I think any game designer will tell you that the most useful thing you can do when you first start designing a game is to get it to the table and start playing it. You can stare at spreadsheets and brainstorm documents forever, but until you actually experience the game in action, it will be incredibly hard to figure out what works and doesn’t work about it.
So, with that in mind, I took my initial concepts for What We Found There and set about making a basic prototype, and the most intensive part of this was making all the cards.
Right, well, first I want to thank everyone who responded to last week’s post. I was pleasantly surprised by not only the support, but all the good ideas people had for the What We Found There project. It made me feel like I made the right choice, talking openly about my design project, so, in the spirit of that, let’s keep going!
This was once a different space. One where I wrote freely about everything that was going on around here without fear that it would unwittingly become part of the board game news cycle. Not that I have anything wrong with the board game news cycle. It tells people about important stuff, and back then, I wasn’t doing anything anyone would have considered important.
So let’s say you make a game. Let’s call it “Forge War.” You make this game, and a lot of people really like it, but a lot of other people really don’t. And while it pushes some boundaries, ultimately, it is considered to be just another Kickstarter game, and it is forgotten. Not by everyone, of course. It still has fans, don’t get me wrong, but it sits in the 800s on BoardGameGeeks’ rankings, one small game among a sea of them.
So you say to yourself, “I am happy I made that. I learned a lot from the process, and I am proud of it, but if I want to continue doing this for a living, how do I make sure my next project doesn’t suffer the same fate? I need to make something so monumental and epic, that it could never be lost among that sea.” And then you make that ridiculous, monumental game. Let’s call it “Gloomhaven.”(more…)
While the wheels turn on the Gloomhavenreprint, it is comforting to know that there are many people still curious about Founders of Gloomhaven and when it will be up on Kickstarter. As you may know, I was planning on throwing it into the Gloomhavenreprint Kickstarter (or rather, throwing the Gloomhavenreprint into the FoundersKickstarter), but I didn’t feel like it was ready, and the last thing I wanted to do is rush another Kickstarter project (the first Gloomhaven Kickstarter felt a little rushed to me). So I decided to separate the two and move ahead with just the reprint Kickstarter. That ended up doing ridiculously well, but it left open the question of, with the great success of Gloomhaven, when would the next game be seeing the light of day?(more…)
Well, it’s that time of year again. The orange-colored candy in the supermarket makes way for pumpkin-related paraphernalia, and I find myself with a desire to write. Last year I decided to participate in NaNoWriMo for the first time because I was under a lot of pressure to get all the story text for the Gloomhaven scenarios written, and I needed some motivation to get it done.
I didn’t get it all done, but the process was still helpful, and I felt I succeeded in my task, despite falling short of the 50,000-word goal (more…)