Tuesday, October 30, 2018

People Behind the Meeples - Episode 144: Lorne Kletke

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:Lorne Kletke
Location:Edmonton, Alberta, Canada
Day Job:I'm in public relations.
Designing:One to two years.
Webpage:ChinookGames.ca
Blog:
BGG:Friendly Manitoban
Facebook:
Twitter:@LorneKletke
Instagram:@Chinook_Games
Other:
Find my games at:
Today's Interview is with:

Lorne Kletke
Interviewed on: 6/14/2018

This week we welcome Lorne Kletke to the People Behind the Meeples. Lorne is a newer designer who has been working on several games that he hopes to Kickstart soon, including Borders of Kanta next week. Read on to learn more about Lorne and his current projects.

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?
There is so much excitement and innovation in the tabletop game world. It is one of the greatest activities I've found to bring friends and strangers alike together and form lasting bonds while being creatively and strategically challenged. I thought that my life experience and education would make me a good candidate for making games of my own.

What game or games are you currently working on?
I read on a major blog - I can't remember which one - that a designer should be working on several games concurrently. This is so that you can jump to another game when you're at a creative or technical roadblock to give you a break, and also to be in different places in the process so that you don't get fatigued in some of the more thankless stages during any one game.

On November 6 I’m launching my first commercially produced game on Kickstarter, called Borders of Kanta. It's a strategic tile laying game that makes an excellent gateway game, while also offering challenge to more experienced players. Each player is leading their clan to reclaim land after a plague has swept the realm of Kanta.



Each state has six borders. By sending a peace council (your hexagon tiles), you control which of three languages is spoken at each newly opened border. To control a neighboring state, another council must speak the same language established at any shared borders. You earn wealth by creating rings of occupied states and also generating resources.

Have you designed any games that have been published?
Borders of Kanta will be my first published game. I suspect I’m like many other designers, in that I have lots of games that I've designed just for fun to play with friends and family.

What is your day job?
I'm in public relations.

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

Where do you prefer to play games?
With friends at home, as well as game cafes. Game cafes provide exposure to new games, new strategies, and new people.

Who do you normally game with?
Friends 70% of the time. Future friends at cafes 30%.

If you were to invite a few friends together for game night tonight, what games would you play?
I seem to be learning three new games per week, so my answer would change from week to week. I just learned Queendomino and it's a fantastic little game. I also just purchased Lords of Waterdeep.

And what snacks would you eat?
I'm a bit of a germophobe and clean freak, so I tend to stick with just a beer.

Do you like to have music playing while you play games? If so, what kind?
I find music distracting, but my friends usually play it when they're hosting. Maybe because it distracts me!

What’s your favorite FLGS?
Edmonton is fortunate to have many. The most convenient for me are the excellent Gamers' Lodge, and King's Court.

What is your current favorite game? Least favorite that you still enjoy? Worst game you ever played?
I never get tired of Catan. It's evergreen.

What is your favorite game mechanic? How about your least favorite?
I don't think I have a favourite. For least favourite, I hate drawing so anything that involves that!

What’s your favorite game that you just can’t ever seem to get to the table?
I enjoy abstract games but most of the folks I know don’t share that feeling. So while it’s not my favorite, the game I find hardest to bring to the table that I like is Yinsh.

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

Do you design different styles of games than what you play?
I like to design Board Games, Card Games - I mostly play board games, but I pull the cards out on trips and camping.

OK, here's a pretty polarizing game. Do you like and play Cards Against Humanity?
No

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?
Sometimes one, sometimes the other.

Have you ever entered or won a game design competition?
No.

Do you have a current favorite game designer or idol?
No.

Where or when or how do you get your inspiration or come up with your best ideas?
Everyday life.

How do you go about playtesting your games?
With great difficulty! Finding willing players is always a challenge. I recommend getting married so that you always have at least one person to guilt into playing.

Do you like to work alone or as part of a team? Co-designers, artists, etc.?
I enjoy working with skilled illustrators and designers. I'm big into respecting skill specialization.

What do you feel is your biggest challenge as a game designer?
The challenge of finding play testers consistently.

If you could design a game within any IP, what would it be?
I'm a huge Star Trek fan.

What do you wish someone had told you a long time ago about designing games?
That if you want to do it, then by all means go ahead and start!

What advice would you like to share about designing games?
I'm too new to believe I should be doling out advice.

Would you like to tell my readers what games you're working on and how far along they are?
Games that will soon be published are: Borders of Kanta (Spring 2019), Rainbow Worms (Summer 2019), Minotaur (Fall 2019)
I'm planning to crowdfund: Yes. See “to be published” above.

Are you a member of any Facebook or other design groups? (Game Maker’s Lab, Card and Board Game Developers Guild, etc.)
FB: Alberta Boardgame Designers & Playtesters

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 Trek, no pop, VHS

What hobbies do you have besides tabletop games?
Swimming, craft beer

Have any pets?
Two beagles.


