Monday, January 28

Tax Return :(

In the UK, when starting your own small company you have a choice between forming a Limited Company (known as Company Name Ltd.) which is a separate legal entity (I assume very similar to the LLC in the US) or you can set up as a self-employed person (either as a sole trader or in a partnership) where the company is actually just yourself earning some money under a trading name.


When I set up Reiver Games back in July 2006, after getting some advice from Business Link, a now defunct government scheme to give free advice to new businesses, I chose the sole trader route - technically, Reiver Games was: Jackson Pope trading as Reiver Games.


Since at the time I was only setting up the business to try and sell 100 copies of Border Reivers that I was going to lovingly craft by hand, I wanted to keep things as cheap as possible. Setting up a limited company required paying someone to incorporate it, and then paying every year for employees liability insurance and to get an accountant to audit your books. All costs I could do without.


Setting up as a sole trader was much easier: open some bank accounts, create a website and tell HMRC (our equivalent of the IRS) that I was now self-employed as well as an employee and job done. As a self-employed person I would also have to start filling in a tax return every year. In the UK if you are just an ordinary wage-slave, paying taxes straight out of your pay cheque every month (PAYE) you don't need to file a tax return, but self-employed people do.


We have to file our tax returns by the end of January the year after the tax year we're filing for. So at the end of this month I have to file a tax return for the tax year from 6th April 2011 to the 5th April 2012. Reiver Games ceased trading in July 2011 and I finally closed all the bank accounts in November 2011, so this is the last time I'll have to file a tax return I hope.


While I was running Reiver Games (especially during the period when I was doing it full-time) I tried to keep on top of doing my books as I went along, then filing a tax return wasn't too onerous: read some numbers of the annual totals and that was pretty much it. Once I went back to work and Reiver Games was clearly going down the pan it was a bit harder to summon the enthusiasm for staying on top of my books, so filing a tax return turned into frantically catching up on the books, then filing a tax return at the last possible minute. It was like that last January and again this year. I've been doing it during the evenings over the last week or two after The Baby had gone to bed and finally finished and submitted it last night. Theoretically, HMRC will notice I've ceased being self-employed and remove the need to fill in a tax return, though they might need some prodding...


Needless to say, on top of the books, I've got pretty much nothing done on Codename: Vacuum the last couple of weeks, but I've still been having lots of ideas to try out. Now these damn books and tax return are out of the way I'll have to give them a whirl.

Monday, January 21

Codename Vacuum: Belatedly Getting Feedback

I had the idea for Codename: Vacuum about fifteen months ago now. It got its first proper play at Games Night during February last year then nothing really until July when I played it with my friend Paul whose Games Night I attended twice a week for most of our five year sojourn in York. Since October last year it's been played at least once a week as I try to iron out the kinks and fix the balance issues.


The first play was, to my mind, disastrous: the game lasted many hours and the play was dragged out by numerous discussions about things that could be changed about it, most of which would have completely changed it, certainly radically altering it from the game I first had (and still have) in mind. The second went much better with my friend Paul who had been one of my key playtesters during my Reiver Games days.


Since then, I've tried to focus on playing the game a lot with friends at work and at Games Night (there is a large overlap between those groups of people). The focus has been on teaching people the game and me personally working out which decks/cards are weak. Every month or so I've printed out a new version of the game incorporating potential fixes to the problems I've found.


Wary of the wealth of wildly restructuring ideas I had at the first public test, I've not been asking my playtesters for much in the way of feedback - I've just been using them as opponents to enable me to test the game and spot potential problems/weaknesses.


Obviously, this is a pants way to proceed, but it got me over the hump of not playing the game and has allowed me to make three or four complete revisions of the game, each of which I think is slightly better than the last. But playtesting is not just for playing the game - it's also for gathering feedback and I've been doing very little of that.


My current playtest crew for Vacuum is a core of four people who seem genuinely keen to play it. Dave has played it getting on for ten times I think, and gives me a good run for my money, winning as many (if not slightly more!) games than I do. The other three have probably played two or three times each, and I don't think any of them have beaten me yet (though I might be remember that wrong!). I'm now asking these core guys for really critical feedback after games in the hope I can use this information to hone the game still further and address the weaknesses of the game as a whole.


Possibly more interesting and useful would be feedback from the five or six people who've played it once or twice and don't seem particularly keen to play it again. What is it about the game that they don't like or do they have any ideas what it is about the game that doesn't excite them? I need to gather that feedback too, but I need to do it without seeming to be pulling them up for their lack of interest. How to do that, I'm not sure yet.


The other thing about my process that's changing is that I'm going from making a new version every month or so to just tweaking a card or a deck and re-print those out for testing. Printing and cutting out a whole new copy is about an hour and a half's work, but I can do a single deck pretty quickly (especially since I changed the form factor of the artwork - why oh why didn't I do that earlier?). It feels like the game is coming on nicely and I'm still having plenty of new card ideas - at this rate it's going to have an expansion's worth before I'm ready to publish/hawk it!


Setting my goals for the year a few weeks ago has really focussed my mind on moving things forward - I'm driven now to get a couple of copies out to my previous gaming groups in York and Bedford (both populated by Reiver Games playtesters!) by the end of February, but before I do that I want to improve the game still further.


I also need to create a rulebook that's complete enough to learn the game from, but time is tight, especially as I have to do a Self-Assessment Tax Return for the last year of Reiver Games before the end of this month :(

Monday, January 14

What's in a Name?

For many years I've been referring to new games by a codename that stands as a working title while the game is in development. It's Alive! was Codename: Monster, Carpe Astra was Codename: Network and Sumeria was Codename: Ancient before their official names were chosen or announced. And now I'm working on Codename: Vacuum.


If I decide to hawk it to publishers, job done, I can send it with the codename, since the publisher will almost certainly want to chose the name (and the artist and tweak the rules) themselves. However, if I decide I self publish again I'll need a real name for it at some point.


I've been toying with a couple of ideas (one of which I posited here to a conspicuous silence!), and it got me thinking about what makes a good game name.


Lots of euro games go for the place name option, e.g.: Goa, Macao, Cuba, Santiago, Puerto Rico; while more themed games chose something a bit more involved: e.g.: Twilight Imperium 3rd Edition, Race for the Galaxy, Space Hulk.


I would want something that gives you a flavour of the game, but it also needs to meet certain criteria:


  • There can't be an existing game with the same or a similar name
  • It's got to Google well
  • Ideally there's not a book/film/computer game with the same name
  • It's got to sound enticing
  • It ought to evoke the gameplay or setting

So Race for the Galaxy is out (taken) and Race for the Solar System is out (too similar). Sol is out (taken by a 2011 game, a forthcoming film plus brings back hundreds of BGG hits). Empire of the Sun is a film and book, Solar Empire is a 2012 game. So you can see there's a lot of competition!


Making up a word works in a lot of ways (it should be unique in the BGG database and should Google well), but it be awkward for searchers to guess the 'correct' spelling, plus it's difficult to evoke the theme, concept or mechanics of a game with a word that by definition doesn't mean anything.


