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Monday, May 27, 2019

Journey: Won! (With Summary And Rating)

The winning screen you've been desperately anticipating for 8 years.
           
Journey
United States
Infocom (developer and publisher)
Released in 1989 for DOS, Amiga, Apple II, and Macintosh
Date Started: 20 March 2011
Date Finished: 21 May 2019
Total Hours: 23 (including 9 in 2011)
Difficulty: Hard (4/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)
              
Yeah, this one requires some explanation.
           
I was sitting around the other night trying to decide what game to play with the couple hours I had available. I had made some progress with Kingdom of Syree but wasn't loving it (it's another Ultima clone), and I was holding out hope I could dispense with it in a single entry. The self-imposed deadline for my next entry was looming and it didn't look like I'd be able to win that fast. At the same time, I wasn't keen to start on a complicated game like Darklands. So I did a quick scan of all the games I'd skipped and abandoned over the years to see if I could find a quick win. House of Usher (1980) looked promising, then The Amulet (1983), but both ended up as "NP" (and on my "Missing and Mysterious" list) when I couldn't get them to emulate.

My eyes then fell on Journey, an adventure game that I blogged about in 2011. By the time I was a few hours into it, I realized it wasn't even really an RPG (and MobyGames has since removed that designation). But I'd numbered and rated it anyway, so its loss was counting against my statistics. I began to wonder what the problem was. How hard is it to win a freaking adventure game? Why would I have abandoned it? Was I too proud to get a hint? How long could it possibly take to turn this loss around? That last question was particularly important because, as often happens, at this point I had spent longer trying to find a "quick win" than it would have taken me to just play a regular game.
          
Infocom called this a "role-play chronicle." What does that even mean?
           
I read my first and second entries from 2011 and began to remember the title, as well as the core problem: you have to reach the endgame with a sufficient number of reagents still in your possession, or you can't cast the final spells necessary to win. Since there are a fixed number of reagents to find during the game and plenty of opportunities to use them, you can put yourself in a "walking dead" situation as early as the first 5 minutes and not know until you reach the end, two or three hours later. I was apparently so disgusted with that prospect that I refused to re-start and took the loss. I was more willing to do that in 2011 than I am now.

So I restarted Journey with a willingness to play it through a couple of times if necessary, and it wasn't long before my "quick win" had taken over not just my few allotted hours but rather the entire afternoon, evening, and night until about 03:00. During this time, I restarted not once or twice but about 30 times, filled pages with notes about cause and effect, broke down and consulted two walkthroughs and still couldn't win because the walkthroughs were wrong, and finally--14 hours after I started--ended up with the set of actions necessary to get a party from the beginning to the end. And make no mistake--there really is only one.
           
In case you forgot, Journey is the game that canonically establishes that orcs and grues are the same thing.
          
By the end, I had a much clearer picture of the game than I did in 2011, and I reached an obvious conclusion that I'm surprised I missed back then: this is the worst adventure game ever made.
           
Journey hides this fact with nice graphics and typical Infocom-quality prose, but the game's approach is all wrong--fundamentally an insult to anyone who cut his teeth on both text adventures like Zork and graphical adventures like King's Quest. Every option it suggests is a complete sham, every hint of an RPG influence a complete farce. And its story isn't even that original--so much is lifted from Tolkien that he ought to have a co-author credit.
           
I feel like I've seen this somewhere before . . .
         
Journey (whose subtitle of The Quest Begins exists only on the box, not the game screens) tells the story of a ragtag band of village peasants who set off on a quest to determine why their crops have failed and their water has gone foul. A better-equipped, better-qualified band, led by the village blacksmith, Garlimon, left the same village the previous year and was never heard from again. This new effort is headed by the village carpenter, Bergon, and includes a wizard named Praxix, a physician named Esher, and a young apprentice food merchant named Tag. The game is mostly told from Tag's perspective, and the game lets you rename him in its one nod to RPG-like "character creation."
            
The party later finds Garlimon insane and living as a hermit.
             