Thanks for answering all my crazy questions!




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.

Quick Review - Zoo-ography by Doomsday Robots - Kickstarter Preview

Zoo-ography
Designed By: John Olson
Bryn Smith
Published By: Doomsday Robots
1-4p | 15-45m | 12+
Quick Review - Zoo-ography by Doomsday Robots - Kickstarter Preview
Disclaimer Support me on Patreon!

Last year I reviewed a fast playing drafting game called Bridges to Nowhere.  At first I didn't think much of it, but then I realized I had a few rules wrong.  Once I played again I really enjoyed the game and saw a lot of hidden depth in the drafting.  That game was successful on Kickstarter and grew to support four players with a lot more cards and depth added to the game.  This year Doomsday Robots is back with their second game.  Zoo-ography is another drafting game that shares some mechanics with Bridges to Nowhere but in a very different approach.  In Zoo-ography players are drafting tiles (cards in the prototype) that will be used to build a zoo.  The player with the zoo that meets the most objectives wins the game.  Is Zoo-ography a worthy follow-up?  Or did they miss the mark this time?  Read on to find out.

Zoo-ography is on Kickstarter through November 28, 2018.

Overview:
The prototype copy of Zoo-ography is only for one or two players and plays in about 15-20 minutes.  This is the same as the prototype I received for Bridges to Nowhere, but that ended up having a deluxe version that plays up to four players and has more components to add more depth.  Even the base, standard version of Bridges to Nowhere has more cards to provide more depth and variety than the prototype I received to review.  All this means is that we can expect Zoo-ography to be expanded significantly for the final, published version of the game.  In fact, some of those additions have already been mentioned on the game's Facebook group page.  Both base and deluxe versions will have more cards for more variety and will play up to four players.  The deluxe version will have wooden animal meeples (animeeples?), thicker tiles, bigger box, and more.  (There have even been hints at a cooperative version of the game.)  So, please keep in mind that this review is based on the smaller prototype I received, plus some speculation about what the final game will contain.
The artwork on the prototype components is pretty nice, but the component quality and quantity
will be increasing for the final versions.
In Zoo-ography you will be working to build your zoo and populate it with animals.  In each game there will be five randomly chosen objectives.  There will be a primary objective worth three points, a secondary objective worth two points, two large bonus objectives worth two points each, and one small bonus objective worth one point.  The way these are determined is pretty nifty.  Each objective card has four objectives on it, two on each side.  You'll shuffle the objective cards and then choose four of them.  The first will be placed with the primary objective to the top.  The second will be placed with the secondary objective at the top, and covering up the first card's secondary objective.  The third card will have the large bonus shown, and the fourth card will have both the large bonus and small bonus shown.  Together, all the cards make a signpost that shows the five possible scoring opportunities, for a maximum of 10 points.
Not a bad zoo here, it's coming along nicely.
Building your zoo is done through a drafting process where each player drafts a tile into their hands and then can build a tile from their hand into their zoo.  You'll have to choose carefully because each tile has a set of features on it (habitats, walkways, attractions, etc.) that must be aligned when placed.  Additionally, some of the features will allow you to have certain types of animals in your zoo or add attractions that help you complete goals.

The core of the game revolves around the zoo cards or tiles.  In my prototype these are square cards, but in the deluxe version they'll be nice, thick tiles.  Each of these tiles has an animal depicted on one side and a zoo layout on the other side.  Each round (in a two player game) starts with six tiles being drawn, animal side up.  Place the animals indicated into the reserve, working from the space with the lowest number on up.  These are the animals that will be available to add to your zoo each round (plus any still there from a previous round).  Finally, flip the tiles to their zoo side and begin the round.
Each turn you'll draft a card, then take up to two actions.
On your turn you must draft one of the zoo tiles and add it to your hand.  Then you can take up to two actions.  Your first action can be to build one of the tiles from your hand into your zoo, making sure to line up any features appropriately.  Your second action can be to either build another tile in your zoo or add animals to your zoo.  After drafting you can do one, both, or neither of the actions.

