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!(more…)
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.(more…)
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 Gloomhaven reprint, 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 Gloomhaven reprint Kickstarter (or rather, throwing the Gloomhaven reprint into the Founders Kickstarter), 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…)
As production finishes up for Gloomhaven, I find myself returning to the game to complete some unfinished business. It has always been my plan to release some extra content for the game online once it is finally released, but that day has been so far off for so long, those plans seemed perpetually stuck in the back of my mind.
As the release of Gloomhaven grows ever nearer, however, it looks like I should actually put in the time to get the extra content finished and make it special.
One of the main reasons I want to provide additional content for a game that already has a stupid amount of content is that I still feel beholden to my backers and supporters. We raised almost $400,000 during the Kickstarter for Gloomhaven, constantly unlocking crazy stretch goals, but in the year since then (I know, it’s been a year…), I’ve received over $100,000 in additional pre-orders. It seems to me that that is deserving of at least one more massive stretch goal.
Equally important, though, is my hope that releasing more content for Gloomhaven digitally will encourage other people to do the same. It’s the same reason I ran the contests for fan-made scenarios during the Kickstarter. I wanted people to see how easy it was to pick up the game system and run with it in new directions, either within the campaign world or in an entirely different world of their own creation.
I really hope Gloomhaven will attract a vibrant, creative community that will come up with stuff I never imagined. I think I was the right person to build the system, but I will be the first to tell you that there are better story-tellers out there than me. I think people will be pleased with the campaign and the world I created, but the systems full potential has yet to be explored creatively.
Of course, there are some inherent issues in releasing digital content. Gloomhaven is not a video game after all. It is a physical product, and its physicality is a large part of its charm. When I offer you a PDF of new item cards you can download and print out, there’s no way they’re going to look the same as the item cards that came in the box. Since you don’t have to randomize your items at any point, the difference isn’t game-breaking, but it can still be disappointing.
In the grand scheme of things, what I’d like to do is, after a year or so, possibly round up all my favorite digital content for the game, and actually get it professionally printed as a mini expansion. As for bigger expansions to Gloomhaven, well, that’s a discussion for another time.