Monday, March 31

Bringing People Together

The Daughter was up between 4:15 and 4:30 every day last week, so I didn't get as much done as I had intended on the NaGa DeMon winners' copies of Zombology. Still, the clocks have changed now, so I'm hoping that she'll be sleeping to something past five on summer time, and I can start going to bed a bit later myself - and get the last couple of copies finished off and then get them all in the post. It's Newcastle Playtest on Tuesday, so that'll be a late night and then there's Games Night on Thursday, so I'll have to fit the construction in around those.

So, not much progress to report but and interesting thing did happen on Tuesday. I went to Manchester again for work (it's becoming a regular occurrence since we were bought by an American corporation whose UK headquarters are in Manchester). It's often my boss and I who go down, and since he's a Games Night attendee, I usually take my iPad full of board games to help us while away the six hours of train journeys. The boss couldn't make it this week, so I opened it up to the floor and Sam one of our two new starters came instead. Sam's also a gamer, so the iPad came too. We played a lot of games on the two journeys many of which Sam hadn't played before. The last game of the first journey was Carcassonne (new to Sam) which Sam won despite my literally hundreds of games of experience.

The second journey was very busy - the train was crammed. Fortunately we'd booked seats and so had table space to play some more games. As we pulled out of Manchester, I offered Sam another game and he chose Carcassonne again. Sam and I were sat diagonally opposite each other on a four person table and we'd been on the move for about 5 minutes before the guy sat next to me started offering Sam advice! As the game went on Mr. Random Stranger helped Sam out a few times - he could sense I was the more experienced player and so was helping 'the underdog' :-)

The game came to an end, and seeing as Mr. Random Stranger hadn't got off yet, I asked if he wanted to play too. Pat (his name as it turns out) happily joined in and we spent the next hour and a half playing three player games until Pat got off at York. It turns out Pat had been to Beyond Monopoly (the games club in York I used to frequent when I lived there) and knew Jon, the guy who runs it (who used to help me playtest games when I ran Reiver Games). It's a small world. I also felt like I vaguely recognised Pat, though that might be my imagination, I've met a lot of people through Reiver Games, and I'm often bad at remembering names and faces.

In case you ever read this Pat, it was a pleasure to meet you - thanks for joining in!

Monday, March 24

About #?@!ing Time

Many years ago, while humanity was busy learning how to craft flint axes and wondering which pelts made the best loincloths, I took part in NaGa DeMon 2013, coming up with a game I called Zomobology, a quick, vicious card game about fighting the zombie apocalypse with science not shotguns. With only a month to come up with a working game, I enlisted the help of the internets, promising free stuff in return for feedback, proof-reading and ideas.

NaGa DeMon went very well, I got loads of feedback, made 6 versions of Zomobology within the month and made them available print and play for feedback purposes. I had nearly four times a normal month's pageviews on the blog and everything was rosy. Huzzah!

Did I mention the free stuff? Yes. Right. Um. So I'd offered the five most helpful feedback providers a signed, numbered limited edition copy of the final version as created at the end of the month. That version was freely available here for download, so to spice it up a bit, I said I'd get some exclusive artwork done for the winners' copies. The only slight problem with this plan was I'd spent all my hard-earned cash on nappies, so budget was limited, and I can't draw for toffee. Another call for help on the internet and I thought I'd found an artist who was prepared to do the artwork for beer money. Millennia passed, man learned to forge metal tools, wear togas and build sewers. Then the artist deal fell through.

Man harnessed the atom and discovered quantum mechanics and the whole thing was getting farcical. Instead I offer the winners (who by this point have largely forgotten who I am) a signed, numbered limited edition copy of the current version, with crappy artwork by yours truly (plus a selection of Creative Commons licensed art from the internet). This version is actually slightly more exclusive since it's changed quite a lot since the final NaGa DeMon version at the end of November and the art, such as it is, is all new. In an effort to draw a line under the whole sordid affair, the winners accept my paltry offer and everything is back on.

Did I mention it had changed quite a lot? So that version has several new mechanisms and is completely untested. So I start testing it and make a few iterations testing it until it gets to the point where it essentially works. It's not perfect (I think it's now too easy to cure zombitis), but it's playable. Let's do this!

Except I've run out of ink for my printer and I've not written the rules for the new version - they're all in my head. So I crack on with this while the winners take advantage of the singularity and download their consciousnesses to a silicate substrate, desperate to not let their failing corporeal forms deny them access to free stuff.

Saturday night the stars were finally in alignment. The Daughter was sleeping well, The Wife was out for dinner and drinks with friends and I was vaguely awake. I'd written the rules up on Wednesday and the printer ink had arrived on Thursday. Time to finally get my house in order. The copies are now seeing the light of day and will be shipping soon. Thank you all for your patience!

Photographic proof

Monday, March 17

The Joy of S...

...leep! It's finally happened, after 18 months, The Daughter has finally started sleeping pretty well. We've had several nights in the last week where she's either slept through, or only woken very briefly and then gone back to sleep. It's been awesome.

The Wife and I have been so refreshed that we've been able to stay up very late (like 10pm!) and spend some time together - especially good since I was away for a chunk of last week in Germany for work. So, I've not made much progress on games.

What little progress I have made has been on Zombology again. We got to play a seven player game of it at the beginning of Games Night on Thursday (it seemed to go down well - I'll be sending this version to the NaGa DeMon winners as soon as I've written up the new rules). I've changed it slightly so that it's a semi-coop game. It's possible for all players to lose, or one player to win. The first attempt I made at this was way too hard (all players always lost!), and I fear I've gone too far the other way now, so it might need a little tweaking to make it a bit harder - it is an apocalypse after all - there should be at least some risk of being consumed head first.

I've ordered new ink for my printer, so I should be able to finally make the copies for the NaGa DeMon winners next week. Which gives me this week to get the rules done while I wait for the ink to arrive.

I've also been meaning to play Firefly: The Board Game again so I can try out the app I wrote for my Nokia Lumia 920 Windows Phone. I've been very happy with the phone until this week when it overheated while charging and melted the USB port to the point where I can no longer plug it in or charge it. So now it's died. It's still in warranty though, so I'll be speaking to Nokia this week about that. With no phone to test the app on, I might as well try to play Homesteaders (a recent purchase, as yet unplayed) instead.

I've had a couple of quiet weeks on the games design front, with Germany and then this week (which if I'm honest was largely spent watching House of Cards!), but it's time to step up things again now and get the NaGa DeMon winners copies out to them. In the meantime, I'm looking for some icons to represent the following:

  • This card protects another (named) card
  • This card will flip another (named) card
  • This card is vulnerable to another (named) card

Any ideas?

Monday, March 10

Willkommen zu Hause!

It's been a busy week. A couple of days in the office and then three days on a work trip to Germany. It was only my third time in Germany which is a bit weird since German is the closest thing I have to a second language (which is a long way from a second language!). At school I did five years of French and three of German and by the end of that I felt more comfortable in German than French. Then both my French and my German languished for many years before I started Reiver Games and travelled to Germany to attend Essen. I tried while there to practice my paltry German and on my return I took a couple of years of German classes at evening school, ready for my second Essen and beyond.