I've been thinking about 'Full Steam to the Stars' or 'Steam to the Stars' for Codename: Vacuum. They both have a few things going for them:


  • No competition: a BGG search of 'steam stars' brings back no hits and Google doesn't find anything with that phrase in the first page
  • They both evoke the Steampunk initial setting of the game and the sci-fi finish with a sense of the transition in between
  • Full Steam gives a hint of the race to ensure that your target victory conditions are ones that get scored

Of course, the downside is that I'm too close to them so I've no idea whether they sound rubbish or not. The name has to be interesting enough that if you saw it on a shelf you'd pick up the box or if you saw it in the BGG Hotness you'd click the link. I'm not sure either of those have that kind of appeal.


For Carpe Astra I ran a BGG competition to choose a name (the winner got a mention in the rules and, I think, a free copy of the game). I could do the same thing here, but it's a bit of a wasted effort if I hawk it to publishers and they call it something else.


What do you all think of (Full) Steam to the Stars? Got any better ideas?

Monday, January 7

Setting Some Goals

It's a time of year traditionally dedicated to proudly proclaiming a set of Resolutions about how you will improve yourself that inevitably fall by the wayside by the end of January as things settle back to normal after your Christmas blowout.


Rather than set myself some New Year's Resolutions in that vein, I've decided instead to set myself some Games Design Goals instead. I'm not promising anything, I'm not changing the way I live my life (no matter how short-lived!), I'm just going to state for the record what I hope to achieve with Codename: Vacuum this year. I might achieve them, I might not, but I'll certainly try and it'll be interesting at the end of the year to look back and see how successful I've been in meeting them.


Creation and Play Goals


My goals are pretty simple for Creation and Play, now I'm back, I'd like to establish myself as a regular blogger again. The aim is to blog once a week on a Monday morning. I expect to miss a few due to holidays and illness/laziness, but I'd like to blog at least 45 times this year. I've hit 60,000 page views for the blog now over its 3 year history of stats. I'd like to get above 80,000 by the end of this year with a few extra followers to boot.


Codename: Vacuum Goals


I'm really pleased with the progress I'm making on Codename: Vacuum, the next stage is to get it out in the world. I'd like to get copies to my previous gaming buddies in York and Bedford by the end of February and then several copies to blind playtesters by the end of May. I hope that I'll be able to incorporate their feedback and have a print-ready game (sans artwork) by the end of November, when I need to decide whether the game is good enough to publish and if it is, what route to take to market.


There's a fair amount or graft needed to reach those goals, but if you don't set yourself something challenging you'll just fanny on interminably. Wish me luck!

Monday, December 31

The Year in Review

2012 has been a momentous year for me in a number of ways. I became a father back in August and that's been very hard work, but also very exciting and great fun already with the promise of lots more fun to come. I moved back to Newcastle at the end of last year so it's been my first full calendar year in Newcastle since 2004 and my first full calendar year in full-time employment with same employer since 2007. We bought a house in March and a car in December. And I visited Canada for the first time. But probably the most relevant thing in this forum is that it was the year I re-kindled my love of Game Design.


Games Design


I had the idea for Codename: Vacuum during a discussion with The Wife during a long car journey at the end of November last year. In just over a year it has gone from concept to a fairly solid prototype (with another almost ready to print), and interestingly it hasn't changed a huge amount. The concept is still the same (though the setting has changed very slightly) and the main mechanics and actions are still as originally envisaged. I'm pleased with how Codename: Vacuum is progressing and hope to get it to a print-ready stage by the end of next year when I'll have to make a decision about whether it's good enough to
proceed with and, if it is, whether to try KickStarter or hawk it to established publishers. Exciting times once again.


Back at the beginning of the year had an idea for a little card game (Codename: Proteome) to make as a conference giveaway from my current employer. After an initial burst of interest in the office this one completely fizzled out. It's a shame but, especially now that I have a daughter to look after, I'm very pushed for time so focussing on a single game is a way to ensure that something gets done rather than negligable progress on half a dozen things.


Finally, in November I had an idea for another game (Codename: Vengeance) which co-incided with NaGaDeMon. It was to be a worker placement/area control game conceptually based on the old Populous computer games. The announcement that Peter Molyneux was going to KickStarter to fund a re-imagining of Populous put paid to that idea too, but silver lining: I've only really got time for one game anyway, so Vacuum benefits from that idea falling by the wayside too.


General Gaming


From a general gaming point of view it's been a surprisingly good year. I've not got to any conventions or trade shows, but I've managed a fairly regular games night that suffered only minimal disruption around the house move and the birth of our daughter. I've played 328 games, a large number of which were on the iPad while travelling for work (I've decided rather arbitrarily that games on an iPad against human opposition count towards BGG play stats). My five and dimes were:


  • 25: No Thanks! - One of our favourite fillers at Games Night
  • 24: Race for the Galaxy - A perennial favourite at Games Night and with The Wife
  • 23: Ingenious - All played on the iPad with Mal on our trip to Denmark
  • 22: Codename: Vacuum - Getting somewhere with this
  • 22: 7 Wonders - Still loving this, simple and quick, but still interesting
  • 15: Carcassonne - One of my favourite games for nearly 10 years
  • 15: The Resistance - Battlestar Galactica, but playable in an hour - awesome!
  • 13: 11 nimmt! - Popular at Games Night
  • 13: Hey, That's My Fish! - Mostly on the iPad on planes to and from Vancouver
  • 11: Hol's der Geier - I'm loving this very simple, yet devious, filler
  • 10: Stone Age - Popular at Games Night and with The Wife
  • 9: 6 Nimmt! - Another Games Night filler
  • 7: Ave Caesar - Vicious and quick race game
  • 7: For Sale - Another Games Night filler
  • 7: Guess Who? - With my niece over Christmas
  • 6: Army of Frogs - All on the iPad
  • 6: Coloretto - Bought in Vancouver at Starlit Citadel
  • 5: Guillotine - Bought in Vancouver at Starlit Citadel
  • 5: Lords of Waterdeep - Very popular worker placement lite game with a D&D theme
  • 5: Lost Cities - Huh? I don't remember playing that 5 times!
  • 5: Thunderstone - much prefer this to Dominion, themed up to the nines (and I've a boatload of expansions)

With the bigger house and my own Games Night for the first time, I've bought quite a lot of games this year: Coloretto and Guillotine in Canada, Cleopatra and the Society of Architects, Clans, Tigris and Euphrates and El Grande cheap from a friend plus: The Resistance, K2, Hansa Teutonica, Village and Divinare. I've also bought Army of Frogs, Ingenious and Through the Desert on the iPad. A disappointing number of the real games have yet to hit the table.


Blogging


After the fallout of Reiver Games, my blog had slowly withered and died over the last couple of years. I started it back up last November after having the idea that became Codename: Vacuum. I posted a few times through January and February, and then it went quiet again during and after our house move. I started it up again in August (the week before my daughter was born) and have been posting pretty much weekly ever since. I've managed 27 posts this year, including one that was picked up by BoardGameGeek News and then Reddit and went on to become my second most read post ever. That month (October) went on to become my month with the most page views ever, eclipsing the early days of my blog. Of course, after the Reddit storm died down page views are back to normal, but still ticking over nicely. My most popular posts this year have been:



Here's hoping that next year will be as good! Until then, Happy New Year!