The title differs from previous Infocom outings in that you do not type any of the commands. Instead, you select them with the arrow keys from an interface that distinguishes between high-level party commands (most of which move you to a new place or situation) and micro-level individual commands, aspected to the skills and abilities of each character. Thus, the party leader, Bergon, can almost always "Ask for Advice." Praxix has a perpetual "Cast" option, and Tag has most of the inventory options. I find the interface inoffensive, but not as revolutionary as the developers were clearly intending.
            
Some of the options in dealing with a party of orcs.
         
The party's initial quest is simply to find their way to a powerful wizard named Astrix who lives on Sunrise Mountain. Once they arrive, Astrix explains that the land is being threatened by the return of the Dread Lord, and he gives the party a quest to find seven magical stones. They must first find four (Nymph, Wizard, Dwarf, and Elf), which will lead them two others, which will lead to the final one, called the Anvil. Astrix believes that the stones are the key to defeating the Dread Lord. In their quest to find them, the party has to negotiate with dwarves, befriend elves, defeat bands of orcs, and explore ancient tombs. In these adventures, they make use of the special skills of several NPCs that swap in and out of the party.
             
Astrix gives the party its final quest.
          
If they recover the first six stones, Astrix tells them to seek the Anvil on the Misty Isle. The party must travel to the port city of Zan, dodge agents of the Dread Lord, and convince a captain to take them to the Misty Isle. Praxix has to cast some spells to help the ship navigate. Eventually, the ship crashes on the island and the Dread Lord attacks. Praxix is knocked unconscious, and Tag must figure out how to mix the right reagents to call a lightning bolt and smite the Dread Lord.
             
Tag saves the party in the final combat.
         
Just about every episode has some Tolkien source, though mercifully not in the same order as The Hobbit or Lord of the Rings. There's a dwarven mine that recalls Moria and an escape that not only feels but also looks like the bridge at Khazad-dûm. Another moment recalls the discovery of Balin's tomb. A ranger named Minar joins the party early on in an Aragornesque episode. There are echoes of Gandalf in Astrix and of Bilbo in the initially-hapless but ultimately-competent Tag. There's an episode that mirrors the Fellowship hiding from evil crows, and a tense episode in a tavern at the end that recalls the hobbits in the inn at Bree (the solution even involves turning one of them invisible). There's a Tom Bombadil-like figure named Umber whose nature remains a mystery until the end. The Dread Lord is, of course, an exact analogue of Sauron, and the stones are the game's equivalent of rings.
             
Crebain from Dunland!
Tag, just like Frodo, freaks out when he sees some suspicious characters in the Prancing Pony. If they stay at the inn tonight, the party will be killed.
           
The whole thing is reasonably well-written and would make a serviceable young adult novel, but as a game, it's nothing but endless frustration. Here is a small list of its sins:

1. It is completely linear. The one saving grace of difficult adventure games is that they are rarely linear. Usually, you can move back and forth between locations and solve puzzles in a variety of orders, taking the time to figure out what must be done in each place. Journey subverts this tradition entirely. You have to choose the right options the first time you arrive in a new location or you cannot return. For instance, there's one castle where you have the option to go to a left room or a right room. If you go to the right room, you see a chest full of jewels. If you're not exactly sure what to do there and leave the room, you can never enter it again. This happens repeatedly throughout the game.
         
The second screen invites you to enter a tavern or "Proceed" down the street. In any other adventure game you've ever played, if you proceed down the street, you can later turn around and go back to the tavern. Not here. Hit "Proceed," and you're out of town and on your way. It's pretty easy to hit some of these options accidentally, by the way; one too many ENTERs while scrolling through text will accidentally activate the default option on the next screen. An "undo" option could have helped a lot.

2. A "Back" option doesn't really take you "back." Most screens have a "back" option, and sometimes this returns you to a previous screen so you can choose a different direction. But much of the time, it serves as simply another way to go, usually one-way.
         
A simple choice to go left or right has enormous consequences for the rest of the game.
      
3. You're almost always walking dead. As I previously mentioned, if you don't reach the end of the game with the right number of spell reagents, you can't win. It is very easy to miss some of the reagents that you might otherwise pick up along the way, and also very easy to accidentally burn too many reagents casting spells. One of the options that burns too many reagents, by the way, is asking the wizard to "Tell the Legends" of magic. Usually, the "Tell Legends" option produces some useful lore about the game world, but if you ask him about magic, he does a little magic demonstration as part of his tale, which wastes necessary reagents.
           