Essen 2010 was only my second trip to Germany and with Reiver Games collapsing, it was my last until this Wednesday. My boss and I went to Tübingen for a meeting on Thursday but it took us most of the day on Wednesday to get there and then most of Friday to get back.

Tübingen is purdee

As I mentioned last week, in preparation for the two full days of travelling with my boss (a Games Night attendee) I'd purchased a few more games for my iPad: Small World, Settlers of Catan, Forbidden Island and Pandemic. As it turns out, we left checking in until we arrived at the airport (both times!) and ended up only spending one flight sat next to each other, so our gaming opportunities were fairly limited. We only played Pandemic of the new games I'd bought (which is a nice app that I'm glad I bought).

It was a good trip and I liked Tübingen a lot, as well as what little I saw of Baden-Württemberg (out of the window on the bus from Stuttgart airport to Tübingen, while trying to concentrate on Lords of Waterdeep and Stone Age :-) ).

Now that I'm back I need to concentrate on Zombology. I made some sweeping changes to Zombology a few weeks ago. Since then I've made a few corrective changes each weekend trying to get the new version fairly stable, ready for sending out to the NaGa DeMon competition winners. I think I'm almost there. Last week's version played well but was possibly a bit too easy, I'll see if I can make a few tweaks and then get cracking on the winners' copies. Writing the new rules is the first priority and I'll need to lay in some more printer ink for that too...

Monday, March 3

Electronic Board Gaming

As I mentioned last week, my role at work has changed slightly over the last couple of years, moving towards Project Management and away from Software Engineering. As part of that I've been making more trips for work, often with my boss, Ian. Ian just so happens to be a Games Night attendee, so when we travel, I take the iPad and its collection of board game apps.

I used to be a very keen computer gamer as a kid, mostly RPGs and RTSs with a little first-person action thrown in too. As the games became more realistic, I started getting worse and worse motion sickness, so I gave up gaming. Similarly, my hobby design efforts moved from tiny bits of computer role playing games to fully fledged board games and Reiver Games was born.

As I became more and more interested (some would say obsessed!) in board games, computer games completely fell by the wayside and I stopped playing them altogether. Board games gave you a greater mental challenge in a shorter timeframe, without the frustrating dexterity element of having to push the buttons in exactly the right order at the right time.

I was a late adopter of smart phones, but we've had an iPad for a number of years and the draw of Carcassonne on the iPad (and later Windows Phone) sucked me back in. Being able to play good board games on my own when I had time to kill and no opponent was a fun way to fill the time, without the joylessness of soloing a game (which somehow feels lonely in a way that playing against a computer opponent does not).

The last two years I've been to a big conference in North America (Vancouver in 2012 and Minneapolis in 2013), and I've been with colleagues who come to my Games Night, so I've taken the iPad and we've whiled away the airports, connections and transatlantic flights playing games. I love board games (obviously!), but there's a time and a place for physical games and, for the vast majority of them, being crammed into cattle class on a transatlantic flight isn't it. But the iPad lets you play decent, complex, strategic games with almost no space requirements and as an added bonus you get a lot of the bookkeeping taken care for you and there's no setup or packing away time.

The Wife would tell you otherwise, but I'm actually a fairly conservative board game purchaser. I don't buy many games, and those I do I'll get rid of if I don't like them or stop playing them. I rarely buy a game without playing it a few times first (Firefly the Board Game and X-Wing Minis are a couple of recent exceptions to that rule). Strangely, the same is true of iPad board game apps, despite the much lower price point. Until recently, almost all the apps I bought were games I owned the physical version of, and I've only ever bought one game I'd not played before (Army of Frogs, and that was because I am big fan of Hive which doesn't have a native iPad version). Since the start of the year I've done two trips to Manchester for work (3 hours on the train each way) and next week I'm off to Tuebingen in Germany - pretty much 8 hours of travelling each way - again with my boss Ian.

We usually play Ra a lot, plus Hey! That's My Fish! and more recently Lords of Waterdeep and Puerto Rico. For the German trip I've also invested in Catan (I've previously owned a physical copy), Pandemic (I own a physical copy), Small World (I've played it a few times, but don't own it) and Forbidden Island (played quite a lot, but don't own). It would appear that I'm loosening up a bit.

With all this choice, the two games I play the most solo are Carcassonne (when I've got a few spare minutes) and Eclipse (which I own) when I'm on a journey and I've burnt out my travel companions!

While I'm very happy to play board games on the iPad pass-and-play with friends, I never play online games - either real-time or turn based. There's something about board games that I think is lost in translation if you're not all interacting in the same physical space.

Do you play electronic versions of board games? Which are your favourites?

Monday, February 24

Playtesting Success and Mobile Development II

One of last year's most popular posts was entitled Playtesting Success and Mobile Development, which is an apt title for this week too.

I'll start with the playtesting. Last week I'd come up with a new version of Zombology on the train to Sheffield and then constructed it last weekend. Games Night was cancelled due to The Daughter being ill again (I'm thinking of suing the nursery ;-) ), but I managed to arrange a playtest session at work on Wednesday lunchtime. Six us of sat down to play Zombology and because it's very quick we played a couple of games.

I'd made a bunch of changes to Zombology to combat some of the most frequent criticisms:

  • It's not very zombie
  • I've no idea how many rounds are left
  • The two different types of cards are confusing

The games went quite quickly and it was clear that introducing a round track and the events and upgrades had boosted the theme quite a lot (though at the detriment of the science theme, which was much less evident). There was much less confusion about the types of cards too.

As with any major change to a design it introduced a bunch of new problems which I addressed over the weekend - I've a new new version now which I'll be testing this week:

New Zombology

In related news, I've given up on the artist for the NaGa DeMon winners' copies of Zombology, I'm going to send the the new version as a prize instead - they all seem happy with that.

On the app development front, I've started a new app too.

Last year I got a Nokia Lumia 920 Windows Phone. As far as I can tell The Wife, Hoops and I are the world's only three Windows Phone owners. There aren't anywhere near as many apps for it as there are for iOS and Android, but I bought it because in the day job I write software in C# and XAML and I could write apps for it in C# and XAML.

My job title is technically Project Manager and Software Engineer, and since our takeover by a large American corporation last August it's been leaning more towards Project Management. Coupled with the chronic and acute sleep deprivation my programming skills are fast atrophying, so being able to do some app development in my spare time to keep my hand in has been a good thing. Last year it was an app to help set up and record games of Codename: Vacuum, this year it's an app to try to streamline games of FireFly: The Board Game.

