Hey all! A few of you, perhaps 30 or 40 people out there, may have noticed that we were reviewing on average about 1.3 games per week! That’s pretty rad and I’m happy to be back in the saddle with that. However, I’ve got to take a quick break from it because we have these holidays here like Thanksgiving that take up a lot of cycles in the most fun way possible. Also, I’m working on a new, small design that has me pretty excited. Like many new designs, it may amount to nothing or it may be the best thing I’ve ever done. It’s too early to tell right now!
I can say that for the first time since I had my shoulder rebuilt and then shortly after that my Mom passed away, I really feel like I’m back. Back reviewing, back creating and pretty much on a more even keel creatively. I honestly had no idea it would take me this long – but these things just have to happen naturally. Oh and then when I was starting to feel my old self again I stayed up for 25 hours play board games. Every year it takes me just a little longer to recover from that!
On the few times I’ve talked about designing games with folks who aren’t into designing themselves, I get asked what a new game design looks like. I think people are naturally curious as to how the whole process goes. For me, it looks like this:
That’s a bit of it. Right now it’s entirely on paper. I won’t be able to do much in the way of prototyping until perhaps Sunday morning as I’ve got family commitments between then and now. But once I do have time I’m going to break out those 400 blank playing cards I bought a year ago, my kid’s markers, and I’m going to go to town! This will be my first game about trading. Sure there will be conflict too but primarily it’s all about the Benjamins in this game, which tickles me to no end. I’m working in a pretty small design space, which means there are some interesting problems I don’t encounter when I can use things like say… anything other than a card.
I’ve gotten perhaps 35-40 games to real, playable prototype status. Of those, I’m still actively working on 4, (5 once I get this puppy real) and have abandoned or openly shunned the rest. Why am I excited by this one? Well, it’s small, it’s got a bit of complexity, lots of player choice and very little luck. All things I enjoy – but it also just feels right. As someone who’s played over 200 different game titles and churned out 30 or 40 of them himself, a lot of them feel like they’re good but need work. This one feels like a nicely oiled machine even on paper.
Which means that instead of going through a hundred little and big iterations before it’s a real, polished game, it may only need 80. Still, it’s a good feeling. Whether this one works out or not, I’m still pretty excited by it – if by nothing else than I feel like I’m back. The piece of me that was missing for a while has returned to fill that little game design/creative hole in my soul. That’s priceless.
I’m also paring down one of my existing prototypes to fit into the realm of the nano – a 9 card version of a dexterity game I mucked about with before. Fish Pitch is the game and with a few rules changes and a bit more playing about I think I have a very workable, tiny little version of this.
For those interested, the next review I’m working on is a fun, entirely wooden game called The Climbers, which I hope to have published next week.