The reagents are the most egregious example, but there are plenty of others. Fail to purchase a map early in the game--a map that the shopkeeper himself encourages you not to purchase--and you can't find your way to Astrix. Fail to ask a dwarf companion about some elf legends at the right time, and you don't have the right words to speak to an elf woman and thus miss your chance to get the Elf Stone. Fail to do a number of things just right in an early encounter with a nymph and you miss the Nymph Stone. Fail to accept a suspicious character into the party early in the game, and you miss later encounters because you don't have his scouting skill.
         
The shopkeeper tells you that a required inventory item won't help you.
          
Not only does the game give you no warning when something like this happens, but lots of other things happen that seem like they might be mistakes. In particular, party members disappear, get lost, get wounded, and even die on occasion, and you feel like you need to reload--only to discover, 20 turns later, that you can find or heal them in a different location.
         
4. Some of the walking dead criteria make no sense. Except in a single place where the dwarf Hurth has to "die" (or seem to die) only to be found alive again later, no character can die in a successful game, even if that character is no longer needed. This particularly bit me towards the end, in the city of Zan. If you don't do the exact sequence of events correctly in several locations, the Dread Lord's thugs are able to find your party and kill Hurth before the rest of the party members can escape. Even though Hurth's skills are no longer needed for the rest of the game, his death prevents you from winning.
       
5. Not only do you get no notifications of walking dead situations, a lot of text is wasted in such situations. It feels like fully half of the game's text would never be seen by a party destined to win because such text only appears when the party is already walking dead. There are entire areas of the game that, if you enter and experience any of the adventures to be had there, you've already gone the wrong way and cannot win.
          
A lot of text and programming--not to mention the graphics--went into a battle you're not even supposed to fight. You're meant to take a different path.
         
6. A lot of the options are completely nonsensical. Basically, on every screen, at every option, and at every encounter, you have to try every potential option and note the result--keeping in mind that its implications might not be fully realized for several scenes--and then try to assemble the "best" list of options in the right order. Some of the "successful" options you'd never hit upon by logic alone. Most involve the use of spells. For instance, Praxix encounters a stump on the ground in his explorations. If he casts "Tremor," the stump splits and reveals a passage into the Earth. It's both nonsensical to assume (without any other evidence) that such a passage would be revealed, and that "Tremor" would be the spell to reveal it. Later, you have to use the "Wind" spell in a random cave to reveal a hidden rune. Other encounters force you to discern at the outset whether you can cast a regular spell or need the extra "oomph" that comes from mixing the regular spell with grey powder, only the game has given you no gauge to determine the normal strength of spells.

7. The game randomizes some variables. Even if you can make an exhaustive list of the "right" options in the "right" orders, you'll still lose the game because each new session randomizes some of the variables. The most obvious is early in the game, when you're trying to navigate the paths to get to Asterix's tower. There are six choices of left or right, or 64 possible total paths, and you don't know if you've chosen right or wrong until you arrive. Each new game generates a different combination of correct paths. Now, technically you can bypass this navigation by casting a "Glow" spell on the map you hopefully purchased in the first town, but after a few sessions of this game, you're so paranoid about conserving reagents that you're more likely to sigh and start working your way through all 64 possible combinations.
           
The name of the boat captain you need to ask for at the end of the game is also randomized.
           
One of the things that the game randomizes is the color of the reagents that correspond with the different "essences": wind, fire, water, earth, and so forth. At the end of the game, Tag has to figure out what reagents to mix, and only a throw-away line in an earlier scene about brushing some color of powder from his hands keeps him from, again, having to reload multiple times and work through dozens of possibilities. 
           
Failing to note the "fine orange residue" early in the game makes it nearly impossible to cast the final spell.
         
The one nod the game makes to its own difficulty is by letting you view Tag's "musings" once you've lost the game. This screen lets you go one-by-one through all the things you did wrong, but only those things that led to your particular demise, and even then it's maddeningly vague with advice like "conserve reagents," not "you used reagents when you didn't have to in this specific place."
              