The app tileWhile The Wife and The Daughter were away in January I got a chance to play Firefly: The Board Game. I then bought a copy and played it again at Games Night with my chums. I'm a huge fan of the TV series and the game is incredibly thematic, but one of the biggest criticisms I've heard of it is that it goes on too long. My two plays have been 2:20 and 4 hours, which seeing that Games Night only lasts four hours is a bit long for me really. Experienced players say they've got it down to under two hours (like it says on the box), but it'll be a struggle. especially while people are learning the game.

One of the clunkiest bits is movement. Each round you have a choice of 'moseying' one space (way too slow!) or going 'full burn' and moving up to five spaces, at a cost. The cost comes via a deck of Nav cards that tell you what happens in each space. So if you want to move five spaces you move a space, flip a card and resolve it, move a space, flip a card and resolve it, five times! Most of these cards are 'Keep Flying' which you can ignore - they have no effect. But just the act of moving then flipping slows you down.

So I've written a little app which I hope will streamline things. It shows Alliance and Border Space as two columns and you just click on the number of spaces you want to move and it will colour the spaces in between green (Keep Flying) or Red (something else). To use it, I'll have to take all of the Keep Flying cards out of the two Nav decks so you can just draw when the space goes red.

My Firefly app

There's been some interest on Twitter about it (though not of course from Windows Phone users, I've got that market covered) and I'm hoping to try it out this week at Games Night assuming I can find some willing Browncoats...

Monday, February 17

Major Changes Afoot

This week involved my quarterly visit to Sheffield as part of the clinical trial that I'm on for a new MS drug. It means four hours of train travel one morning, as well as the hospital visit, which leaves me stuffed for hours for the week at work. So no Vacuum playtest this week :-(

Of course, the wonder of modern trains is that you can sit in a fairly comfy seat, with a coffee and your laptop (plugged in, so you don't run out of battery after fifteen minutes!) and actually get something useful done. I choose to use these days to write blog posts (including this one) and do prototype graphic design :-)

Last week's blog post was my most popular so far this year, with the most interest on Twitter I've ever had - 5 favourites, 5 retweets and three shout outs - so there's some pressure on this week to keep the quality high! I had hoped to do an analysis of Reiver Games sales over time, but unfortunately I'd failed to copy the relevant files to my new laptop when the old one died, so I can't (at least, not today, I still have them backed up somewhere).

So instead, I'll be talking about Zombology again. At last week's Newcastle Playtest I'd played Zombology for the first time since the very beginning of December - it had sat unloved on the shelf for a couple of months awaiting the artwork for the NaGa DeMon winners copies (and my playtest copy of course). We played two games and afterwards I got a couple of pages of suggestions and criticisms from the very thorough discussion.

There was more criticism about the lack of zombie theming (which I've heard before from other people) plus criticism of the complexity:

  • Multiple decks - it's not clear when to draw from which one
  • I was the only player who knew how many rounds we had left and I had to count it each time someone asked
  • Having two different types of cards in hand, some of which you were only allowed to use in specific rounds

Seeing as I'm pitching this up against games like 6 Nimmt! and No Thanks! this complexity is a major problem, 6 Nimmt! and No Thanks! are both very simple games that you can explain in a few sentences and are easy to pick up, even for non-gamers. Theme is less important in a 10 minute game (I've no idea what the themes of 6 Nimmt! and No Thanks! are, despite loads of plays). I think the zombie-flavoured artwork will go some way to alleviate the lack of theme, but there's more I can and should be doing in that arena.

One thing did get positive feedback though, the new scoring was much simpler which was a good thing - everyone was able to calculate their own scores (as opposed to earlier games where I worked it all out for everyone).

I spent most of Wednesday's train journeys working on a new version that addresses these complaints by:

  • Adding a round tracker so everyone can see how far through the game you are
  • Adding some zombie-themed events to theme it up a bit
  • Removed the two types of cards complication
  • Simplified the drawing of new cards

I've added some upgrade cards and some event cards to tie the theme in tighter (you can now get hazmat suits or suffer a zombie monkey ravaging your lab!) plus I use the round counter to introduce some urgency with decks that are named after how bad it's getting out in the real world. I'm hoping to add some art to the back of the cards which also brings that home.

It's a major departure from the last version, but at its core it's still a 10-15 minute game for 3-10 players that features drafting as its core mechanism. I printed it out on Saturday, now I just need to see if it works!

Monday, February 10

Playtesting Questions

It was Newcastle Playtest again on Tuesday, and now Christmas is out of the way it was better attended than it had been for several weeks. We started off with a couple of quick games of Zombology which led to a really useful discussion about ways to improve it. After that I rather selfishly grabbed Paul and Alex and we played Codename: Vacuum too while the other table played a couple of games of Paul von Scott's The Thing with the Ring and then Dan's Samizdat. I'd made some changes to Vacuum since Paul had last played it, changes that were specifically triggered by Paul's last set of feedback so I wanted to see what he made of those changes. All that got me thinking about how as a designer to get the best of out a playtesting session.

A playtest session of a game that's in development serves many purposes:

  • To allow you to try out ideas and see which ones work well and which don't
  • To check whether it's worth continuing with the design
  • To find broken mechanisms or combinations
  • To see how the game works with different play styles, numbers of players and levels of experience
  • To gather feedback from other people
  • To test how the market might respond to your game
  • To find flaws in the rulebook (for blind playtesting)

Depending upon how mature the game you are testing is, the relative importance of those questions varies - finding flaws in the rulebook is very important near the end of the process, but less so at the beginning when you are just testing out a rough idea. Some of these questions you are the best person to answer, but usually it's the opinions of the playtesters that you are trying to gather. Your playtesters are a small sample of the game-playing market that you are exposing your game to in order to try to predict whether your game will be successful or not and to work out what changes are required to make it more successful.

In order to be successful, your game needs to be:

  • Enticing
  • Enjoyable
  • Engaging

Enticing means that your potential customers want to play as soon as they hear about it, and after playing want to play again and again and again, despite the endless stream of shiny new games pouring onto the shelves. Enticing is a mixture of theme, attractive artwork, affordable price point and interesting mechanisms, but also replayability, fun and a lack of frustration. A game that no-one can quite conjure up the enthusiasm to play or that only ever gets played once is never going to sell hundreds of thousands of copies. Like successful YouTube videos, successful games have to go viral: someone buys them, plays them with lots of people who also buy them and play them with lots of people...

Enjoyable means that it's got to be fun for its target market. The market is flooded with tens of thousands of games and hundreds more go up on KickStarter every year. A really successful game has to compete in that crowded market, and win. I own 70-odd games, but only a few of them I've played hundreds of times. Those happen to be really successful games, not just with me and my friends but in the market in general. Because they are fun. Different groups will have different ideas of what makes a game fun, but if no group likes your game then it's going to tank.

An engaging game is one that draws you in and keeps you involved throughout. If you look round the table during a game and everyone is either playing games on their phone or staring morosely into their pint that's not engaging. One that keeps your attention throughout is. If you have little downtime between your turns or the ability to get involved on other player's turns then you're more engaged. If the game isn't so random that you can plan ahead for your next move or if the theme and events keep you excited then you're engaged. You're not going to rush out and buy a game if it lasted four hours, and you spent 3 hours and 45 minutes of that playing Angry Birds and praying that the game would just end.