Monday, December 24

Merry Christmas

Just a short one today to wish you all Merry Christmas and a Happy New Year. Thanks for taking the time to read my blog and get involved in the discussion, there'll be one final post before the end of the year and then normal service will hopefully resume in the New Year.

Monday, December 17

Artists! How does this sound?

If you've been reading my blog over the last few months you'll be keenly aware that the one thing Codename: Vacuum is missing is art. The cards have some rudimentary graphic design done, but no illustrations whatsoever.


Card lacking artwork
Needs some artistic love, methinks.

The main reason behind this is that while I have limited graphic design skills, I have no art skills and at the moment my money is going on tiny clothes and nappies rather than hiring artists. Having said that, it would be great to have some art on the game before I send it out for playtesting. How do I reconcile these two positions?


I've been considering that question for a while now. I mentioned it to my Dad when he was up a few weeks ago (he's a retired art teacher and artist, though in a completely different style) and he started sketching out a few things. In addition, an old friend from junior school offered to help, but he's a professional animator and has a young family and needs to focus on earning a living not helping out a mate he's not seen in 25 years for free. So what to do?


I've had a slightly bizarre idea over the last couple of days, and I've no idea how it sounds so I'm going to run it past you guys to get some feedback before I actually try to implement it. So what's the idea I hear you ask?


I get aspiring board game artists to do it for me for free!


And there's my problem. How much of an exploitative arse do I sound about now? I'm thinking an unacceptable amount. But maybe not. I'll flesh out my idea, and then you can let me know in the comments whether I sound like an arse or not.


The problem of no art is compounded by the fact that I need a lot of it. I need:


  • A card back design
  • 50 location designs
  • 7 location back designs
  • 65 card front designs

That's an enormous job for one person, especially when I can't afford to pay them, so finding people to share out the work between would be a more realistic way to go. But I don't know many arty types, and certainly not enough to get that amount of art done for free out of personal goodwill.


Clearly, I would need to offer these generous hypothetical artists something in return for their hard work, even if it can't be real folding money. Otherwise I'd appear like an arse and I'd end up with an unenviable reputation and still no art.


So the idea I've been tossing around in my head is this:


I post on BGG a list of all the art I'm looking for and ask for aspiring board game artists to knock something up for some of those briefs for free. In return, they would get: an artist credit on the card(s) they've illustrated and a link to their portfolio in the rulebook. I'd also do artist profiles here on Creation and Play of the artists whose submitted work I most admire.


I'm hoping at some point to get Codename: Vacuum into print. If that never happens (a reasonable risk), then that would be the end of it. But if I decided to hawk it to other publishers then the artist's work and their portfolio link would go to those publishers in the setting of a real game. Alternatively, I might decide to try to KickStart it myself, in which case the artists whose work I like the best would stand a reasonable chance of getting their art into the finished game, and more importantly, I'd be paying them for it at that point (the KickStarter budget would include paying for art). If I end up publishing the game myself, I would only use art submitted for the prototype with the artist's permission if we could agree a price that I would pay them for it.


What do you think? Does that sound like a promising idea? An exploitative idea? An idea which is extremely unlikely to work?

Monday, December 10

Codename Vacuum Reaches Second Country!

Until recently, all the games of Codename: Vacuum that have ever been played were either at my house or at work. The game has never been played without me, and never outside Newcastle.


At some point, if I'm serious about getting it to market, it will have to spread its wings and fly the nest - it'll need to be played by other people, in other countries, by playtesters who have never met me and won't be biased by friendship with me when they come to give feedback.


It's been a quiet week or so, I went to Denmark with work last week (and missed Games Night) and we had our office Christmas party this week (on Games Night) so I've not played games much at home. In addition, we've a visit from my parents and I've had a couple of hospital trips this week and my main Vacuum playtester has gone to Australia for three weeks and so there hasn't been much time or opportunity for games at work either.


But despite all this, Vacuum reached an interesting milestone of sorts last week. It was played in a different country! The Denmark trip was with Mal, a friend of old who was my main Border Reivers playtester, so I took Vacuum (along with several smaller games and a few on my iPad) to while away the time we were spending travelling. Vacuum takes up a fair amount of space, so we couldn't play it on a plane, a train or in an airport waiting lounge, but we did find ourselves last Friday in a bar in Schiphol airport in Amsterdam with five hours to kill. So out came Vacuum (which Mal had only played once several months ago) and I proceeded to teach it to him again. We ended up playing a couple of games, while drinking very pleasant Belgian beers. The first game took a good hour and a half if not slightly more, the second was definitely less than half an hour!


Photographic evidence

Obviously, this isn't getting the game playtested in other countries by people unknown to me, but it felt like a milestone none the less. I've got a list of a few playtesters set up for when Vacuum is a bit more stable - but I don't want to send it out while it's still changing rapidly, because that shows that the game isn't yet good enough in my mind, so there's not much point in investing a lot of time and energy in sending out copies to other people who are also unlikely to think it's good enough.


Things are getting back on track now though, Games Night should be back on for the next couple of weeks in the run up to Christmas, and I've a three-player game of Vacuum lined up one lunchtime next week. I also need to find some time at home to concentrate on getting the layout done for the new version of Vacuum so that I've got something to test in the New Year.


I'd really like to get Vacuum stable enough by the end of March to send out playtest copies - so I've got my work cut out!

Monday, December 3

Design Lag

As I mentioned last week, I'm converting the art from A3 pages to card size ones. As part of that, I have to admit to myself that I'm actually creating a new version at the same time. It started out as some layout/design improvements, then a couple of card tweaks crept in, based on playing the new version several times during lunch break at work and at Games Night. As I get more plays of the newest version under my belt, I'm thinking of other things I could be adding, which cards/decks are weak and could do with improvements, which cards could be changed to better fit their theming, etc. I've now got to the point where almost every card will change in some way, again.


In the dim, distant past, before I became a father, I would knock up a new prototype whenever I had a new idea, so the cycle would be pretty much: play the game once, have an idea, make a new prototype, play it once, have an idea, make a new prototype, etc.


Now I want to spend my free time with my family, especially my daughter who I only get to see in the evenings and on weekends. But I also want to make progress on Codename: Vacuum. It takes time to do the card changes required when I have a new idea, and more time to print them out and cut them out. Probably about four or five hours in total and this time it's taking even longer due to the time required to change the document page size and re-layout all the cards.


I fit in making new versions when I've a bit of time when The Wife and The Daughter are asleep, usually early in the morning while I have my breakfast, but as you can imagine it takes several weeks for this time to add up to the several hours I need for a new version of the game. So new versions of the game are several weeks apart.


Of course, I'm still having ideas at the same rate - a few every time I play the game and I'm playing the game two or three times a week. So the ideas are stacking up. I'm going to call that 'design lag'.


