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	<title>Still Unpunched &#187; Musings</title>
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		<title>0bs3ss1v3</title>
		<link>http://www.stillunpunched.com/2007/12/17/0bs3ss1v3/</link>
		<comments>http://www.stillunpunched.com/2007/12/17/0bs3ss1v3/#comments</comments>
		<pubDate>Mon, 17 Dec 2007 22:14:36 +0000</pubDate>
		<dc:creator>Oliver</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Musings]]></category>
		<category><![CDATA[board game]]></category>
		<category><![CDATA[geek]]></category>
		<category><![CDATA[monopoly]]></category>
		<category><![CDATA[risk]]></category>
		<category><![CDATA[settlers]]></category>

		<guid isPermaLink="false">http://www.stillunpunched.com/2007/12/17/0bs3ss1v3/</guid>
		<description><![CDATA[At least of late, I have been. For some reason, I can&#8217;t get the use of dice in a board game out of my head. And when I say &#8216;use&#8217;, I don&#8217;t mean in a Monopoly/Risk/Settlers way. In a way they haven&#8217;t been used before. But what is a way in which dice have never [...]]]></description>
			<content:encoded><![CDATA[<p><img ALIGN="left" ALT="dice" SRC="http://www.stillunpunched.com/wp-content/uploads/dice.jpg" />At least of late, I have been. For some reason, I can&#8217;t get the use of dice in a board game out of my head. And when I say &#8216;use&#8217;, I don&#8217;t mean in a Monopoly/Risk/Settlers way. In a way they haven&#8217;t been used before. But what <strong>is </strong>a way in which dice have never been used? When you&#8217;re coming up on many thousand games listed on the Geek, I&#8217;m pretty sure there&#8217;s been more than a few permutations of dice usage, beyond rolling 2 and divising their sum.</p>
<p>Making their use intriguing, strategic and interesting is what I&#8217;m still working on&#8230;. but I&#8217;ve got some ideas. It&#8217;s the rest of the game that might be formulaic and boring. Ah well, you can&#8217;t win at everything.</p>
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		<title>How to get ahead in game design&#8230;</title>
		<link>http://www.stillunpunched.com/2007/12/06/how-to-get-ahead/</link>
		<comments>http://www.stillunpunched.com/2007/12/06/how-to-get-ahead/#comments</comments>
		<pubDate>Thu, 06 Dec 2007 11:56:26 +0000</pubDate>
		<dc:creator>Oliver</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Musings]]></category>
		<category><![CDATA[gamers]]></category>
		<category><![CDATA[settlers of catan]]></category>
		<category><![CDATA[ticket to ride]]></category>

		<guid isPermaLink="false">http://www.stillunpunched.com/2007/12/06/for-sale-cheap-game-x/</guid>
		<description><![CDATA[&#8230;without really trying. Yeah, right.
I&#8217;ve been thinking a lot lately about what makes a game successful. Now obviously, the word &#8217;successful&#8217; is rather vague. What I&#8217;m referring to is simply the number of boxes that a certain game sells. This includes reprints, initial runs, and expansions.Basically, why does one game &#8211; X &#8211; outsell game [...]]]></description>
			<content:encoded><![CDATA[<p>&#8230;without really trying. Yeah, right.</p>
<p>I&#8217;ve been thinking a lot lately about what makes a game successful. Now obviously, the word &#8217;successful&#8217; is rather vague. What I&#8217;m referring to is simply the number of boxes that a certain game sells. This includes reprints, initial runs, and expansions.Basically, why does one game &#8211; X &#8211; outsell game Y when they both have more or less equal ratings on the Geek? I&#8217;m very aware of the obvious reasons as to why Ticket to Ride will outsell Die Macher. What I&#8217;ve been pondering is whether or not you could design a game deliberately to be a success. As in, ignore what <strong>YOU</strong>, as the designer really wants, and attempt to discern what the public will actually buy, en masse, and design the game to fit that mold. That&#8217;s obviously a pretty shallow idea, but is it completely implausible?</p>
<p>So, let&#8217;s look at the elements that (possibly) make a game receptive to the mass market. Please note that &#8216;mass market&#8217; does not only include Wal Mart shoppers and people who browse games at Toys R Us. I&#8217;m talking about gamers here as well. The games I&#8217;m considering &#8217;successful&#8217; are ones that are not only sold in big box stores &#8211; Monopoly, Risk, Clue, Sorry, Life, etc etc &#8211; but those games that have been wildly successful both with non-gamers and gamers, like Ticket to Ride, Settlers of Catan, and Carcassonne. So what makes them uh&#8230; tick? Here&#8217;s my take:</p>
<p><span id="more-49"></span> (please note, the following are not in order of importance)</p>