Playtesting is your chance to see how your game performs against these yardsticks, get the opinion of people who aren't so close to the game and have the critical distance required to be objective about it and to work out what you need to do to make it perform better.

A while ago I heard that Tom Lehmann (designer of Race for the Galaxy) likes to ask two questions during playtests: 'Is there a game in here, and have I found it'. Those questions get to the nub of designing games: Is this going to be a worthwhile addition to the legion of available games - is there any point continuing working on this idea - and how close is it to being finished.

Dan, my Newcastle Playtest co-host has his own favourite questions: 'What did you like about the game, and what did you not like'. These allow you to quickly zoom in on which parts of the game are coming along nicely (and should be emulated/left alone) and which parts are potentially putting off gamers (and should be removed/re-designed).

Back when I ran Reiver Games I used to ask my playtesters after they had played one of my prototypes whether they would buy it and how much would they pay for it (useful market research when you're a newbie publisher).

Now I tend to ask my playtesters to provide some critical feedback via email after they've played my games - the slight disconnect of providing the feedback via email makes it easier for them to be critical without worrying so much about upsetting me and, with my particularly pants memory, having the feedback in electronic form means it's easier for me to revisit it and remember it later.

What are your favourite playtesting questions, and how do they help you assess the game?

Monday, February 3

Cut Out The Middle Prototype

As I mentioned last week, Codename: Vacuum has returned to the fore after a couple of months in the wilderness. I've been making some quite significant changes to a couple of the core decks recently: Trade and Population and I've finally got around to working on a version where the corresponding advanced decks reflect those changes.

When I make a new version with large changes my process tends to be two stage:

  1. Make a new version with the new rules and what I think will be a decent set of cards that apply to it
  2. Make a second version quite quickly after that which fixes all the problems I had failed to foresee

I started down that road last week, doing the new cards on the computer ready for printing to take to Thursday lunchtime's playtest with Dave. However, now The Daughter is back at nursery the inevitable happened and she came down with a filthy cold complete with fever and sleepless nights (I swear her nursery is actually a secret black lab for testing bioweapons), so printing went out the window.

I turned up to Thursday's playtest with the same old version as before, but a bunch of new rules and new versions of cards in my head. Dave, my co-conspirator has played Vacuum probably 70-odd times, he knows it really well. So we just played the new version. I told him what the new cards would do, and we just ignored the cards as printed and played with the new ones. It flagged up a few problems, and along with a new strategy that Dave was trying (using AI to draw lots of cards with his usual very lean deck) it flagged up a few problems - before I'd even printed them out!

This meant that I could correct the cards on the computer on Friday and Saturday during The Daughter's naps, and I've only got to print and cut them out once - saving card, ink and precious time (or so I thought...). As well as tweaking the cards to change a few things I've also added some more artwork to the player mats (which were being re-designed anyway) and the backs of the event cards. Of course, this new version will have other rough edges, so I don't want to over-invest in its artwork - I'll have to make another version reasonably soon to fix those problems...

Having an experienced playtester like Dave was really useful though, testing things out before I had printed them. I've also tweaked the AI card as well now to fix the other problem that Dave found.

Sunday night I had time to print it and get it cut out. Or at least I should have been able to do the printing. I'd bought some cheap 'Canon-equivalent' inks on Amazon. They were £18 for 15 cartridges (instead of £12 for one!). I'd already noticed that the ink bled more than the official ink (so the text looks a little blurry) but it turns out they also block up the nozzles more, so I spend Sunday evening running nozzle clean after nozzle clean with the test pages in between and ended up wasting loads of card - each time I thought I'd fixed it the artwork came out green again. In the end I replaced the (brand new!) magenta cartridge with another one, ran a couple more cleaning cycles and eventually got it printed. Now I've just got to cut it all out tonight ready for Newcastle Playtest tomorrow.

Monday, January 27

Back To Life

The Wife and The Daughter have been back for a whole week now and life is returning to a very welcome normality. Memories of my three week exile are fading as the house returns to normal levels of light, warmth and laughter.


I've spent most of the evenings hanging out with the girls, so I've not made much progress on my games designs, but I did get a bit done on Wednesday and some more on Saturday while The Wife was out for dinner with friends.


I've been concentrating on Codename: Vacuum since Christmas, which also feels like a return to normality too. I started work on Vacuum over two years ago, and it's now been strongly in development for a year and a half with frequent playtests and almost monthly versions. All that was put aside for NaGa DeMon in November, and then pretty much nothing happened in December from a games design point of view as Christmas took over.


But since I got back from our Christmas trip to Bristol I've been making progress on Vacuum again. Dave and I have been playing once a week at lunchtime, I took it to Newcastle Playtest at the beginning of the month and I tweaked a few of the cards before that - the first new version since October!


This week I've been working on another new version, incorporating a lot of the ideas I've had over the last few weeks and updating some of the advanced decks to better support the changes I've made to the basic ones. It'll be good to get the new version to the table when it's finished, it feels like Vacuum has come on leaps and bounds over the last four or five months, despite (or possibly because of) the hiatus in its testing.


On Zombology, there's not much to report, I'm still waiting for the majority of the artwork for the NaGa DeMon competition winners' copies and I want to incorporate cures into the next version, though I've not quite worked out how yet.


And no progress whatsoever on Codename: Dragon :-( Perhaps three games is an overcommitment, considering how little free time I have.

Monday, January 20

And Low He Was Welcomed Into The Fold

Well, my three weeks of enforced exile are over and I've been re-united with my family :-)


The last three weeks have been really weird. The house has been very dark and quiet. I've been living a bachelor lifestyle of constant gaming and basic food, I've been watching my daughter change noticeably between our video chats every few days. Aside: Anyone who tells you that we're not living in the future because cars don't fly, we don't have personal jetpacks and we don't live on the moon hasn't appreciated the full wonder that is video conferencing with your one year old offspring. One the phone she silently holds it then either hangs up or puts me on hold accidentally. Over video she gets really excited to see me and interacts with me as if I was there (pressing my nose on the screen and saying 'beep' is my favourite!).


It's been hard being away from them for so long, having to hear about the new skills she's learning second hand and knowing there's nothing I can do to help when she has a bad night or is ill. It's going to be tough to re-adjust to the bad nights and early starts after three weeks of late nights and lying in, but it'll be totally worth it and I'm glad it's finally over.


That's not to say I haven't put my exile to good use. I had to keep myself busy to distract myself from the loneliness, so I played a lot of games. I've made it to Newcastle Gamers twice (once all day!), Newcastle Playtest once, been down to see my mates Terry, Andrew and Graham in the south for a day's gaming and played a 10 hour game of Twiglet. In total, 54 games in 18 days!


Now that my family are back I'm going to have a break from gaming for a bit and concentrate on spending some quality time with them.