As with anything, this has its pros and cons. To my mind the benefits are:


  • I spend less time making prototypes that are only played once
  • I get a good feel for the strengths and weaknesses of a version from 5-10 plays of it
  • I don't rush to snap decisions based on a single bad experience
  • New versions feel quite different, often like a big step forward

However, I think these are the downsides:


  • I get to play a version that's got a particular problem several times, aware that I have a potential solution in my head/in my notes
  • It's frustrating to have to wait a few weeks to find out if a potential fix works, or not
  • I don't get to test changes in isolation which makes it difficult to find root causes to problems

On balance, I think the design lag I'm currently experiencing is a good thing. I'm focused on testing things not making new things all the time, and each version is more thoroughly tested as a result. Plus, it frees up time for important things like spending time with my family and trivial things like blogging.


One final thing. Codename: Vacuum is just that, a nickname to describe the game while I think of a real name for it. It's a game that conceptually charts 200 years of history, starting in a steampunk alternative universe circa 1900 to approximately 2100. How does: "Full Steam to the Stars" sound? Thoughts? Surely someone has got a better idea?

Monday, November 26

Changing Form Factor

In the early stages of making cards for a game I do the art on A3 sheets of paper, with the cards in a 5 x 5 grid. I've got a blank document ready in Adobe InDesign which already has all the document guides to line things up to and the cutting guides ready prepared on a separate layer.


Having the document with A3 print size is convenient for printing, and works fine at the beginning when the card count and mix is changing regularly, but once things start to settle down it is good to move to a new format.


For Carpe Astra and Sumeria I got the printing done by LudoFact one of Germany's big games printers. They want to receive the cards as a print quality PDF or PostScript file, with one card per page, each page the size of the cards themselves. So I had to make a document where the page size was 56mm x 87mm (a standard card size, apparently). This is actually pretty convenient for doing the rulebook too, as it's easy to place a page of another InDesign document as a graphic in a document, so I could place page 40 of the cards document to get a particular card for illustrating an example.


A single card as a document page

Switching to the smaller form factor too early makes thing awkward as you now have two documents to update before printing: Make the changes to the single cards document and then go to the A3 print document, update the links and delete pages and re-add them to make the changes to the card counts. But once the card balance is steady it's not bad at all. All you need to do is open the A3 print document, update the links to the modified single card-per-page document and then click print. In fact, in some ways it makes things slightly easier, as while working in the A3 print document I keep the cutting guides layer hidden so that I don't accidentally drag some of the cutting guides around with the card art. On at least two occasions I've forgotten to show the cutting guides again before printing, which means I need to either mark the guides on with pencil (a real arse when there's 36 of them per page and 14 pages) or print it again and waste loads of card. Having them separate means that I'll no longer be doing anything in the A3 document, so I can leave them permanently enabled.


Of course, seeing as I'm moving things around, I'm taking this chance to tweak a few of the cards again and do a little bit more layout/pictography improvement too. Barely a week goes by without me making some small changes to the game. Fortunately, I'm not thinking of backing out the bigger changes between my current version and the previous one - just improving the balance of some of the weaker sets of cards.


The next step after changing the size of the document and getting the print document to link to the new one is to do a proper rulebook. Initially the rulebook was just a set of notes for me. The current rulebook is a complete description of the (previous version of the) game (but without examples or any illustrations/clarification). I need to update the rulebook to the new rules and get it into a finished enough state that people can learn the game blind from it. Then I hope to send it to a couple of my previous gaming groups (which obviously requires making a couple of extra copies) and possibly to some of my far-flung Reiver Games playtesters (or I might wait for that until I've incorporated feedback from my ex-gaming chums).


The other advantage of the single-card per page version is that it allows me to set up an A4 print document that's easy to keep in sync as things change so that I can provide print-and-play copies to selected others (seeing as most people don't have an A3 printer).

Monday, November 19

(Lack of) Art in Prototypes

A couple of weeks ago, I posted some pictures of a few cards from the last three versions of Codename: Vacuum. The pictures showed small incremental changes to the cards over time with functionality disappearing to later reappear, or subtly changing over time.


But what was probably most noticable about all three versions was the lack of artwork. The cards were 90% white. Why the lack of art?


Art-free prototype cards
The name's Bland, James Bland

It's a combination of reasons, but the most relevant is that I don't have the skills, and nor do any of my gaming buddies in Newcastle. I enjoy doing the layout and pictography, but I just can't draw to any reasonably level. I could download some vaguely relevant clip art from the internet, but I'm not a fan of copyright infringement and for a lot of the cards I have a pretty good idea in my head what they should look like, and finding those images through a Google search would take days - time I don't have to spare.


For some designers, doing the art is as much a part of the game design as coming up with the rules and components, but not for me. Nor do I have anyone who can do the art for me as a favour or for fun.


As a workaround I could rustle up some home-drawn crappy art, but I figure that would look worse than none at all - at least a compelling name and a blank page will conjure up a picture in the players' mind's eyes, whereas a badly drawn and coloured picture that would cause my dad to disown me (he's an artist and retired art teacher, though sadly not in a relevant style) would just turn the players' stomachs.


I could get someone with the chops to do the art for me, but there's a lot required, and I don't have the funds to pay someone for that work (my money's going on nappies at the moment). I can't expect an artist to work for free, or for the promise of future funds if I publish the game because that's not fair to them - especially as the game may never get published and they may never get paid or get to see their art get published. I don't mind working for free for something I'm passionate about (as evidenced by five years of running Reiver Games), but I can't expect the same from others.


So Codename: Vacuum languishes in its stark, white beauty. I've had a chat on Twitter with an old friend from my childhood who I've got in contact with again recently, he's a professional animator (and hence artist) and has offered to lend a hand in his limited free time, but again, I don't want to abuse his generosity - he has a family to support too.


It's important to get art in there before phase 3: i.e. testing and blind testing in front of real gamers.


Something else to think about is:


  • if the game ever reaches a 'finished' state
  • and, if it meets the required levels of awesomeness
  • and, if I decide to self-publish it
  • and, if I decide to use KickStarter or IndieGoGo to raise the funds for that

I'll need at least some teaser art before I start the campaign to raise the funds, I'm sure seeing awesome art on the KickStarter page helps people to decide to part with their hard-earned dough.

Monday, November 12

The Reddit Effect

I've been running this blog since February 2006 when I started to gear up towards self-publishing my first game: Border Reivers. Since then, I (and my fellow bloggers during the community blog phase) have notched up over 650 posts.


However, I've only got blogger analytics stats going back to early 2008. During those four years, the blog has had around 2,000 page views a month on average. Recently it's been lower than that (there was a year or so during which I only posted twice, after the death of Reiver Games) and once it got as high as 3,400 hits in a month (when, bizarrely, www.microsoft.ca linked to it!). My posts have generally been fairly quiet: only three have broken 500 page views with one (linked by Microsoft!) over 3,000 views.


Since I can only assume the Microsoft thingy was a typo on their site, I never imagined I'd be getting back to those heady heights of popularity again, my goal for last month was to hit the 1,800 views that I'd had the month before and to try to post weekly. Then I wrote this post about what worked and what didn't with Reiver Games. It's fairly innocuous, I think you'll agree, but W. Eric Martin felt it was worth of a link on the Board Game News section of BoardGameGeek. Off the back of that link I had 500 (yes 500!) views of that page in a single day, shunting it immediately into my top three posts of all time. The month was looking pretty good too, with nearly a thousand views in the first few days.