<p>Theme. First and foremost, for a game to be successful in a broad sense, I believe the theme must be familiar and interesting to a wide variety of people. The idea of building railways or settling a new land is not very foreign to many people; not only that, these themes evoke a certain sense of nostalgia (thanks, Hollywood) and romance in many. The theme of a game is a tough sell to a lot of people unless they can mentally tie the activity within the game to something else they are familiar with; ie: &#8216;yes, Supernova is kinda&#8230;. like Risk. Sure.&#8217;&#8230; &#8216;Yep, in Acquire, you can put buildings on the board, so yeah, it&#8217;s similar to Monopoly.&#8217; I know these statements are pretty out there, but I&#8217;m sure there have been even more head-scratching comparisons made. I don&#8217;t believe that an uncommon theme deals a death blow to a game, but it certainly is more of a stumbling block to many than one that is less foreign. The first entry on <a TITLE="My problems with Euros; Theme" HREF="http://www.boardgamegeek.com/geeklist/26902">this geeklist </a>elicited some interesting feedback, specifically with respect to this point.</p>
<p>Accessibility. I believe this is possibly the biggest factor in making a game successful to a mass market. It really doesn&#8217;t matter how pretty, cheap or familiar a game is, if it can only be played by 5 people in 3.5 hours, most people won&#8217;t buy it. Eurogames have  earned their rightful place as a hugely successful market niche simply because this is one of the primary tenets in their makeup. Interestingly, a games&#8217; accessibility isn&#8217;t solely related to it&#8217;s length and number of players, it also extends to the theme, the box size, the time involved to set it up and the ease with which a player might be able to get their friends playing it. This is one of those factors which is a tricky variable to figure out. Many people are comfortable with dice (not just wargamers/amerigamers); so having many dice in a game may not be foreign or repulsive to them. However, put in a stack of 300 cards with unique information on each, and they may be loath to even try a game. For some others, it may be the exact opposite.</p>
<p>Price. Yes, I know&#8230; build it and they will come. Blah blah blah. Not necessarily true. A good game could be completely ignored if it is priced outside of the range of what the majority consider an acceptable value for their dollar. Since they are, as yet, unaware of how much fun they may/may not have with X game, they are likely to pass over it if it is $54 and they had only wanted to spend $45. On top of that, the discrepancy of cost between your tried-and-true Monopoly/Risk/Clue/etc and Euro/American/Designer game is quite great so many games are fighting an uphill battle from the start. Of course, price can be easily combatted by the game&#8217;s theme and accessibility (and good sales staff) so this isn&#8217;t necessarily a deal-breaker&#8230; just that it has the potential to be.</p>
<p>Reviews/WoM. What is WoM? Word of Mouth. This broadly includes articles in newspapers/web, friends&#8217; recommendations, sales staff suggestions, even the number of games proudly proclaimed to have been sold on the box (a la TtR). Many gamers are never going to actually read a review of a game before they buy it. WoM is likely far more important to them than reviews are. In fact, many gamers are likely completely unaware that there are such things as board game reviews or ratings. A game&#8217;s status as #43 on the Geek (yess, that is TtR) is likely completely unimportant to them. Or if it is #607 (Catan &#8211; Struggle for Rome) either. It&#8217;s the WoM that&#8217;s going to affect their buying decision. But then there&#8217;s the gamers (like yours truly) who likes to take both WoM, game weight and Reviews/Ratings into account before considering a game.. possibly because we&#8217;ve already got 60-odd games, upwards of 40% of them unplayed (really?? that many??? sigh). So adding another game to the collection (read: trying to find room to cram game in  closet while also sneaking said game past dubious/game-hostile spouse) is a serious decision that warrants much thought. Especially if the game is expensive/large/difficult to hit the table.. in this case, overwhelmingly positive reviews and ratings might help to tip the scales.</p>
<p>Target audience. This could fall under accessibililty but as a person may not be buying it for themselves and certainly isn&#8217;t only playing it by themselves, it&#8217;s definitely a factor. Before I really discovered what types of games I liked, and when I was just getting (back) into board games, many people would give me recommendations&#8230; their favourite game, what they&#8217;d played at a friend&#8217;s house. Well, someone told me how much fun they had playing Killer Bunnies, and how great a game it was when you have a lot of players. Hm. I was intrigued. So when I went to a game night where someone suggested it, I jumped all over it. (This is obviously due to the WoM&#8230;) I was very unimpressed. The majority of the game, I