Monday, April 25

Zombology on Demand!

After a few busy weeks of travel for work and lots of visitors at home we've had a fairly quite week, spent chilling as a family and getting stuff ready for our forthcoming holiday to Portugal. Up until last night I'd done nothing blog-worthy at all (no mobile development, no games design, no playtesting). But last night, I finally pulled my finger out, uploaded the rules and submitted the request to make Zombology available Print on Demand from Drive Thru Cards.

It'll apparently take a couple of days to be made live, but all being well it'll be available this week.

This will make it far more affordable for US/Canadian customers than the hand-made version (which is now sold out anyway). As soon as it is available I'll mention it on twitter and BGG of course.

Next week I'm not expecting much progress on anything either, as we'll be getting ready for the holiday in earnest, then two weeks off. Hopefully I'll be back up to full speed on my return from holiday.

Monday, April 18


Last week I spent almost entirely in Manchester for work. Thankfully, that didn't preclude gaming :-)

Monday began with a three hour train journey with Ian (Ra, Carcassonne, Tsuro, Galaxy Trucker) and ended with a night in a pub for Tabletop Manchester with Ian and two other colleagues: Russell and Steve. Several people were playing either Netrunner (including Steve and Russell) or X-Wing Minis, but there were a few tables of board games too. Firstly Ian and I taught Russell and Steve Zombology, which we played a couple of times, then Ian and I wandered round to see what else was being played. We joined David Nelson for a playtest of his game: Temp Worker Assassins, which was a lot of fun, before a quick game of Kigi and then joined Toby and Andrew for a game of San Juan, which I'd not played since I'd sold my copy eight years previously. It was an entertaining night, definitely more fun than slumping in a hotel room on my own!

The rest of the trip was fairly stacked out with work, so I didn't get much else gaming or programming related done, and then the end of the week was focussed on my family who I'd not seen for several days. All I did manage was to proof the Zombology Print on Demand version. All I have to do now is upload the rules and some pictures for the game page.

This week I'm around all week, so lunchtime gaming and Games Night are both back on and I hope to get some progress made on the new games I alluded too last week, I've been mulling them over during my time away :-)

Monday, April 11

New Games

It's been a very games-heavy week :-)

Tuesday I made it to Newcastle Playtest for the first time in what felt like several months (I definitely didn't make it in March, not sure about Feb). We had a great turnout, including a couple of people who had made the trek from Cumbria to get some feedback on their game: Collusion.

I turned up too late to join in with that, so we went and started a new table and tried out the newer version of Dragon Dance. It worked ok, and Paul thought it was better than the last version but he wasn't wowed. Then he made a throwaway suggestion which I think would make the game loads better - now I've got another version to design, make and try out!

Afterwards, Paul said he had a game idea that he'd knocked together the previous night while watching TV, 'it's not a game but there's an idea there'. He started explaining the game (The Book of the Dead, themed around the Necronomicon from the Cthulhu mythos) including a particularly complex timekeeping mechanism (it's a timed game). We suggested a simple timing mechanism and then tried it out. Six times on the trot! It was awesome - so awesome I offered to publish it for him the next day, or to help him approach the publishers I know. Wisely, he chose the second of those options!

Wednesday was lunchtime games club (Taluva again) and then Games Night (including Roll for the Galaxy). Then on Friday, my mate Paul and his family turned up for the weekend and we played a load more games. I had my first Flick 'Em Up experience (genius!) and knocked a few more plays off my ten plays list and a few more games off my not yet played this year list.

To top it all off, while wandering round Cragside on Saturday, we came up with not one but two new game ideas, one of which Paul was very taken with, and one of which I was very excited about. Yet another game I've got to make a prototype of ASAP for testing :-)

What an awesome week.

Next week is a weird one. I'm away in Manchester Monday - Thursday with Ian for work. We'll play a bunch of games on the iPad on the trains I'm sure and Russell (of Android Netrunner in the US fame) is going to take us both to Tabletop Manchester on Monday night at The Wharf. Gaming in a pub - yay!

Of course, since I'm away there's no lunchtime gaming on Wednesday and no Games Night, so it's not all good.

Anyway, To The Prototype Coalface!

Monday, April 4

Find The Fun

A couple of weeks ago someone on twitter linked to this video by Eduardo (Edo) Baraf: So you want to make a game. He talks about game design in terms of six headings (see below).

I found the video very interesting, very thought provoking and it made me think about my games design efforts both past and present. During the six years I ran Reiver Games, I started out making games by hand, and then made the leap from time-intensive hand-crafting games in my spare time around a full-time job to quitting my job and running a professional publishing company as my full time job (spectacularly badly, by the way).

Over the last three or four years I've got back into games design and last year I made another hand-made run of a game with Zombology. Back to my roots. Once again I'm doing it in my spare time around a full-time job (and a young family as well this time!).

Edo's six points each made me think of why I spend so much of my free time designing games , so I thought I'd go through my thoughts on each of his points here:

Know what you're good at

I'm not a particularly good game designer, and I'm a pretty pants artist. I think all the evidence of Reiver Games goes to show that I'm rubbish at advertising and marketing. So what am I good at? I think the thing I'm best at is actually the hand-crafting of games. Ten years after Border Reivers was released I'm still proud of the physical quality of the games and the components and the effort that went into making them (3 hours each for those 100 copies!). And I'm proud of Zombology too. It's simple, but it's well done. Lovingly hand-crafted.

Know what you want

I'm not in it for the money, or the fame. I don't want to do a KickStarter, or run another publishing company. I'd like people to play my games and enjoy them, but even that's not the be all and end all for me. I enjoy the process. I like designing games, doing the graphic design in InDesign and Illustrator, playtesting with friends and at Newcastle Playtest, and I love making the games. Both the one-off prototypes that get played a couple of times and are then superseded and the hand-made runs like Border Reivers and Zombology. I enjoy hand-crafting games - I find it relaxing and therapeutic.

Find the fun

This is the bit I need to improve at. My games are fairly esoteric. They are never going to be mass-market hits, they aren't good enough and don't have wide enough appeal. But there are people who enjoy them. Mal loved Border Reivers (even more so once he finally beat me at it!), Paul from Newcastle Playtest gets very excited during Zombology. It's great to know that I've created something that brings other people joy, even if it's just a couple of them.

Find your audience

This is something I always have in mind when working on my games. Zombology was always intended as a filler for the beginning or end of a games night. Something simple and silly to while away a few minutes before playing something meatier. You need to use the intended audience as a filter when receiving feedback to ensure the feedback from your playtesters doesn't take you in a direction that you don't want to go.

Your journey

As I mentioned above, for me the journey is the important bit. I don't really mind whether the game sees the light of day, what matters to me is the joy I get from the journey. Making the prototypes, doing the graphic design, playtesting with friends, and should it get to that stage, introducing strangers to my game. Making the game is almost more fun than having a final product that can be sold.

Their joy

Edo talks about this in terms of the multiplication of the hours you put in to the hours of joy that your audience will get from the game. None of my own games have had enough distribution to achieve that, I'd be very surprised to find that the hours I put into Border Reivers or Zombology were more than the hours of play from my customers. But to me that doesn't matter. I've enjoyed making them from start to finish, and if someone, somewhere has enjoyed playing them, that's just icing on the cake.

Thanks for the video, Edo, made me take stock of what I'm doing, why and who for.