But that was nothing. Someone decided they liked it enough to post it to the Reddit sub-reddit on board games the next day. That day I got over 2,000 views on that one page, almost all of them coming from Reddit. That page is now firmly ensconced in second place among my most popular posts and last month leapt to my most popular month of all time with 4,700 views.


Page views graph for October

When I started this blog it was to publicise Border Reivers, and then after the community phase I ran as a marketing tool for Reiver Games. In neither capacity was it particularly successful, but I'm still learning what it takes to attract traffic. Of course, now I'm not using it for anything really, more as a vanity project to record my new design efforts and to (hopefully) provide useful information for people who are considering or have just started setting up a publishing company. I've not got anything to sell or a company of my own to promote.


Getting links from the likes of Reddit can really transform the reach of your blog (if only for the one post that was posted to Reddit), so if I was trying to sell something, getting the attention of Reddit would be something I'd be trying hard to push.


Clearly, this is an anomaly, and my page views will be back to a pedestrian 2,000 or so a month from now on, but I hope some people who found the blog through BGN or Reddit liked it enough to carry on reading...

Monday, November 5

Codename: Vacuum Shaping Up

As I mentioned last week, I've finally got into the habit of playing lots of Codename: Vacuum.


Initially when creating a new game, I playtest solo (pretending to be two or more players), until I'm fairly sure I have something that could charitably be called a game. I don't enjoy this phase: for me, gaming is a social pastime, a way of spending some time with your friends. Sitting in a room pretending to be Jack, then Jacques, then Jaime and finally Jackie, before pretending to be Jack again, all the while knowing exactly what cards everyone has and what strategies they are all pursuing is not my idea of a fun evening in. But by the same token, I don't want to trot out some total crap that I've not even tested with anyone else in case they disown me and start blanking me in the street - a prototype has to at the very least work as a concept before I try it out with other people.



So then I start playing it with friends, or a dedicated cadre of hardened playtesters. They either like me, or enjoy playtesting (or, conceivably, both) and so are willing to cut me some slack if the game is a bit weak. Which it will be. But the only way to find out what the weaknesses are is to test it, and that's what friends are for. As you play it a bit more with other people who try different strategies and have different ideas you find out the flaws and have a chance to fix them. The game goes through more iterations, some better, some worse, but hopefully on an upward trend.


Eventually you are going to want to trot it out in front of real gamers, to get an idea of whether you game is awesome. If it's not, it's back to the drawing board, there's a boat load of mediocre games out there, and KickStarter has just lowered the hurdles to publishing, so it's easier to get a game to market than ever before. You don't want to be one of the dregs, you want to be one of the cream. At this stage your game still won't be awesome yet, but it has to pique enough people's interest to warrant further investment. Gamers playtesting your game have to at least see the potential awesome, otherwise they won't bother playtesting it instead of playing this week's new release. The sooner the game is in front of real gamers the better, but, if you do it too soon, instead of the word on the street being 'I playtested that, it was neat, and it's probably even better now' it'll be 'I playtested that last year, what a dreadful, boring, totally unbalanced waste of time'. Word of mouth is great as long as it's in your favour, so you have to time the exposure right.



Codename: Vacuum is currently still firmly in Phase 2. I'm playing it regularly with friends to work out the kinks before it hits the real test in Phase 3. But there's already some information available:


Good

  • Thematically it fits together nicely, the cards make sense and I like the Steampunk to Sci-Fi transition. People get excited when they see certain cards, which is great.
  • It's a working game. You can play it with a strategy in mind from the start and there's plenty of strategies available. You have to interact with your opponents and modify your strategies to respond to them.
  • It's fairly quick, two player learning games are taking 45-70 minutes and three player games once we've all played it at least once are coming in around an hour.
  • It works across the player range. I wanted it to be 2-5 players, and having now played it with 5 players, I know it works across the whole range.

Bad

  • The game is still a bit longer than I'd like, ideally it would be playable in under an hour and around 30 minutes if you've a lot of experience.
  • There's a trade mechanism in the game, but it only really makes sense if you're trading with yourself (or at a push between yourself and the neutral player), I'd like it to be a more inter-player thing, but that will probably slow things down further.
  • It's still hideously unbalanced, and will remain so through the next several iterations I imagine as I make fairly sweeping changes between versions.
  • One of the cool things about Dominion is trying to work out which combos of cards from the set you're playing with this time will be the most powerful, having something like that feeling in Vacuum would be really cool. It doesn't have it yet.


In slightly better news, I've got a new version now, it's mainly addressing balance issues I've found so far, but it will inevitably introduce some more of its own. In addition to finding and fixing those, the other things I still need to work on are a more interactive trade mechanism and reducing the game length.


In starting to run before you can walk news, I'm now rather optimistically starting to think about how I can get the game to market (if I can get it into a great enough state). There's some small publisher interest or I could tout it to the big guys or even go it alone via KickStarter. I need to get it finished first though!

Monday, October 29

My Gaming in Newcastle

Eleven years ago this month, The Wife (then The Affianced) and I moved to Newcastle upon Tyne in the north east of England. The Affianced went off to University again and I started working with my current employer.


At the time, I wasn't in to boardgames (I know, hard to imagine, considering how obsessed I am with them now!), instead, in my spare time, I wrote bits of computer games. All that changed eventually, when I started designing my first game: Border Reivers.


There's only so much fun you can have playtesting a board game by yourself, so I enlisted friends from work to try it out so I could work out what worked and what didn't and tweak it accordingly. I chose the theme (and the name of my company) from local history and Newcastle became a favourite city of ours.


However, we move around a lot and three years almost to the day after moving to Newcastle, we found ourselves heading south to York where I joined Beyond Monopoly and made friends through gaming for the first time. York is only 100 miles south of Newcastle, and for the first year we lived in York I continued working for the same company, three days a week at home and two days a week up in Newcastle. I made some great mates at my employer and even after I got a job a bit nearer to home in York I remained in contact with them, occasionally hosting events in York or heading up to Newcastle for a weekend.


With gaming now such a large part of my life I introduced my friends in Newcastle to other games and frequently playtested games with them, and in fact when I decided to attend Essen for the first time, Mal (the world's second most capped Border Reivers player, and Reiver Games proof-reader extraordinaire) came out with me.


After four years in York it was time to move on again, this time another 150 miles further south to near Bedford, where again I made my friends through my passion for gaming. Newcastle was a four hour drive away now, but we still popped up a couple of times, and Mal made a couple of trips down.


By this point I'd been running Reiver Games as a full-time concern for two years and it was clear that it wasn't going anywhere, so I was looking for paid work again. I was looking for work as a Software Engineer as it was the only thing I knew how to do, but I was a bit rusty after three years out of the business and I was struggling to find work. I contacted the guys I had worked with in Newcastle for four years, five years previously and they agreed to take me back four days a week one summer as a contractor to get some recent experience on my CV. It was not like starting a new job at all, more like coming home! Most of the same people worked there (in fact there was only one face I didn't recognise on my first day!). After that summer, I found a job down south that didn't excite me, so The Wife and I decided it was time to stop saying 'It would be nice to live in Newcastle again' and actually do it instead, so I contacted my old employer again and they offered me employment there for the third time.