Tag muses on the many things the party did wrong.
         
Given all I've described, I have to highlight this particular paragraph from the game manual:
             
Your Journey will provide you with many hours of enjoyment and many hundreds of difficult decisions. But unlike other games you may have played, there are virtually no dead ends. Any action you take will advance the story toward one of its many endings. But there is only one ending that is the best.
          
I've never read such a blatant lie in a game manual before. There are no "alternate" endings--every single ending except the victory screen above has the main character reflecting on the literal destruction of the world. And the only way it can say that "there are virtually no dead ends" is because the damned game lets you keep on playing as long as possible even when you're in an unwinnable situation. That's not a virtue!
          
"Not a dead end."
        
These various failings are why it took me ultimately 23 hours to win a game that only lasts about 1 hour if you hit all the right options. And that's with using walkthroughs to help in some areas. With Journey, what you basically have is a cruel Choose Your Own Adventure book that you have to read 25 times, each time getting maybe an extra paragraph. It's barely a "computer" game, and of course certainly not an RPG. It has no character development, hardly any inventory, and the combats are all scripted.
          
The most frustrating part is, I'm the only one who sees how bad this is! In the June 1989 Computer Gaming World, Roe Adams--Roe &@&$*# Adams!--practically wets himself, calling it "the best effort to date of any game designer struggling to find a new way for the game to interface with the player," although he does caution about the use of reagents and mentions some of the more illogical puzzles. He seems to have been seduced by the interface--which is innovative but not all that great--and the plenitude of the graphics. European Amiga magazines gave it in the 80s and 90s.
       
Only more modern reviewers have failed to be lured in by its promises. In 1998, All Game Guide rated it a 40, called it "shallow," rejected its RPG credentials, and said that "it fails to take advantage of what a reactive computer can do that a non-reactive book cannot."
           
When I got done typing all of this and started searching for other modern takes on the game, I was delighted to see that Jimmy Maher ("The Digital Antiquarian") had covered it in 2016. As I read his piece, he at first scared the bejesus out of me by calling his initial reactions "a unique and very pleasant experience." But his opinion evolves as he plays, and eventually we get to the good stuff:
        
[T]here inevitably comes a point when you realize that everything Infocom has been saying about their game and everything the game has been implying about itself is a lie. Far from being the more easy-going sort of text adventure that it's purported to be, Journey is a minefield of the very dead ends it decries, a cruel betrayal of everything it supposedly stands for. It turns out that there is exactly one correct path through the dozens of significant choices you make in playing the game to completion. Make one wrong choice and it's all over. Worse--far worse--more often than not you are given no clue about the irrecoverable blunder you've just made. You might play on for hours before being brought up short.
        
When I rated it in 2011, I gave it a 23 without even bothering to explain the GIMLET. I don't know what I was thinking with some of the ratings. I gave it 2 points for "character creation and development" when it deserves 0 and 4 points for "magic and combat" when it deserves maybe 2 (some of the uses of magic to solve puzzles are at least well-described). A revision brings the score down to 17. It does best in the "game world" (3) despite being derivative, and in the graphics, which are credited to Donald Langosy. I agree with Adams that they're well-composed, and the game didn't skimp on them: practically every scene has a different set. 
          
Evocative graphics are one of the game's few positives.
          
The most surprising thing about Journey is that it was written by Infocom-founder Marc Blank, author of the original Zork series as well as the Enchanter series and several other Infocom titles. It certainly has his quality of prose, but it's hard to believe that he didn't understand why the basic approach was so much worse than the open-world games for which he was famous. Maher's account of the game's development suggests that the developers were in love with the interface: "an experiment to find out whether you could play an interactive story without having to type." There's nothing wrong with that, but it doesn't explain why the interface had to so relentlessly drive the player forward, to punish him so severely for minor mistakes, and to waste so much of his time in unwinnable scenarios. Fortunately, it didn't begin a trend. I like to think that Blank himself was dissatisfied with the result, which is why we saw no more games in the "Golden Age Trilogy," as the secondary title screen has it. 
                
I like to think that the next two would have been Destination and Return.
           