felt like I had little, if any, control over what was going on. It was interesting, the way the cards interacted, and sure, there was some humour involved&#8230; But they really thought it was great?? Then the end of the game arrived. So, let me get this straight&#8230; if I have the carrot card that matches the original one, I win? If I don&#8217;t, I lose? WTF? So the only way to potentially win is to collect carrot cards like mad in the hopes that you actually get the right (lucky) one. In our game, the player who had ONE carrot card won. Yeah, that&#8217;s fun. BUT, and here&#8217;s the point&#8230;. some people LOVE this game. So the audience is a huge factor in how well a game goes over. This game just won&#8217;t be going over anytime soon at <strong>my</strong> house.</p>
<p>Mechanics. How complex is it? Are the mechanics intuitive &#8211; and by &#8216;intuitive&#8217;, I mean &#8211; does the way you do things match up to what a player might expect? This is a difficult thing to discern as a jaded hardcore gamer might find a simplistic mechanic dull as they&#8217;ve seen it a million times, whereas a new gamer might find it clever and exciting. How do you find that middle ground? This is a tricky question, without a clear answer. I feel that the best way to balance this is to offer a game with mechanics that feel simplistic/familiar but yet still offer depth and replay value. So what the heck does that mean? Use mechanics that integrate with other mechanics to provide several (if not many) ways of achieving similar goals, while at the same time making them unique to your game, or at least, implemented in a unique way. In addition, make them simple enough for people to remember what they do on each turn and when.</p>
<p>I&#8217;m sure these are not the only factors in a game&#8217;s success or failure. But could you tailor the elements of a game to address all of these? Certainly. Does that mean the game will be a success? Not at all. The reason for this (in my opinion) is simply that these are not discrete parts of a game. And these parts really do not make up the whole. They are all far too intertwined to be able to treat them as separate bits. Although to some degree they are separate, none of them can exist unto themselves. Mechanics affect a game&#8217;s accessibility. The theme directly influences your target audience. And everything, ultimately, is either dictated by or influences the price, depending on your perspective.</p>
<p>So where does all of this leave designers? Should we ignore these things and leave it to the winds of fate? Should we outline each element individually and address it specifically within your gameplay model? I really think that both approaches are likely the only way to create a successful game. Yes, you have to address and be aware of these elements. But you also cannot design a game around them; that is simply too short-sighted as  a game&#8217;s purchase  often comes down, to a person&#8217;s opinion. Or a gut feeling. Or maybe just because they like the art. And heck, your game&#8217;s theme might be changed by the publisher anyway.</p>
<p>In reference to an earlier entry, the only thing I feel I can do is to create a game with interesting, impactful, and tense choices. Ultimately, that&#8217;s what will make it appealing. The unfortunate drawback to this simplistic response is that there is no &#8216;formula&#8217; that will make your game successful. Anyone can make a game with interesting choices just falling out of the box, but it could sell like week-old Wonder bread. So that alone won&#8217;t move boxes. And should that be the objective anyway? Frankly, I don&#8217;t even believe that that should be a designer&#8217;s goal; too much focus on that will simply cause you to lose sight of the importance of the designing itself. Games should be created for the audience, for the love of gaming, and for the enjoyment derived from creating the experience. A game designer should do it for the love of the craft, so to speak. Or should they?</p>
<p>To be continued&#8230;</p>
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		<title>a debate of Titanic proportions&#8230;</title>
		<link>http://www.stillunpunched.com/2007/11/09/a-debate-of-titanic-proportions/</link>
		<comments>http://www.stillunpunched.com/2007/11/09/a-debate-of-titanic-proportions/#comments</comments>
		<pubDate>Fri, 09 Nov 2007 19:27:50 +0000</pubDate>
		<dc:creator>Oliver</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Life]]></category>
		<category><![CDATA[Musings]]></category>
		<category><![CDATA[love games]]></category>
		<category><![CDATA[mike doyle]]></category>

		<guid isPermaLink="false">http://www.stillunpunched.com/2007/11/09/a-debate-of-titanic-proportions/</guid>
		<description><![CDATA[Disclaimer:  This comment comes from someone who not only has NOT played Titan and who is affiliated with Valley Games, as they are publishing my game, Supernova.