View of the Tyne at Newcastle by Wilka
Photo via Wilka again

It took The Wife a couple more months to work out her notice down south, so there was a couple of months where I was camping inside the rental place we'd let for while we found a nice house to buy. I had an empty house with no furniture and very few belongings to myself during the week, so I made sure to take up several of my favourite games and with some collapsible chairs and a folding camping table, set up my own Games Night for the first time (previously I'd always had mates with larger collections than me, and just gamed at their houses).


I invited several of my friends from work and some ex-colleagues, and Gareth who ran Newcastle Gamers. To begin with it was just Mal and I, but slowly more people became interested and it has now grown to the point that we regularly have six or seven attendees and once we had ten! (that camping table comes in handy again most weeks!). Pretty much all the attendees are either friends from work, old friends who used to work there or partners of people who still work or used to work there - my gaming life revolves around the only employer I've ever had in Newcastle.


Why is all this relevant? It's not really, but I've been working on a new game idea for a year or so and was having difficulty finding the time to get it to the table (more so, now that I have a two month old daughter). I'd been avoiding getting it to the table at Games Night for fear of spoiling people's fun with a crappy half-arsed game. Then it struck me: I'm at work all day every day as are half the attendees of Games Night. Let's put them to work! So I invited them to join me of a lunch time for a game of Codename: Vacuum. I've played it 5 times over the last few weeks and still have more games booked up in the future. I've had to limit myself to one or two games a week so that it doesn't knacker my hours too much (a game at the moment lasts around an hour either for me and a newbie or three players with at least one game behind them). This is working really well, a great chance to play regularly and build up the information I need before I can make the next version (which is nearly ready!). Long may it continue.

Monday, October 22

Essen

The end of last week saw the yearly Spiel trade show in Essen, Germany. Over 4 days 150,000 people descend on the Ruhr valley to see the latest releases from the world's game companies. Held in an enormous convention centre, the show fills 9 of the 12 halls with booths ranging from the glitzy, spacious efforts of the largest German publishers at the front down to small, unbranded stalls of guys trying to flog copies of their hand-made game at the back.


Wandering the halls you can buy (for cash only usually) the latest games, hot off the presses as well as play the games and often meet the designers, artists and gaming luminaries who wander the halls between meetings.


The show is very busy, especially on the weekend - the front halls can be literally elbow-to-elbow at times - but it's still a great way to try out a bunch of new games before all your friends get them (or they go out of print briefly!).


I have no intention of visiting the show as a punter - I don't buy enough games to make the trip to Germany worth it, especially as I can buy the games in the UK shortly afterwards at a similar price, however I did enjoy attending twice as a publisher while I ran Reiver Games.


I thought it might be interesting to share what I learnt about attending Essen as a publisher.


Both years I had the same booth in Hall 4 where the smaller publishers hang out. I had 10 square metres (5 metres wide by 2 metres deep) with 9 metres of plain white walls on three of the sides. I paid for a carpet and the hire of tables and chairs (which are all pretty expensive from the venue - I saw some guys opposite from me in the second year nip to Ikea, buy cheap tables and chairs and they even sold them on at the end of the show to another exhibitor!).


Me at Spiel 09

In 2008, I shared half my stand with Peter and Melchior of Geode Games, in the second year they had moved next door to a stand of their own. Both years I had three tables at the front of the stand with a wall of games in shipping cartons along the back - I got several games out of the shipping cartons and faced them out along the top so that people walking past could see what it was I was selling and I had games easily accessible in case of a sale. It sounds obvious, but you need somewhere to be able to play your games: get (or bring) some tables and chairs.


Both times I took three friends to help out, in 2008 Duncan, his wife Lucy and Mal joined me (and in fact Dunk drove) on the ferry from Hull to Rotterdam and in 2009 Dunk, Lucy, Andrew and I flew to Dortmund or Düsseldorf and then got the train to Essen. Seeing as they were friends attending purely out of good will, I paid for the ferry/flights and their accommodation (both times in Apparthaus Arosa self-catering apartments). Four people sounds like a lot, but if you've got three tables of gaming it means you can have one person explaining on each table and someone selling games/taking cash. Although what we mostly did was let people have some time off. I did the majority of every shift and it's really hard work - if you're getting paid overtime it's not too bad, if you're doing it as a favour for a mate it's a bit much without a break. It also meant that we could have someone leave early and go and cook us some dinner - if you've been flat out from 8:30am to 7pm talking almost non-stop and with very little for lunch, that is worth its weight in gold! I tried to give the others one morning/afternoon in three off, though they didn't always take it!


In the first year I took one pallet's worth (800 games) of It's Alive!, the only game I had at the time. A friend (Dean of Ludorum Games, now sadly also closed) drove my games to Essen in the van he was taking his games in for the bargain price of £50 in petrol money. I sold about 150-200 copies to punters and the remainder to Fred distribution in the US (though I think they sold them on to ACD or Alliance a while later). I came home with 4 copies! The second year I paid £200 to get a couple of pallets shipped there by a local distribution company (500 Sumeria, 500 It's Alive! and 200ish of Carpe Astra) and from what I remember, I sold about 150 Sumeria, 100 It's Alive! and 50ish Carpe Astra. I then had to pay DB Schenker (the distribution company who have a concession at the venue) £400-500 to ship one pallet back. Ouch!


In hindsight, I'd have been better to man-up, hire (or buy cheap) a van and drive it there. Then I'd have been able to take cheaper furniture that I could reuse the next year too, and no crippling return shipping fees.


In my second year I also invested in some plastic banner signs. Two 3 feet wide and 2 feet high with my company logo on for the end panels on the sides so that people walking down the aisle would see them, and one each for my three games (3 feet wide and 4 feet high) with pricing information on for the back wall. Three feet wide banners fit nicely in the one metre wide panels and a couple of S-shaped metal hooks from Ikea over the top of the panels and through the holes in the banners held them securely in place. The banners would have been nicely re-usable had my company not run out of steam by 2010.


So, I think in summary, attending Spiel is expensive for a small publisher, so try to amortize costs as best you can across multiple visits, rather than paying again and again for the same thing each year. I'd also recommend that if you're trying to sell to shops and distributors rather than just directly, that you try to arrange meetings with as many distributors as you can beforehand to tout your wares. Oh, and have a price in mind for shops and distributors who are buying in bulk, they come round with surprising frequency and it's nice to just be able to sort it out without having to pause the game you're playing.

Monday, October 15

A Matter of Taste

Some people like a fine red wine (we'll call them 'wrong uns'), some prefer a warm, ruby ale ('ladies and gentlemen of taste and distinction'). Like everything in life, games are a matter of taste.


Some people like wargames with a rulebook as thick as a grown man's waist, some people like miniature games where the painting is as much part of the game as the combat. Some people like 'Ameritrash' games where the fun comes from beating your opponents to pulp through the medium of your own bodyweight in dice and some people (we'll call them LaGoTaD) like euro-games, where pushing an array of coloured cubes around more efficiently than your opponents is considered a good time.