Having said that, I'm still working on getting another Codename: Vacuum version together, incorporating the ideas I've had over the last few weeks and at a lower priority I've got some more Zombology ideas to get together too.


In related news, I've started getting art for the NaGa DeMon competition winners' copies of Zombology from the artist :-)

Monday, January 13

Narrative in Games

I've had a good week of gaming this week, trying to fill the hole left in my life by the absent wife and daughter. Last weekend I made it to Newcastle Gamers for their all day session on Saturday (it was my first visit in months!) and then Dave came round on Sunday night for X-Wing minis. Monday and Thursday were Games Nights, Saturday was Newcastle Gamers again and Sunday we played Twilight Imperium :-) On top of all that, Tuesday I played Codename: Vacuum at lunchtime with Dave and then in the evening it was Newcastle Playtest.

What struck me about the beginning of the week (and Twilight Imperium!) was the stand out games had great narratives. During play you felt like you were telling a story. On Saturday I'd played A Study in Emerald, Snowdonia and Battlestar Galactica among others. Those three stood out for the clearly defined story we were telling. Sunday's X-Wing minis was a blast and Dave loved it so much that he was still singing its praises at work on Monday to anyone who'd listen. We'd played three games: the introductory game, then a 50 and finally 100 point battle. In each game there was ebb and flow, critical moments when everything hung in the balance - the crap dice roll where the battered, limping Tie Fighter manages to weave between the lasers just long enough to take out the Y-Wing, the epic dice roll where the tricked out B-Wing loses its shields and takes some damage suddenly changing the balance of power dramatically. It was great: there was a story unfolding before our very eyes, and we had (some!) control over it. After Twilight Imperium we spent a good half hour (after a ten hour game!) talking about the highs and lows of the game: massive fleets mutually annihilating each other, the cheeky action card that stops someone claiming an objective, etc.

Our group even creates narrative around games so simple that they don't even have a theme. There's Helga the imaginary milkmaid who turns up when someone sends a card round a few time in No Thanks! when only they can benefit from it, and Gunther the 70s porn star who turns up in a game of [6|11] Nimmt! when someone is about to get shafted!

I was reminded of Joe Gola's awesome Amun Re session report. The game was just a framework that the story hung off. Playing the game is a form of collective story telling.

Tuesday lunchtime Dave and I sat down for our first game of Vacuum in a good couple of months. I'd mothballed Vacuum during November while I concentrated on Zombology for NaGa DeMon and then I'd been too busy in December to do anything at all really. We were trying out a new trade mechanism inspired by Dan, my Newcastle Playtest co-host. Dave and I have played at least fifty games together, and this was the first major change to Trade. We were focussed on getting our heads round the new mechanism and a feel for whether or not it worked. At the end Dave had some concerns about the fact the you discarded the trade cards into an opponent's graveyard - he didn't like the lack of control over your deck that implied (he usually runs an extremely lean deck). Thematically it made sense to me - if you trade with someone they get a trade benefit and it fit my aim that trade be a non-combative form of interaction in the game where you do something that provides a trade benefit to both player and target. Plus it was much simpler to track than the previous mechanism.

So far so good. It was one in a long series of games of Vacuum Dave and I have played and felt much like any other. We explored the solar system, Dave captured lots of locations (a favourite tactic of his) but didn't whale on me (unusual!). I focussed on researching the tech tree and striving towards the Knowledge goal, which I brought in a few turns before the end of the game. Dave's deck was unusually chubby and he couldn't get the right combination of cards together to chose a Conquest victory, so I managed to bring in the second victory condition: Exploration which he beat me on, but not by enough to win. Like the fifty games before it there wasn't a particularly overarching story to the game - we were just cracking on with it. The only stand out moments came from the exploration mechanism.

For the first fifty odd plays, the exploration mechanism involved drawing a given number of cards from a deck and picking the best one to bring into play. It was pretty dull. In September or October last year Paul Thompson suggested spicing it up: "If I'm playing a steampunk game I expect to be finding resources or exploiting natives or being attacked". Off the back of that suggestion, I changed the exploration mechanic to bring both less randomness (you choose a location to explore) and more (each location has an event on it that could be good, bad or indifferent). In our lunchtime game I'd explored Geostationary Orbit early on and found a Silicate Consciousness, adding an advanced Artificial Intelligence card to my deck very early in the game. A few turns later Dave had discovered a Heat Ray which improved the strength of all his military units. The final stand out moment was Dave's two or three attempts to explore Pluto, all of which failed with contact lost to his probe. It was noteworthy: "Pluto is hard to explore!"

That evening I played Vacuum again at Newcastle Playtest with Dan and it was a completely different experience. In the second turn Dan sent a probe to Earth-Moon L1 and discovered a really unfriendly alien race. Each turn they attacked our strongest location with a military strength of 25! At this early point in the game our total military strength was 4 or 5 each. Dan lost control of the US (his homeland) and then I promptly lost control of France (mine). All of a sudden it was the third turn of the game, neither of us controlled any territory, had any income or any real chance of capturing territory until the overwhelming might of the alien aggressors was vanquished. Going deep underground the French Resistance and the US minutemen researched martial technologies and assembled military power. Trading (what I can only imagine were packets of fags and tinned goods - that's cigarettes and canned goods for my American audience!) between each other to gain the income we needed to fund our boffins to develop some decent military units. Slowly we accrued military strength while researching other technologies and occasionally sending out a probe to try to find something helpful. Occasionally we managed to find a seam of valuable materials which we could exploit for a turn until the aliens promptly wiped them clean of human presence. Finally I got to the point where I had a couple of warships and an armada on ready alert - only 16 military strength - but I had more armadas in my deck and a reasonable chance of drawing one next turn, so I sent out a sortie and captured Atlantis. At the end of my turn I drew a new hand: all armadas! The hand was so good I had to show Dan! My next turn rolled around, and when the aliens came knocking I had 42 military strength - an auspicious number :-) I annihilated them and then sent the two unused armadas over the scorched earth to claim the US and France. Dan meanwhile had managed to launch an orbital weapons platform, ready to defend his (as yet non-existant) territories with the threat of nuclear rain from orbit. For the rest of the game we both had the large militaries we'd acquired early on to defeat the aliens. I used mine to conquer a large chunk of the solar system, Dan used his to raid my territories, safe in the knowledge that his nuclear threat would prevent reprisal - most turns I could see off his predation, but I lost several locations to him during the game. The game eventually ended when I chose Conquest as a scoring condition and Dan quickly got Knowledge in before I had a chance to get Population as the second.

The game had such a strong narrative that I had to relate it to Dave in the office the next morning (and in fact to you here). The game lasted just under an hour (not bad for Dan's second game) and fully one third of that we were under assault, severely limited in what we could do. It was hard, but it felt like we were under assault, too afraid to show our faces until we'd built up the military we'd need to defend a territory against the alien scourge. It's rare that aggressor card turns up in a game, and especially rare to see it so early. The game was unusual and totally different as a result. It's not all good news though, in his feedback email Dan described the aggressors as 'annoying' which is probably something I need to pay particular heed to.