So there it is. In an attempt to get a "quick win," I managed to waste a lot of time and get myself highly frustrated on a non-RPG, for no benefit except to increase my "win" percentage by 0.31%. This does not bode well for an eventual return visit to, say, Wizardry IV, but we'll see.
        

Sunday, May 26, 2019

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Friday, May 24, 2019

My Presentation For DIGRA 2018 - Playing With A Brand: The Brazilian McDonald's Paper Tray Case

I want to share my expanded abstract for DIGRA conference 2018. I'll be in Turin in the next week for the event. =)

• • •

Playing with a brand: the Brazilian McDonald's paper tray case

Keywords:
McDonald's, board game, Facebook bot, paper tray, marketing

Taking communication, marketing and entertainment as leading and intertwining landmarks of contemporary culture, this paper discusses an advertising piece from Brazilian McDonald's restaurants, which uses a gaming interface to cast a branding message to its consumers. Acknowledging the prominence of digital networks in today's mediapolis (Silverstone 2006), where mass self communication (Castells 2009) poses new challenges to understanding current modes of sociability and consumption, our focus will be directed to one promotional board game presented in the paper used to protect the food tray in McDonald's Brazilian restaurants. Created by the Brazilian advertising agency DPZ&T and launched in October 2017, the game uses a "race to the end" mechanic and could be played from one to four players using a Facebook bot.


Figure 1: McDonald's promotional paper tray using a board game with a Facebook bot interaction.

To play the game, one player must scan the special code using the app "Facebook Messenger" in their smartphone. The code starts a special bot that sends quizzes, enigmas, and trivia questions about McDonald's to the players. Each correct answer allows players to advance their pawn in the trail. The player who wins the race receives one special chance to earn a prize (pack of French fries, ice cream etc.) from McDonald's.

In the first part of the presentation, following the thoughts of Fullerton et al. (2008 15-16), we analyze the game design process for a promotional game. Based on information provided by the agency, we discuss the conceptual stage and the necessity to align gameplay with the marketing message; we also discuss how a prototype is created in this case, and how the beta test sessions occurred. In the end, we present technical information about how the final version is implemented with the interface between the board game (in the paper tray) and the Facebook bot (in the smartphone).

In the second part of the presentation, we highlight the strategic use of entertainment languages by companies in their marketing campaigns in the contemporary scenario, and how social media and mobile devices contribute to accelerate the process in this ecosystem. Following the idea that the quotidian is filled with playgrounds (Bogost 2016) where we can access entertainment anytime/anywhere, we discuss how companies like McDonald's are managing these aspects to promote brand and sell products.

In conclusion, we present data and results from the McDonald's paper tray board game. Since the game uses a digital interface, it is possible to collect data from the players, geo-locating information and inserting questions about the brand to test how players know about the company. We discuss how these data collected can be used in future campaigns or new promotional actions using games.

BIO: Vicente Martin Mastrocola, PhD. works as a graduation level teacher at ESPM São Paulo (Brazil); Vicente also works as a game designer, developing games for mobile platforms and analogical board games/card games. In the first semester of 2016, he studied at Paneurópska vysoká škola (Paneuropean University) in Bratislava (Slovakia) as part of his doctorate research.



BIBLIOGRAPHY

Adams, E.; Rollings, A. (2009). Fundamentals of game design. New Jersey: Pearson Prentice Hall.
Bogost, I. (2016). Play anything: the pleasure of limits, the uses of boredom, & the secret of games. New York: Basic Books.
Bogost, I. (2010). Persuasive Games: The Expressive Power of Videogames. Cambridge: MIT Press.
Castells, M. (2009). Communication Power. Oxford: Oxford Press.
Fullerton, T., et al. (2008). Game design workshop: a playcentric approach to creating innovative games. Burlington: Morgan Kaufmann Publishers.
Silverstone, R. (2006). Media and Morality: on the rise of the mediapolis. Cambridge, UK: Polity Press.

#GoGamers

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People Behind The Meeples - Episode 164: Chris Cummings

Welcome to People Behind the Meeples, a series of interviews with indie game designers.  Here you'll find out more than you ever wanted to know about the people who make the best games that you may or may not have heard of before.  If you'd like to be featured, head over to http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html and fill out the questionnaire! You can find all the interviews here: People Behind the Meeples. Support me on Patreon!