As a designer, I tend to design games that are the sorts of games I like to play: fairly short euro-games with an occasional dice-fest thrown in for good measure. I thought it might be interesting to discuss my favourite games, what about them I like and how that affects my design.


My Favourite Games


  • Carcassonne:
    Carcassonne was one of my first euro-games and is still one of my favourites. It's fairly quick (~30 mins), the card draw brings randomness so each game is slightly different and there is direct player interaction through trapping meeples and stealing cities and farms from your opponents. A good euro-game sells tens of thousands of copies. Carcassonne has sold millions. It's easy to see why. Weaknesses? Not much, though I suppose there aren't many strategies available.
  • Race for the Galaxy:
    With a cool space theme and quick play time, Race has been a staple of my gaming for years. It's fairly complex to learn (thanks to the pictography) and there's not a huge amount of interaction between players, but there are many strategies available and the simultaneous player actions mean you can play pretty quickly if you know what you're doing.
  • 7 Wonders:
    Another quick game with simultaneous player actions. There's a little trading between players, and the end of age scraps but it's mostly do you own thing again. Several strategies available, but you have to play the cards you're dealt so there's some randomness there and some interaction as you choose which cards to pass on.
  • Thunderstone:
    I was really not excited by Dominion, I found it bland and featureless, but Thunderstone really grabbed me because of the theme and the tighter theme integration. And that's despite a significantly longer play-time. Thunderstone is the only deck-building game in my top five, and doesn't have any simultaneity, which probably contributes to the longer play time. As with many deck-building games, the selection of types of cards has a big effect on the game - it can make it great or painful.
  • Puerto Rico:
    A classic euro-game. Very little downtime between turns (as everybody gets to act on everyone's turn) and an interesting role-selection mechanism. The longer play time means this doesn't get to the table as often as the others.

My Most Played Games (excluding ones I published!)


The games I've played the most is a similar list, but with a couple of notable differences:


  1. Magic: The Gathering is an incredibly addictive card game. Again it has fairly quick game play (~20 mins) and a wealth of strategies (mainly because the manufacturer bring out new cards continuously with new rules). It's got a fun theme and the game is all about direct player interaction - to win you have to crush all your opponents into a fine dust.
  2. Carcassonne
  3. Race for the Galaxy
  4. 7 Wonders
  5. Hive: A very simple (in terms of rules) but engaging 2-player strategy game that feels a little like very quick chess. Terry and I could play this in around 10 minutes, so it was a common filler while waiting for others to arrive at games night when I lived down south.

As you can see there's a few things that tie my lists together: fast play time, multiple paths to victory and some player interaction. How does the current early incarnation of Codename: Vacuum measure up?

Codename: Vacuum

Codename: Vacuum is a deck building card game (similar to Thunderstone) with a tableau element (similar to Race for the Galaxy) and a space theme (again, RftG. I'm aiming to get the play time down to around 30-45 mins for players who know the rules, which has similarities with most of the games on my lists but without simultaneous player actions that might be tricky. So far no-one but me has played it more than once, so every game is a learning game and it's hard to tell how well I'm getting on towards that target. Vacuum has 11 scoring conditions available per game, of which only 1 per player plus 1 are scored in any game. The players choose which conditions will score - so this can vary from game to game (and in fact there are fifteen in total of which only ten are available in any game). So once I've balanced the scoring conditions, multiple paths to victory should be assured. Finally, there is direct player interaction (if you so choose), you can waltz over to your opponent's territories with an armada and capture them. Player interaction often slows things down though as one player stops to think how to respond to an unexpected assault from an opponent. I need to balance my desire for player interaction with my desire for short play time. On that note, I'm trying to think of ways to make the trade actions more interactive between players, but all my ideas so far would slow things down a lot :(.


It's getting to the table a lot now, at least two or three times a week, so hopefully it'll really start to take shape over the next couple of months.

Tuesday, October 9

Getting Codename: Vacuum to the Table

First of all, a quick 'Hi!' to those of you who found this blog through Boardgame News or Reddit and decided to stick around to see what happens next. Welcome! And I hope I prove worthy of your attention :).


Those of you who aren't new however will be aware that despite talking about it a lot, and re-designing bits of it a lot, I haven't actually been playing Codename: Vacuum much at all.


Part of that is because I'm tweaking it at such a prodigious rate that I rarely have a prototype ready to go with all the latest changes I'm considering, and part of it is lack of time, and part of it is lack of opportunity and part of it is probably a lack of commitment on my part.


Since moving back to Newcastle last August I've only made it to the local games club (Newcastle Gamers) twice, and I've not been to been a convention since I used to run Reiver Games a couple of years ago. I nearly made it to Beer and Pretzels last year, but it ended up coinciding with a work trip to Vancouver, and TCAD coincided with the birth of my daughter, so that was out too.


I also used to have a regular playtesting session while I ran Reiver Games, where all the attendees knew that they'd spend their time trying games that might be badly broken. Whereas attendees to my regular Games Night are coming to play real games, so I feel awkward foisting half-finished games on them that might be joyless experiences.


Enough with the lame excuses! Time to pull my finger out. At last week's Games Night a couple of attendees offered to help me playtest Vacuum, so we sat down to a game of it. Again, it took longer than I was hoping, but that included a couple of breaks and me explaining how to set up the game to them while holding a baby! I guess it was around an hour and a half all told. I'd still like it to be comfortably under an hour, but maybe with experienced players that's still a possibility. I've also arranged some plays during lunchtime at work with a couple of friends this week, and one of the guys who played it at last week's Games Night wants to play it again next time, so there's every chance it'll get played four times(!) in a couple of weeks. That's more like it!


Vacuum in play

Photo via Wilka


Of course, I've already got a bunch of ideas ready from last week's playtest that I'm in the process of incorporating into yet another version. Some things that I put in, and took out are probably going back in (removed to simplify it, back in for thematic purposes and to boost several of the cards) and I'm making a few tweaks to try to encourage more player interaction (by which I mean fighting!). It won't be ready for this week's games though, so I've a chance to try the old version out a few more times and try to confirm my suspicions that these changes are necessary.

Tuesday, October 2

Prototype Decay

It's alright, I'm not talking about prototypes made from raw meat, disappearing ink or short-lived radioisotopes*, but the life-span of components as the prototypes of a game march on.


I recently read a New Scientist story about how truth decays over time (reg. required).


Before Copernicus, everyone knew that the Earth was the centre of the universe. It was a fact. Then, the sun was the centre of the universe. Now we know that we live on an uncharted backwater at the unfashionable end of the Western Spiral Arm of the Milky Way, one of billions of galaxies in the observable universe.


Similarly, there used to be four elements: earth, air, fire and water. Everything was made of those in different quantities. Then there were modern elements, made of indivisible atoms. Then it turned out that you could divide atoms: into protons, neutrons and electrons. But they were indivisible. Now it turns out that protons and neutrons can be divided into quarks. But they are indivisible, honest.