Dave and I have had some ideas about how to bring this level of excitement to some of the other strategies in the game. I'm really excited about Vacuum again :-D

Monday, January 6

2014: Setting Myself Some Goals

Like I did last year, I'm setting myself some goals for the year. As I mentioned last week, I had mixed success with my goals last year, I aced the blogging ones but made pretty poor progress on the games design ones. So this year, I'm going to stretch myself on the blogging ones again, and reign in my designing goals to something a bit more realistic.


Games Design

I want to make some decent progress on Vacuum, and Dragon. I want to get Zombology to the state where I can consider hawking it to publishers or going it alone (again) and I'd like to do NaGa Demon again in November. I'm thinking print and play again, I felt it was a great success this year.


Blogging

I want to blog every Monday for the year, plus a bunch more posts in November for NaGa DeMon. I managed 76 last year, so let's say 75 for 2014. Last year's page views were the best ever by quite some stretch and also included my best two months ever, both better than the reddit month which I thought was completely unbeatable. I'd targetted 20,000 views for the year but ended up getting over 35,000. This year's target is 40,000 over 10% growth. My blogger followers went from 49 to 56 last year, a gain of seven. I'm hoping for another 10 this year. As you can see these are all a stretch, hopeful they'll encourage me to do more on the blog and continue building an audience, which might help if I ever have a game to actually sell in future!


Gaming

I've had in my head over the last 7 years a goal of playing as many games as there are days in the year. I've managed it 4 times including 2013. My goal for 2014 is to do it again. I'd also like to end the year with no games in my collection that I haven't played in over a year. Exceptions for games that I own for sentimental reasons (i.e. Reiver Games' games and games that I've received as gifts for certain things) and games that we own as a family (that I'm not particularly keen on playing). I'm going to use this to focus my collection on games that I actually play (or want to play). So I'll probably get rid of a few more of the ones that aren't seeing any action.


It's good to have something to aim for, something to stretch me and stop me just coasting along.

Monday, December 30

2013: The Year in Review

2013 has been a lot less momentous than last year, no major purchases or moves. We've been adapting to life as a family and trying to make do with very poor nights' sleep (bless her, The Daughter seems to be one of the worst sleepers of her cohort of friends). It's been an excellent year, as The Daughter grows up we've got to watch her learn to smile, crawl, walk and start to talk. We're starting to meet the person too, as her personality develops. She's a very happy, giggly and affectionate girl and brings us both a lot of pleasure - which more than makes up for the nights.

Professionally, my employer (that I'm working for for the third time) that I've been employed by for half my working life was bought by a large American corporation which meant, predictably, a slight increase in bureaucracy, countered by an nice increase in benefits. I got to visit Minneapolis for work in June, my first visit to the mid-west US, and while there hooked up with a few gamers via BGG (who thankfully weren't axe-murderers) and went to the Fantasy Flight Games Event Centre for some after work gaming.

The year is ending on a strange note though, as I've come home from Bristol on my own, with The Wife and The Daughter remaining in Bristol for three weeks while I get radiotherapy for an over-active thyroid. It's strange having the house to myself - very quiet and lonely.


Games Design

I spent most of the year pressing on with Codename: Vacuum, racking up one or more plays per week, tweaking things here and there. It's getting better, slowly, but with so many cards each tweak needs careful balancing to ensure the decks are all roughly as good as each other.

In August, Dan Howard and I started up Newcastle Playtest, a bi-monthly meetup in a pub to playtest each other's games. It started off strongly with six designers getting involved, and plenty of willing playtesters. Nearer to Christmas it has died down a bit, it'll be interesting to see if there's enough interest in the New Year to keep it going. I've found it very useful, interesting and enjoyable on the occasions when I've managed to make it along.

In November, I decided to get in on the NaGa DeMon action and resurrected Codename: Proteome with a new theme and new mechanics as a game of Zombie science: Zombology. I managed to make five different prototypes, six different rulebooks and played it 16 times in the month of November. The end of the month version is available print-and-play and I'm still continuing to work on it.

After the hectic month of NaGa DeMon action, and with Christmas and its associated socialising on the cards, I had a fairly quiet December, no prototyping, hardly any playtesting and not much gaming at all until the Christmas break. I did have another game idea though: Codename: Dragon - a 2-player card game about St. George and the Dragon. It's been a long time since I last had three designs on the go.


General Gaming

I've had an un-written goal for the last five or so years to play as many games as there are days in the year. I've not managed it since 2010, but I've done it again in 2013: 370 + whatever I play at tonight's bonus Games Night. Again, I've counted iPad games against real opponents. My five and dimes were:


  • 56: Codename: Vacuum - played this a lot!
  • 27: 6 Nimmt! - a favourite Games Night filler
  • 22: 7 Wonders - popular at Games Night and with the in-laws
  • 19: Ra - mostly on the iPad while travelling for work
  • 18 Race for the Galaxy - popular at Games Night and with The Wife
  • 18: Zombology - almost all in November!
  • 14: Incan Gold - popular at Games Night
  • 13: Hol's der Geier - a Games Night filler
  • 11: Carcassonne - On the iPad and with the in-laws
  • 11: No Thanks! - Games Night filler
  • 11: X-Wing Minis - need to play this more!
  • 10: Thunderstone - popular with The Wife and the in-laws
  • 9: The Resistance - at Games Night, and when Paul came to visit
  • 8: Coloretto - Games Night I guess?
  • 8: For Sale - another short game popular at Games Night
  • 8: Hanabi - love this one, only got it in July I think
  • 7: 11 Nimmt! - Games Night filler
  • 6: Hey! That's My Fish! - on the iPad while travelling
  • 6: The Speicherstadt - I taught this a couple of times at Newcastle Gamers
  • 5: Carcassonne: The Castle - on holiday with the sister-in-law
  • 5: Lords of Waterdeep - a Games Night favourite
  • 5: Love Letter - learnt this at Beer and Pretzels

I also made it to a convention this year, for the first time in about 4 years: Beer and Pretzels in Burton-on-Trent in May. It was a great weekend, hanging out with my friend Terry whose Games Night I used to attend when we lived down south. I learnt several new games that weekend too.

Purchases-wise, I bought The Bridges of Shangri-La in the Travelling Man sale and Hanabi and Love Letter later in the year. I got Macao, Thurn and Taxis and Alea Iacta Est for my birthday and Coup and Galaxy Trucker for Christmas. Plus I got a boatload of X-Wing minis during the year. I also got rid of Babel, Canal Mania, Clans, Eminent Domain, Fzzzt! and Meuterer - given away to friends in the hope they get played in their new homes.


Blogging

My goals for blogging for the year were to blog on at least 45 of the Mondays in 2013 and get 20,000 page views and a few extra followers. As it turns out I've blogged every Monday in 2013 (plus a bunch of extra times in November for NaGa DeMon), got 35,000 page views and 7 new followers. A huge success. Mostly down to NaGa DeMon if I'm honest. My most popular posts this year were:



I hope you all had good years too, and here's hoping next year will be even better!