Name:Chris Cummings
Email:brokenarchergames@gmail.com
Location:Pennsylvania
Day Job:I am a software engineer.
Designing:One to two years.
Webpage:http://brokenarcher.com/
BGG:Broken Archer Games
Facebook:BrokenArcherLLC
Twitter:@abrokenarcher
YouTube:Broken Archer
Instagram:@brokenarchergames
Other:We are an active member of the Indie Game Alliance!
Find my games at:On our website is the best place or at any events we are attending in 2019!
Today's Interview is with:

Chris Cummings
Interviewed on: 1/19/2019

Today we get to meet Chris Cummings, the founder of Broken Archer Games. Chris has been designing for a few years and has been self publishing his designs. He has a whole bunch of projects in the works, so read on to learn more about Chris and what he has coming soon!

Some Basics
Tell me a bit about yourself.

How long have you been designing tabletop games?
One to two years.

Why did you start designing tabletop games?
I've always loved games; video games, board games, sports, it doesn't matter. I knew since I was a kid that I wanted to make games. I created random games when I was younger just for fun and it was not until a few years ago that I really pushed to make something more legitimate. I wanted a game that was pure chaos in a box. Something that even if you had the best plan, you could not predict what was going to happen. There was not a single game out there that fit into the category that I was looking for. That's how Just Survive The Game came about. From there, I looked into selling it myself or getting it published. A few days later I had started a company. A year later I had a handful of games, and soon thereafter a full company selling our games at massive conventions.

What game or games are you currently working on?
There are always games in our pipeline. I'm very excited about our newest game that is making a debut at PAX EAST. It is called Alma Magic, which is a game where you are a wizard in school going to class. Along the way you learn new spells and eventually have to battle teachers to graduate. It has strategy, dice rolling, and teamwork. It's easy to learn however, has a lot of depth. We also have a Greek hero game, a party voting game, and a robot building game in the works. The ideas are never an issue; the real challenge is finding the time and capital to develop them.

Have you designed any games that have been published?
Yes and no. All of my games are published through our company Broken Archer. So technically We are self-published.

What is your day job?
I am a software engineer.

Your Gaming Tastes
My readers would like to know more about you as a gamer.

Where do you prefer to play games?
There are a multitude of places that I like to play games. My favorite of course is my home. As an introvert that's obviously where I feel most comfortable. I enjoy playing games with small groups of my closest family and friends. When it comes to play testing however, nothing beats a convention or game nights at local shops. I love having people who you don't know give feedback, as it's usually the best.

Who do you normally game with?
I normally have game nights with my closest family or friends. My family loves bigger games that we can all play together like Cranium or Taboo. They are more into party games that are quick to learn. My friend group prefers smaller indie games from developers I've met at conventions. We all know the type of player one another is in a game and that makes things very interesting. I know my brother is going to play as honorable as possible, while I am going to do everything I can to stab you in the back.

If you were to invite a few friends together for game night tonight, what games would you play?
I never want to force my games on anyone so unless they ask specifically I won't bring them up. My go to game is One Night Ultimate. I absolutely love it. I will use logic to figure out who the werewolf is and constantly yell the whole time. When I'm the werewolf I stop talking and everyone knows it's me. It's simple, creative, and can be played over and over without every experiencing the same game.

And what snacks would you eat?
If your hands are greasy, cheesy, or somehow sticky get away from the table. Just go away. Anything else is fair game. There should always be cake.

Do you like to have music playing while you play games? If so, what kind?
Normally no. There's usually a lot of yelling when we play just so music just gets drowned out anyway.

What's your favorite FLGS?
There are FAR too many amazing gaming stores for me to pick just one. I've demoed at tons and they are the most thoughtful and welcoming people. If you find a bad one I'd want to hear why.

What is your current favorite game? Least favorite that you still enjoy? Worst game you ever played?
Current Favorite : Code names Least Favorite: Risk. I've loved it since I was a kid. Whenever I play it I always start off regretting it but it just brings back a ton of fun memories as a kid, 12 hours later though I'm ready to flip the table. Worst game: In my opinion Pie Face.. because who really wants to get hit in the face with pie??