This got me thinking about how the components of a game have a half-life during the prototyping process.


During the prototyping phase components come and go. You try something, sometimes it works, sometimes it doesn't, even the things that work will likely evolve over time. The half-life of a prototype component is related to how many versions of the game you expect it to remain unchanged through. Obviously, this can relate to physical components, rules, designs, keywords, in-game text, even rules.


Through the development of Codename: Vacuum, there have already been lots of changes and it's probably only on it's third or fourth version (I really should keep better track of these things!). Some cards have had superficial changes (the name has changed, for example), others have been completely re-designed. Sometimes I add a keyword to a whole class of cards, that in no way changes what they do, but makes the explanation easier in the rules. But it affects each of those cards, requiring reprinting and cutting out.


The half-life of a component can vary from under one (not likely to survive to the next version), through one (50% chance of making it to the next version) up to a very large number (will remain unchanged through many versions).


Recognising that components have a half-life, and trying to make an educated guess as to what it might be enables you to invest a reasonable amount of time in a component. It doesn't make sense to pay an artist hundreds of pounds to create some art for a card entitled 'Boffin' if the next version of the game has replaced that card with a card entitled 'Calculation Engine' that does exactly the same thing.


As time goes on, the average half-life of your components should increase as the game begins to settle down and the changes between versions become less sweeping. That's why my early prototypes are scribbled on paper, but later ones can include art and hand-made FIMO pieces:


Border Reivers final prototype

At some point in a game's life cycle you've got to get it in front of other gamers, probably by sending it out to volunteers. I've already got people volunteering to try out Codename: Vacuum for me. Using the estimated half-life of prototype components could help you make the decision of when to start that process: if you're going to have to send them new components after every play - it's probably not ready for remote playtesting yet!


* actually, that's given me an idea for a game!

Thursday, September 27

The Changing Face of Codename: Vacuum

As I've mentioned before, when designing a game, you start out with a vision of what you want your game to look and feel like when you play it. You make a prototype (which turns out to be rubbish!) and then start making incremental changes trying to improve the game while keeping in mind your original goals.


My original idea for Codename: Vacuum was a deck-building card game set in space. Over time the theme has been tweaked slightly to being set in a steampunk-esque version of our solar system between the years 1900 and 2100. That's not a big change though, It's Alive! went from collecting different coloured candles to light a Menorah to being about collecting different body parts to build Frankenstein's Monster!


But the game components have changed during that time too. The initial plan was to have a pure card game (like Dominion), but as the game idea was fleshed out in my head I thought it would be good to add some wooden tokens. I added some coins to allow a more interesting trade mechanic, and some 'Explore tokens' to introduce another scoring mechanism/path to victory.


This box for an early version just about fits the cards and wooden bits, but is obviously not designed for getting pride of place on a shop shelf!


Box for my first prototype

In the latest version that I've just finished assembling over the weekend I've got rid of most of those tokens, and replaced them with with player mats and coin/explore tracks instead. The player mat allows me to reduce the numbers of wooden tokens by quite a lot (reducing cost), but also to justify a large box size (which makes sense for the game as it brings the box size in line with Race for the Galaxy, a game with a similar number of components.


Standard box sizes help for a number of reasons:


  • Cheaper manufacturing - the manufacturers already have all the tools for that size
  • Easier shelving - for gamers and shops alike
  • Expected MSRP - much as I don't like it, people expect a certain price based on the size of the box, not the number of contents, so small boxes rammed with stuff look expensive because they are in a small box compared to a gamer with the same components in a larger box

Also, making a proper size box with a normal looking box insert makes the game feel that much more real :)


New box for my new prototype

My initial plan was to have a turn overview, coin and explore token tracks and spaces for all your cards on the player mat. There's not really enough room for those things without the turn overview though, so that's had to go. Maybe I'll add some turn overview cards instead.


First stab at a player mat - very full!

Friday, September 14

Vacuum: The Inconstant Phase

Codename: Vacuum is the game that is infecting my brain at the moment. It's always at the back of my conscience, thinking of ideas for tweaks, improvements and major changes.


The game is in the early stages where I'm thinking much more about it than I'm playing it so it's not unusual for me to make three or four sets of changes between plays - in some cases they are all changes on the computer before I print it out for testing, in others, no sooner have I printed a copy than I've had another idea and started making another slightly different prototype on the computer before I've even had a chance to play the copy I've just printed and cut out!


What am I hoping to achieve with all these changes?


  • Fun! The game should be a fun experience to play. There should be interesting decisions at every turn, the chance to surprise or stiff you opponents and a enough randomness and luck that it doesn't feel dry and samey.
  • Fast! I want to game to have a similar play time to Race for the Galaxy, i.e. experienced players can play it in around half an hour.
  • Consistent: I want the game to be easy to learn and easy to play because things make sense, the various bits of the game are consistent with each other - the rules aren't a mess of special cases and exceptions.
  • Well themed: The theme is consistent with itself and the game works with respect to its theme.
  • Streamlined: The game is as simple as it can be while maintaining an interesting challenge and great experience.

Obviously, you don't start with something that perfectly meets those criteria, you starts with something that captures an idea in your head, and then through multiple tests, feedback and iterative changes you move that initial version towards a final game that meets those criteria.


When making changes you need to hold that initial idea of how you want the game to work in your head and then tweak the current version incorporating the playtest experiences and feedback using those criteria as yardsticks: if I make this change will it make it faster? Or slower? Does it improve the consistency? Would this change make it more fun? Sometimes you'll have an idea that improves it against one of the criteria but makes it worse against another. Is it acceptable to streamline the game if it reduces consistency slightly? It depends, but you've got to make that call on all the ideas you have.


So what is the overall idea that is driving Codename: Vacuum development? I wanted to make a game that plays in around 30 mins with experienced players. I wanted a deck-building game with a tableau element (like Race for the Galaxy) but with direct interaction between players. I wanted a steampunk game that evolves through the passage of time into a proper sci-fi game. I wanted multiple paths to victory.


Sounds like a tall order? I've set the game in a fairly standard steampunk setting (imagine the works of Jules Verne, H.G. Wells, Arthur Conan Doyle and Edgar Rice Burroughs) but unlike the majority of steampunk games there's a passage of time from around 1900 through an alternative modern day to a hundred years in our future). It's set in our solar system, but a solar system with men in the moon, Martians, Jovians and lots of other extra-terrestrials. The game is a deck-building game, but you can play a few cards to your tableau where you can make use of them every turn, driving the shape of your strategy. You can explore the solar system, trade with other players and neutral locations, use your military to attack and claim the neutral locations or those claimed by an opponent and you can research technologies to improve your strengths in various areas. Come the finale, you get to pick from ten scoring cards to determine on which criteria all the players will be scored. As with most deck-building games, there are several sets of cards and you play with a subset of them, so each game will be slightly different depending upon the randomly selected subset chosen for this game.


Hopefully that description piques the interest of a few people and everyone's not sick to the back teeth with deck-building games. In the meantime, I need to keep testing it out and making the tweaks until it's in a position where I can send copies to blind playtesters for the all-important feedback about whether it's worth pursuing.


I also need a name...