Monday, December 23

Merry Christmas!

Just a brief one this week. I'm now down in Bristol for the Christmas break with the in-laws and the entirety of my family. I'll be taking it easy for the week, just having some nice chilled out time with The Wife and The Daughter before my enforced exile begins when I drive home on my own on Sunday.

I've not brought any prototypes with me, just a few games: Carcassonne (which has already seen some action last night), 7 Wonders (popular with the in-laws), X-Wing Minis (popular with the brother-in-law) and Love Letter and Hanabi, which are pretty easy sells. Gaming is more popular with the in-laws than my family, though my sister has asked for Carcassonne for Christmas (yay!).

Of course, I've asked for a couple more games for Christmas, so if Santa has judged me to have been nice then I might be on the receiving end of Coup and Galaxy Trucker :)

Anyway, I hope that those of you who celebrate Christmas have a wonderful holiday full of festive family gaming and I hope you are equally blessed by an overgenerous Santa. You'll have to let me know what he gave you!

Monday, December 16

The Drought Before The Storm

This week has featured no played games and almost no games design. We had several days of planning meetings at work which has got in the way of lunchtime playtesting and my weekly Games Night (which has been disturbingly infrequent recently due to visitors and illnesses) wasn't on because Thursday evening was our office Christmas party instead. The evenings have been short with The Daughter down with another filthy cold (I'm beginning to think her nursery is actually an undercover black ops lab for testing the virulence of bioweapons) and not sleeping well, so I've not had much time to do anything.

I have at least been thinking about games with Codename: Dragon top of the list. In my youth I did eight years of Tae Kwon Do, so I have a little experience of fighting. In Dragon, I wanted to capture the feeling of not knowing what your opponent is going to do, with the attack and defence with moves having both strengths and weaknesses (if you do an axe kick you'll get two points for a head shot, unless they do a back kick: then you'll drop the the floor holding your crotch!).

To achieve that feeling I want each move to have one or two counters that leave it open to a hosing if your opponent correctly guesses what you've gone for. The simultaneous action selection will mean that instead of reacting to your opponent's move, you'll have to play a Princess Bride like game of bluff and double bluff. I've started making some specific card notes, they'll need fleshing out over Christmas. I also want there to be two different ranges, close (swords and claws) and long (lances and fire), so the cards available to you are limited by your current range.

I've lots of ideas at this point, no concrete prototype or even set of rules yet though.

So that's the drought covered, what about the storm? This Thursday, Games Night is back on and it's Christmas Games Night with mince pies and Glühwein instead of the usual snacks and beverages. I'm anticipating a good turn out and a convivial evening of gaming. After that, we're away to see the grandparents (and aunts and uncles and cousins) for a week. We'll stay with the in-laws, and I'm hoping there'll be a few gaming opportunities that week in the evenings.

The big storm though will be in early January. As many of you know I have Multiple Sclerosis. For the last few years I've been on an experimental treatment as part of a clinical trial. It's been great at combatting my MS, but it's not without side-effects and thanks to one of those I'm going to need some radiation therapy at the beginning of next year. As I'm sure you can imagine, being a source of gamma radiation does not gel well with young children - I have to avoid picking up, cuddling and kissing The Daughter for three weeks after I get nuked. Obviously, that's going to be really hard on both of us, but I know what's going on and that it's temporary, whereas you can't explain to a 16 month old child why daddy doesn't want to cuddle you any more. It's going to be awful for her.

To avoid just really upsetting her, we're thinking that The Wife and The Daughter might just go away to stay with the grandparents for those few weeks. She'll still miss me (I hope!) but she'll be showered in affection by the grandparents, and missing me will be less traumatic than me being around but avoiding her like the plague (that I am!).

Which means a couple of weeks in the house by myself. I'll miss them terribly, but needs must. Any ideas how I could fill the time? ;-)

Monday, December 9

Three on the Go

This week, for the first time in many, many years, three game designs have been in my head simultaneously: Zombology, Codename: Vacuum and my new idea for a two-player St. George and the Dragon themed game that I mentioned last week - which I'm calling Codename: Dragon.


Zombology

At Newcastle Playtest on Tuesday we played Zombology. I'd missed the second Newcastle Playtest in November, so it was the first time any of them had seen it since the very first version/play at the beginning of November. Dan had played in those two early games and Alex and Michał had turned up during the second of those two early games so they had seen the early version, but not played it. We were playing a four player game, so I tried out one of the ideas Konrad had provided via email during NaGa DeMon: taking out one of the suits with fewer players. It seemed to work well.


The scoring still feels pretty clunky though, so I've been thinking about how to make that a smoother experience. I think the next thing I'm going to try is numbering the cards from 1-10 again, instead of 1-5. I switched to 1-5 in the first place to make it easier to count up the value of the cards you had collected. But since then, I stopped scoring the face value of the cards you collected and just counting the number of cards. The downsides of having low numbered cards is when working out which suit was the most successful. You end up saying: 'Which suit has a five? Those four, right, which of those four has a four? Three of them do, ok, so that rules one out, how many fours do those three have? That one has two, so does that one, but that one only has one - right now we know suits suits are scoring.' Seamless! Clearly this is a right chew-on. If the cards went 1 to 10 then it would be easier to see which had the high cards, instead of two 3s and two 4s per suit there would be a 6, 7, 8 and a 9 which would mean you'd be able to spot the differences more easily (I hope!).


I'm also considering making the requirements for higher numbered cards a number of cards played. Currently, to play a 5, for example, any player has to have played a 3 or a 4 in that suit. If instead, the 5 (or will it be 10?) required a certain number of cards out in that suit it might make them easier to play (while still meaning that you need to play the low numbered cards first). In fact, while I type this, I've had another idea, maybe you score face value of your cards in the most successful suits and -1 point per card in the rest (a bit like Coloretto).


Anyway, I've now got loads of ideas of further things to do with Zombology over the coming months. I'm also speaking to an artist about getting some exclusive art done for the NaGa DeMon winners. I've started contacting them to get their shipping addresses, but with the art to sort out it's going to be at least January before I ship them.


Vacuum

During NaGa DeMon I'd pretty much shelved Vacuum - I didn't play it during November at all, a noticeable break from the usual once or twice a week - so that I could concentrate on making headway with Zombology. Last time I played I got some really good feedback from Dan, my co-host for Newcastle Playtest. He pointed out there there are effectively six resources in Vacuum (the five card symbols, plus cashy money), and that the Population and Trade mechanics are a bit dull - just get as much as you can. It's made me think about several things, but the one I'm most keen to try is that you get points for your income, rather than your stockpiled cash. That would mean that you no longer need to keep track of the money you've accrued, just how much you can make in a turn. I'd need to change several things to interact better with that idea, but I'm going to try it out first to see if it's worth the effort. I meant to play Vacuum last week at lunchtime, but had to blow it off after leaving work just after lunch on Monday to take The Daughter to the doctors after a fall at nursery and a bumped head :-( She's fine, but that stuffed my hours for the week.