This post addresses the redesign of Titan, the redesign of the art of the game that has been posted on Mike&#8217;s blog and the backlash of the BGG community.
You can see Mike&#8217;s post HERE and read the response to [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Disclaimer:  This comment comes from someone who not only has NOT played Titan and who is affiliated with Valley Games, as they are publishing my game, Supernova.</strong></p>
<p><a HREF="http://www.stillunpunched.com/wp-content/uploads/board5_corner.jpg" TITLE="Titan board"><img SRC="http://www.stillunpunched.com/wp-content/uploads/board5_corner.thumbnail.jpg" ALT="Titan board" ALIGN="left" /></a>This post addresses the redesign of Titan, the redesign of the art of the game that has been posted on Mike&#8217;s blog and the backlash of the BGG community.</p>
<p>You can see Mike&#8217;s post <a HREF="http://mdoyle.blogspot.com/2007/11/valley-games-titan-ii.html" TARGET="_blank" TITLE="Mike Doyle's art play">HERE</a> and read the response to his designs <a HREF="http://www.boardgamegeek.com/thread/236948" TARGET="_blank" TITLE="BGG response">HERE</a>.</p>
<p>This is obviously a touchy point for those who love this game and want to see it done as close to the original as possible. I understand that. However, I think some things are being forgotten in this kerfuffle (love that word :)) over round VS square and 3D CG art VS retro clean art. The things that are being forgotten and should be recognized are these:</p>
<ul>
<li>Valley Games are not a nameless, faceless corporation trying to screw you over. They are remaking these games because they LOVE them. I know these guys and they LOVE games. They hate the fact that great games like Hannibal, Titan, Big City, Die Macher etc, could not be played by the masses due to the fact that they were simply unavailable and incredibly expensive for people wanting them. They are trying to address this issue.</li>
</ul>
<ul>
<li>  Valley Games has listened to players&#8217; requests from the beginning. Die Macher&#8217;s art didn&#8217;t go over well, so when moving on to their next projects, they took these critiques and went with more professional artists: Mike Doyle and Kurt Miller. Both of these guys are artists for their profession. They know all about color, contrast, light, print techniques, design&#8230; you name it, they&#8217;ve done it. In addition, Mike plays games a LOT so isn&#8217;t a stranger to board games either. I can&#8217;t speak for Kurt. What I&#8217;m saying is that VG and the artists as well are LISTENING to you, the players.</li>
</ul>
<ul>
<li>  Valley Games, due to their size, are not flush with cash. I don&#8217;t know their finances. I am not involved in their business except for the fact that I know them personally and they are publishing my game. However, I DO know that it takes a massive amount of capital to undertake something like what they are doing. They are simultaneously trying to publish and get ready for publishing, several games at a time. This means paying for artists, working with the printers, working with the distributors, reading posts on the forums, making sure their website is up to date, going over submitted prototypes, tweaking games for production, sending off parts/games, having full-time jobs, and a LIFE. They are doing a great job at all of these things, in my opinion. They, like yourselves, are unhappy when games don&#8217;t work out like they should. In fact, they are FAR MORE unhappy than you&#8217;ll ever be about it, as it costs them a huge amount of money to bring the game to you; and if it&#8217;s not nearly perfect, it affects their business and their livelihood. So you&#8217;d better believe this stuff is important for them to get right.</li>
</ul>
<ul>
<li>  As far as the current debate&#8230; You all have made your point. You like square chits. You prefer the older art. Some of these things may be changed before the final game comes out, some might not. Live with it. You&#8217;ll be okay. The game will still be fun. Recognize what VG is trying to do for the gamer and be understanding of some of the challenges they face. Buy the game anyway, in spite of the round chits (or even if they end up being square) and be happy that you&#8217;ve supported a company that is doing it&#8217;s damnedest to bring the most desirable games to the gamers. Not because they want to be rich.. but because they LOVE board games and the board game community.</li>
</ul>
<p>I know I&#8217;ve ranted, but I am <strong>SO</strong> tired of these casually insulting comments &#8230; &#8216;if there&#8217;s round chits, I&#8217;m not buying it&#8217; &#8230; &#8216;does anyone at VG even PLAY (emphasis mine) these games?&#8217;. These are ignorant comments and uncalled for. State your case clearly and plainly as to why you think square chits/old art is better and they will listen. Quasi-blackmailing comments like those mentioned will be ignored.</p>
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		<title>To choose or not to choose&#8230;</title>
		<link>http://www.stillunpunched.com/2007/11/06/to-choose-or-not-to-choose-that-is-not-the-question/</link>
		<comments>http://www.stillunpunched.com/2007/11/06/to-choose-or-not-to-choose-that-is-not-the-question/#comments</comments>
		<pubDate>Tue, 06 Nov 2007 14:53:35 +0000</pubDate>
		<dc:creator>Oliver</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Musings]]></category>
		<category><![CDATA[board games]]></category>
		<category><![CDATA[boardgamegeek]]></category>
		<category><![CDATA[choice]]></category>

		<guid isPermaLink="false">http://www.stillunpunched.com/2007/11/06/to-choose-or-not-to-choose-that-is-not-the-question/</guid>
		<description><![CDATA[&#8230;that is not the question.
