contests
The contest I entered Warped! in is over, with results here.
Short analysis - I didn't place in the top five, which is all the results they gave. I was sad, because the game is a lot of fun, is complex, and seems well-balanced, and some of the other entries that placed don't seem like they would be.
Long analysis - I found myself wondering, as I often do upon hearing contest results, why my game didn't do better. I've entered a number of game design competitions, and of these, Hippodice and the Rio Grande competition last fall were the only ones I've gotten feedback from. Occasionally I get some feedback from the monthly BGDF design showdowns (though not from people who've actually played the game, since the entry is just an 800-word description/rules document with a couple small pictures).
The feedback from Hippodice was very brief, although I was very grateful that they took the time to send it (I'll need to post that here sometime to show what they do). The feedback from the Rio Grande competition made it clear that the judges had left out a key component (trading) to the game they were playing (Yoggity), a component that changes the game from mostly luck-based to very strategic.
So, what did I learn from this TheGameCrafter.com competition? Hard to say, with no feedback other than not making it. If I've followed the progress of judging correctly, the final five were the only ones actually created and played by the judges. The rest (including mine) I assume were judged based on rules, artwork, and presentation. The standards and system they used for judging the final version wasn't in the original announcement of the contest, so there'd have been no way to tweak the game toward the judging.
I guess what I'm getting at is some advice to myself: don't enter the contests to get feedback about your games. The only feedback you're likely to get is very simple - you won, or you lost, or maybe, if you're lucky, some placement information. Who wins and loses depends on how good your game is, certainly, but it also depends on what standards they're using (which you don't always know), how the judges interpret those standards (which you can't know), and a host of other idiosyncratic factors, like whether the judges' taste matches your theme or your art or your complexity level, whether they've just played a bunch of games like yours - all stuff you can't know and can't control.
So, if you're not entering to get feedback (a lesson I need to learn), then why enter? The only valid reasons I can see are:
Short analysis - I didn't place in the top five, which is all the results they gave. I was sad, because the game is a lot of fun, is complex, and seems well-balanced, and some of the other entries that placed don't seem like they would be.
Long analysis - I found myself wondering, as I often do upon hearing contest results, why my game didn't do better. I've entered a number of game design competitions, and of these, Hippodice and the Rio Grande competition last fall were the only ones I've gotten feedback from. Occasionally I get some feedback from the monthly BGDF design showdowns (though not from people who've actually played the game, since the entry is just an 800-word description/rules document with a couple small pictures).
The feedback from Hippodice was very brief, although I was very grateful that they took the time to send it (I'll need to post that here sometime to show what they do). The feedback from the Rio Grande competition made it clear that the judges had left out a key component (trading) to the game they were playing (Yoggity), a component that changes the game from mostly luck-based to very strategic.
So, what did I learn from this TheGameCrafter.com competition? Hard to say, with no feedback other than not making it. If I've followed the progress of judging correctly, the final five were the only ones actually created and played by the judges. The rest (including mine) I assume were judged based on rules, artwork, and presentation. The standards and system they used for judging the final version wasn't in the original announcement of the contest, so there'd have been no way to tweak the game toward the judging.
I guess what I'm getting at is some advice to myself: don't enter the contests to get feedback about your games. The only feedback you're likely to get is very simple - you won, or you lost, or maybe, if you're lucky, some placement information. Who wins and loses depends on how good your game is, certainly, but it also depends on what standards they're using (which you don't always know), how the judges interpret those standards (which you can't know), and a host of other idiosyncratic factors, like whether the judges' taste matches your theme or your art or your complexity level, whether they've just played a bunch of games like yours - all stuff you can't know and can't control.
So, if you're not entering to get feedback (a lesson I need to learn), then why enter? The only valid reasons I can see are:
- A reason to design a game, and a deadline to design it by
- The thrill of the competition
- A chance to gain free exposure for your game (very unlikely unless you win a prestigious contest)
- A prize (seldom offered, but cool when it is)
#1 - a reason to design - is a good benefit for me - I like working on games, and having the restrictions and deadlines for competitions helps me focus.
I get a lot of #2, the excitement, also, although when the judging is seemingly more random (or maybe just more hidden) that tends to dampen the thrill. In many of these contests, too, it's very difficult to know what your competitor's games are like, which makes it difficult to evaluate the results - you don't know whether to feel righteously thrashed by superior design or bitter and unappreciated. That's one of the great things about the BGDF showdowns - you get to see everybody's whole entry, and they're short enough that you can read and understand them all.
#3 (exposure) and #4 (a prize) I haven't won enough to see. The BGDF showdowns, of which I've won a few, offer no prize and nearly no exposure. The bigger ones would certainly do more, sometimes even the holy grail of publication, but I've only entered a few of those.
So, I think I have to content myself with practice designing and the excitement of competition, and let the rest of it go. Obviously, as I've seen, even in a competition, people aren't going to have a chance to get to know your game well, and may not even play it, so it's not really much of a measure of how "good" it is. But good rules and good graphical presentation are key, because that's something that even the most rushed judges are going to take a look at.
Sunday, October 23, 2011
Kickstarter > $1 million
Really interesting article over at the Purple Pawn about success people have had using Kickstarter.com to fund boardgame startups. I've covered this here before and interviewed a few successful designers (see other posts with the Kickstarter label), but the total amount of money raised is pretty staggering. This is becoming a really good way for some people to fund the production of some games. The question is, are my games (and whoever I'd recruit to Kickstarter) good enough to get some funding there?
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