Dragon

Dragon popped into my head just over a week ago. I was trying to think of another quick and simple game that I could do for NaGa DeMon next year. I was thinking that instead of trying for a game that plays lots of people, I could go for one that plays two, that would be easy to get playtests lined up for. The idea in my head was a simultaneous action selection game with dice-based combat and uneven player powers (clearly, George can't breathe fire). With the thought so quickly established, I decided to give up on getting it done next November and instead crack on. I've installed Evernote on my phone and started sketching out ideas for how the game could work. I'm not that far from making my first playtest copy I hope, though this close to Christmas I'm struggling to find much time for games design.


With three games on the go I worry that I'll struggle to make decent progress on any of them, especially with limited free time. Still, if you've got the ideas in your head, you just have to run with them!

Monday, December 2

NaGa Demon: A Retrospective

I work in software engineering and at the end of a project we hold a 'retrospective' to answer three questions:


  • What went well, that we would want to do again?
  • What went badly, that we would want to avoid next time?
  • What else should we do?

Seeing as this was my first NaGa DeMon, my first game I'd designed entirely in the public domain and at the last minute I decided to run TGWAG, there's lots of things that I could look back on and evaluate the performance of. So, without further ado:


What went well?

  • I got a lot of page views on the blog. November was my best month by far, outstripping the reddit month (which I honestly though I'd never equal) by 50%
  • By posting the rules online I got a lot of useful feedback as the month went on, letting me iterate the rules very quickly
  • Several people said they would/had print out a copy
  • Someone (thanks, Konrad!) not only solo'd it three or four times, but also played it at least three times with friends, and then sent me very detailed feedback.
  • I managed to design a game within a month, from ideas to reasonable game (with room still for improvement of course)
  • I iterated the rules six times, made five different prototypes and played Zombology sixteen times in a month!
  • Lots of people got involved (possibly due to TGWAG and free PIPs, possibly not)
  • I wrote loads of blog posts in November
  • I chose a simple, short game to design - something complex and hard to balance would be very difficult to develop in only a month

What went badly?

  • I over estimated. I offered five free copies (and for the first three weeks there were only three TGWAG players!) and I set the achievement levels too high (or I was too stingy with my PIP allocation)
  • I designed the rewards badly - a free copy of a game you can print out yourself? Pants!
  • I decided to fix that by adding exclusive artwork, but far too late in the day - the winners are going to have to wait a month or so for their prizes
  • I didn't advertise it very well - just a link from BGG

What else could I do

  • Raise awareness about TGWAG earlier to try to drum up some interest - make the prize more enticing and offer fewer of them so there's a sense of competition
  • Find out better ways to publicise it, beforehand and during the game.
  • Try to attend more sessions to try it with more people - I missed one of the two Newcastle Playtest sessions in November and both of the Newcastle Gamers sessions :(

Overall, I felt it was a great success. I took a game (not Vacuum!) that I had an idea for and turned it into a playable game in only a month! Is it the best game ever? No, of course not. Is there room for improvement? Definitely. I'll continuing designing this in addition to Vacuum, and hopefully it'll get better and better. I definitely want to do NaGa DeMon again next year.


In other news, I've had another idea, which initially I considered for NaGa DeMon next year, but I think I'll get cracking on it shortly. It's a two-player game about St. George and the Dragon. :)

Sunday, December 1

TGWAG: Final Scores!

The Game Within A Game (TGWAG for short) is now over, huge thanks to everyone who took part - your feedback was really useful. In the last week there were a couple of new entrants (GamesBook and Mal) and a huge rush for the finish line from @pidaysock, the only person who has actually given me feedback from games they've played. Congratulations to @pidaysock (the overall TGWAG winner) and Tiffany Ralph, Frugal Dave, Derek Hohls and boardsandbees - free copies are yours!


I'm now in negotiations with an artist about getting some exclusive artwork done for the five TGWAG freebie winners. I'll be in touch with you all for a postal address. What with Christmas and all, and having to get the art done I think it'll be the New Year before the freebie copies are shipping.


Playtester PIP Score Level Free Copy?
@pidaysock 17 MSc Yes!
Tiffany Ralph 15 MSc Yes!
+Derek Hohls / GamesBook 11 MSc Yes!
Frugal Dave 8 BSc Yes!
boardsandbees 6 BSc Yes!
@spdesigntwit 5 BSc No :(
Mal2InternNo :(

Amended to fold GamesBook's score into Derek Hohls's score!

Friday, November 29

NaGa DeMon 13: One Last Hurrah

Yesterday I managed to get a lot of games of Zombology in. I had set myself a target of playing four games in this final week of the month. I'd played two on Tuesday lunchtime, and I was hoping for one more Thursday lunchtime, and then either one at Games Night or one at Newcastle Gamers tomorrow.

In the end we played three games at lunchtime (with Wilka who'd played several times before, and Steve, fresh back from his honeymoon, who hadn't played yet). We completed those three games and the rules explanation for Steve in 28 minutes. It's fast!

At Games Night we played another three games, so Steve and I played six games, Wilka, Hoops, Dave and Gav three games, The Wife two and His Nefariousness one. Everyone seemed either interested in playing several times or at least not averse to it. Obviously, these are all friends of mine, so there's a bias involved, but still that's really good. In addition, Steve said what must be any designer's favourite words during a playtest: "I'd buy that!"

At the end of Games Night, I got my first feedback from a playtest not involving me. Konrad (@pidaysock) who'd been one of my best customers during my Reiver Games days had printed a copy out and solo'd it a few times last week. Last night I got an email with feedback from his first three games with other humans.

Konrad's feedback was much more critical (and hence useful, five PIPs for you, sir!). His friends in Germany really didn't experience the theme in any meaningful way, none of them felt the game had anything to do with Zombies, and most of them didn't even get the science bit of the theme either. Our group (as well as others I've played with) really got the science feel, especially with the conference rounds in the newer versions, but we all agreed the zombie link is tenuous. I'm alright with that, the games I'm trying to compete with, things like 6  Nimmt! and Hol's der Geier are very quick games with very tenuous themes. I've no idea what the bulls have to do with 6 Nimmt! And while the cards in Hol's der Geier all feature mice or vultures, all you really care about is the numerical value of the cards played. A bit of zombie art will help here, but it's never going to be as thematic as most (shotgun heavy) zombie games.

The other major criticisms from Konrad's group were that the game was too short and too chaotic and there wasn't enough information early on for you to be able to plan a winning strategy. Again, that's definitely on the money, especially since I changed to the three different types of cards. Now you have no idea which suits will have the fours and fives until the fourth round - halfway through the game.

Konrad had a few ideas about how to address these issues, if I can make it along to Newcastle Gamers tomorrow, I'll see if an opportunity arises to try some of them out...