Often on BGG (for the uninitiated that found their way here and don&#8217;t know what I&#8217;m talking about, BGG refers to the BoardGameGeek, an extremely popular board gaming site) discussions will rage in regards to components, box size, quality, mechanics, rulesets, number of players.. and on and on. Virtually everything that [...]]]></description>
			<content:encoded><![CDATA[<p>&#8230;that is not the question.</p>
<p>Often on BGG (for the uninitiated that found their way here and don&#8217;t know what I&#8217;m talking about, BGG refers to the <a TITLE="BGG" TARGET="_blank" HREF="http://www.boardgamegeek.com">BoardGameGeek</a>, an extremely popular board gaming site) discussions will rage in regards to components, box size, quality, mechanics, rulesets, number of players.. and on and on. Virtually everything that is possible to discuss with relation to the board games, has been discussed. To death. And I mean to DEATH. These are people (yes, I am one of them too) that are <strong><em>passionate </em></strong>about board games. However, one thing that seems to come only in reviews is the discussion of choice.</p>
<p>In my mind, choice is <strong>the</strong> primary element in board games. Yes, games are about strategy. Tactics, sure. Theme? Of course. Colorful bits are great in addition to a game having a beautiful and captivating board. But that&#8217;s not really what <em>makes</em> a game fun.</p>
<p>Granted, sitting around for a time with your buddies is always good, even if its over a game of Risk or a game you dislike. (this might only be the case if there is much beer, depending on your preference) However, sometimes a game itself can be captivating.. without fancy pieces, pretty boards, or even much in the way of theme. Why is that? Is it simply the pushing around of wooden/plastic bits or the rolling of dice?</p>
<p><span id="more-16"></span></p>
<p>If that were so, then Monopoly would be a popular game indeed (pushes tongue firmly into cheek).</p>
<p>Choice is what really moves a game from mediocrity to greatness. And I&#8217;m not just talking about an abundance of choice. More choice is certainly not the goal here. That, however, doesn&#8217;t always stop designers from simply throwing choices at you like confetti. In my opinion, choice in a board game should be like being at a posh party where there a ton of snacks. You are on your best behaviour and don&#8217;t want to make a bad impression.</p>
<p>But there&#8217;s eight of your favourite (insert favourite snack here) and you really, <strong><em>really</em></strong>  want some. However, you know that your significant other will frown on such behaviour so you only take two of the snacks.  Which do you choose?</p>
<p>This is what will make those two snacks more delicious; you have had to make a <strong>tough</strong> choice from limited options. You&#8217;re not just making a choice, you&#8217;re making a difficult one. By  not simply being able to choose all eight snacks, the outcome of your choice is more impactful. For instance, let&#8217;s say you were perusing chips (crisps) as your preferred snack. You do love sour cream &amp; onion flavour, but decide this time to go with cheddar instead. However, this brand of chip is one you haven&#8217;t tried before and their cheddar flavour is simply not very good. Likely, you will be <strong>more</strong> disappointed by the fact that you didn&#8217;t choose sour cream &amp; onion now, than you would have been had you chosen a flavour that was moderately satisfying, simply due to the fact that your initial choices were limited.</p>
<p>So for me, the question really is, as a designer, how do I offer choices that are available in just the right amount, and at just the right times, that makes a game fun to play? As a gamer, what choices do I like in a game and how do those choices affect my overall satisfaction with the game?</p>
<p>The good news for all board gamers is that there are many, <strong>many</strong> board games on the shelves and not enough time or money to play them all.</p>
<p>Now <em>that</em> is a delicious choice to have to make.</p>
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