What is your favorite game mechanic? How about your least favorite?
My favorite gaming mechanic is dice rolling for damage/luck/whatever. Most of the time it comes down to luck and with my limited skill set, luck is all I have. My least favorite would be more Euro style gaming in general. Managing resources isn't my strong suit in both real life and gaming.

What's your favorite game that you just can't ever seem to get to the table?
A good friend of mine, Dan Hundycz, made a game called R'LYEH and it's fantastic. It really is one of the best games out there. The problem I have getting it to the table is the time in general. Our schedules are so hectic that if the game cannot be learned and played in 30 minutes or less, my go to group of gamers tends to reject it. I've been lobbying for it for a while now.

What styles of games do you play?
I like to play Board Games, Card Games, RPG Games, Video Games

Do you design different styles of games than what you play?
I like to design Board Games, Card Games

OK, here's a pretty polarizing game. Do you like and play Cards Against Humanity?
Yes

You as a Designer
OK, now the bit that sets you apart from the typical gamer. Let's find out about you as a game designer.

When you design games, do you come up with a theme first and build the mechanics around that? Or do you come up with mechanics and then add a theme? Or something else?
Every time is different. Sometimes the mechanic that I really want needs to be married with a good theme to match or vice versa. For instance, Tower Beast Slayers – the mechanic was being tweaked over and over again but the theme was the same from the start. However, Alma Magic is the exact opposite, I had an amazing idea for a game mechanic and had to really try to find a theme that was worthy.

Have you ever entered or won a game design competition?
Never entered one.

Do you have a current favorite game designer or idol?
DPH Dan.

Where or when or how do you get your inspiration or come up with your best ideas?
Honestly, when I'm most stressed designing games is an outlet. My best ideas come from my most stressful situations.

How do you go about playtesting your games?
First my team and I play the game a few times through before I even think to show it to anyone. We usually print it out on paper from the home printer (or even sometimes hand write things on index cards). We then see if the mechanic even works. From there I go to my close friends and family, then to my great friends at local game stores and sometimes even at conventions.

Do you like to work alone or as part of a team? Co-designers, artists, etc.?
I do things with my personal team only. My team consists of Erica, Maggie, and our artist Alexx.

What do you feel is your biggest challenge as a game designer?
Getting my name/games out to the general public. Designing the games is fun. The business side can be challenging.

If you could design a game within any IP, what would it be?
ANYTHING SUPERHERO RELATED... (especially The Flash).

What do you wish someone had told you a long time ago about designing games?
The internet can be a mean place.

What advice would you like to share about designing games?
Keep moving forward and keep going.

Would you like to tell my readers what games you're working on and how far along they are?
Published games, I have: Just Survive the Game. Stick Figure Fighters. Stick Figure Fighters Superpower Expansion, Best Pitch, Tower Beast Slayers, Tower Beast Slayers Catacomb Expansion.
Games that will soon be published are: Alma Magic, Extortion.
Currently looking for a publisher I have: We are always open to discussion.
Games I feel are in the final development and tweaking stage are: Alma Magic.
Games that I'm playtesting are: "The Greek Game"
Games that are in the early stages of development and beta testing are: "Circuit Destroyer"
And games that are still in the very early idea phase are: 7 Swordsman.

Are you a member of any Facebook or other design groups? (Game Maker's Lab, Card and Board Game Developers Guild, etc.)
We are a part of tons of different game developer and design groups.

And the oddly personal, but harmless stuff…
OK, enough of the game stuff, let's find out what really makes you tick! These are the questions that I'm sure are on everyone's minds!

Star Trek or Star Wars? Coke or Pepsi? VHS or Betamax?
Star Wars, Coke, VHS.

What hobbies do you have besides tabletop games?
Video games, playing sports, watching movies.

What is something you learned in the last week?
3D printers do not do well in the cold.

Favorite type of music? Books? Movies?
Music: Country, Books: Scooby Doo's Guide to Life. Movies: Suspense and action.

What was the last book you read?
The Iliad.

Do you play any musical instruments?
Nope!

Tell us something about yourself that you think might surprise people.
I was 6th in the nation for cinnabon eating and I'm second in cannoli eating in Scranton PA.

Tell us about something crazy that you once did.
Held a nerf war on my college campus.

Biggest accident that turned out awesome?
Broken Archer.

Who is your idol?
Ellen DeGeneres

What would you do if you had a time machine?
Go to the future and see how dippin' dots changes.

Are you an extrovert or introvert?
Introvert.

If you could be any superhero, which one would you be?
Flash of course. Fastest man alive.

Have any pets?
Two cats, Hawkeye and Nightwing.

When the next asteroid hits Earth, causing the Yellowstone caldera to explode, California to fall into the ocean, the sea levels to rise, and the next ice age to set in, what current games or other pastimes do you think (or hope) will survive into the next era of human civilization? What do you hope is underneath that asteroid to be wiped out of the human consciousness forever?
All of my games and only my games so I can rule like a king. I would hope Avatar the Last Airbender movie.

If you'd like to send a shout out to anyone, anyone at all, here's your chance (I can't guarantee they'll read this though):
Erica Longstreet, Maggie Jones, Alexx Smith, Hawkeye, Nightwing.

Just a Bit More
Thanks for answering all my crazy questions! Is there anything else you'd like to tell my readers?

If you ever see us any any convention please stop by! We love chatting with fellow gamers/designers/players etc.




Thank you for reading this People Behind the Meeples indie game designer interview! You can find all the interviews here: People Behind the Meeples and if you'd like to be featured yourself, you can fill out the questionnaire here: http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html

Did you like this interview?  Pleasse show your support: Support me on Patreon! Or click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter .  And be sure to check out my games on  Tabletop Generation.

Troops On Parade - Italian Wars Papal Army


In this occasional series of posts on Yarkshire Gamer I have been looking back at some of the collections I have built up over the years, in contrast this post is more looking forward with this my latest project.


Regular readers will have seen this army build up fairly rapidly over the last few months, helped by both the Analogue Hobbies Winter Paint Challenge and an unplanned period of 6 weeks off work. It's by no means complete but this will be the bulk of the army going forward. Focus will switch to other projects but I have plans to add the odd unit here and there and let's face it an Army is never really finished.


If you prefer Moving Pictures (not the Rush album ! although that is awesome) Yarkshire TV have spent millions, ok a cup of Tea and a Tunnocks Wafer in producing this Cecil B de Mille like historical epic, enjoy.


For those of you scared of moving pictures I have added some still photos to the post, above is the vanguard showing two units of shot, a gun and 4 Command Bases.



The one thing that impresses me the most with this army are these command stands, I am normally useless when it comes to these and end up with massive armies with no command bases, I am always borrowing SYW commanders when playing Napoleonic games and vice versa, not with this army, by Jove no.




The first 5 ranks of Condottieri are Foundry, the rear 2 Perrys, although it added to the cost I am glad I went for 2 flags per 6 figures it gives the units a great look.



The other flank of the Parade is full of my light Cavalry, Stradiots with bow and others with Lance, Mounted Crossbow and some Light lance armed troops to, all Perrys, a mix of metal and plastic.


I got a bit carried away on the mounted troops for the army but somewhere in the middle of all that horse flesh are three Pike Blocks, a Sword and Shield unit and a Polearm unit.


I love the way the pikes look en masse. Nearest the camera is a block from TAG figures the rest are Perrys again a mix of metals and plastic.


My personal favourite unit is the red and white liveried Papal Pike Block, the colours, figures and flags just seem to work really well together.


So there we have a little journey around the latest addition to the Yarkshire Gamer stable, hope you enjoyed.

Second Draft Of The Book Done

Yay. And less than a year after the first draft.

Third draft means a) getting it edited, b) adding sources for and backing up all of my wild claims, c) adding any important arguments or information from the sources that I noted but forgot to include, and d) adding material anywhere my editors say to, as well as eliminating duplication or restructuring as necessary.

Fourth draft will be to pretty the book up with pictures and games.

Editors? Publishers?

Yehuda