If you choose to add animals you talk all the animals from one of the reserve cards and add them to spaces within the habitats in your zoo.  However animals must be placed with some very specific rules.  There are large animals and small animals.  Large animals must be placed in a habitat with at least two watering holes per large animal and can't be in a habitat with other large animal types.  Smaller animals can be placed in habitats on their own or with large animals, however each small animal can only be with certain other animals.  There's a great diagram included that shows how animals can be combined.  For example, a zebra can be in a habitat with a giraffe or a rhinoceros, but not an elephant, an ostrich can be with a giraffe or elephant, but not a rhinoceros, and a monkey can be with an elephant or rhinoceros, but not a giraffe.  There are also three special animals that must be alone in their habitats.  Lions, hippos, and gorillas are solitary and can't even be with other animals of the same type.
Animals must be placed in habitats with other compatible animals.
This proceeds for a few rounds, with the starting player alternating each round, until all the zoo tiles except one are used up.  Then players calculate their scores based on the objectives set up at the beginning of the game.  The player with the most points wins, and if there's a tie then animals are given points (1 for a small animal, 3 for a large or solitary animal) to determine a winner.
Two competing zoos will compare their scores by checking the objectives they met.
Points can be earned for any of a wide variety of objectives.  There are only four cards included in this sample game, but even that is enough to provide quite a variety of experiences, with 24 different combinations.  The final game will have dozens of different combinations (I believe they said over 200 combinations).  Some of these objectives require you to have a certain number, arrangement, or combination of attractions in your zoo.
The way objectives will be arranged on the cards will be changing so that you'll always have
at least one objective based on animals, features, layout, and attractions.
In the base game there are five types of attractions that you can add to your zoo: restaurants, observation points, gift shops, exhibits, and features.  There are also two types of amenities, seating areas and your zoo's gate,that are used to complete attractions.  Each of the attractions has special rules in order to be considered complete for scoring.  Restaurants must be adjacent to at least two seating areas and gift shops must be adjacent to your gate.  Observation points must have a specific animal in the habitat they overlook.  Exhibits and features don't have any specific placement rules, but their tile layouts make them a little more challenging to fit into your zoo.
Each feature has specific rules that must be followed for the feature to be considered complete.

All of this combines to make for some very interesting drafting decisions and you'll end up with a pretty fun looking zoo layout when you're finished.  With the deluxe version you'll also get animeeples to populate your zoo with, so you'll end up with quite the menagerie in front of you.
As your zoo grows you'll populate habitats with animals, build features, and meet specific objectives.
There is also a solo variant for Zoo-ography that plays very similar to a two player game.  It's a little reliant on luck, however that can be mitigated a bit as you begin to learn what zoo layouts are on the opposite side of what animals on the tiles.  Essentially, instead of taking turns drafting with another player, in a solo game you draw two zoo cards from the six available, choose one to keep and one to remove from the game.  There are a few other tweaks with replenishing animals, but it does provide a decent, quick playing challenge.
In the solo version you draft blindly from the face-down zoo cards, only seeing the animal backs as a clue.

Final Thoughts:

I found Zoo-ography to be a bit lighter than Bridges to Nowhere, despite the addition of the animal components.  The game is very similar mechanically to Bridges to Nowhere, where you're drafting cards and paying attention to a deeper layer of symbols and combinations in order to meet goals and objectives, but in Zoo-ography it feels like you have a little more control and more options for how your zoo grows.  Therefore the decisions are a little less tense and the game a little less cutthroat.  You still have to worry about your opponent snagging the animals or tiles you want, but I didn't feel quite the same pressure as I did in Bridges to Nowhere.  This isn't good or bad, it's just a subtle difference in the games that may be more or less to your liking.
There are plenty of interesting decisions to be made, but there's less pressure than in Bridges to Nowhere.
I really like the theme of Zoo-ography and the artwork really works well with the theme and mechanics.  I did feel like there weren't too many difficult choices in the game though, but I think that's mostly because of the limited size of the review copy.  I felt that there wasn't a whole lot of variety in zoo cards.  With each zoo card having a different animal on the back the game can only be expanded so much with more zoo cards without driving the cost of the game too high.  Each zoo card has a corresponding animal token or animeeple, so adding more could drive up cost pretty quickly.  The game will have over 40 cards though, so there will definitely be a bit more variety in the final version.
Drafting becomes critical for how to fit the tiles into your zoo while still meeting objectives.
One big thing that I know will be updated from my version of the game is how the objectives are arranged on the cards.  Right now there is no rhyme or reason to how objectives and bonuses are listed, so it's possible to play a game where there are no objectives related to the animals in the zoo.  The objective cards have been reworked though, so the primary objective will always be about animals and worth 3 stars.  Then there will be two types of secondary objectives worth 2 stars: layouts and attractions, and one bonus objective type for features, worth one star.  Each game will have at least one of each of the four objective types (animals, layouts, attractions, and features), so that should keep games feeling both consistent thematically, and varied with the additional objective cards.
The new organization of objectives means you won't end up with three animal based objectives.
I'm excited to see what the additional zoo tiles and objectives that get added to the game will be.  I already know there will be at least two more objective cards (for over 200 objective combinations) and more zoo cards.  For Bridges to Nowhere a ton of additional variety was added to an already great game through stretch goals, and Zoo-ography has the potential to do the same.  Go back it right now, and help it break through all those stretch goals!

Overall, I found Zoo-ography to be a fast, fun filler game that would be great for casual gamers, newer gamers, or as a fast diversion for more experienced gamers.  There's hidden depth and variety in the objectives and attractions that you can add to your zoo that experienced players will appreciate, yet a simplicity of play and great theme that will attract casual players.  At just $10 for the basic version or $34 for the gorgeous deluxe version, Zoo-ography is definitely a game you can feel confident about adding to your collection.
I love how the habitats are displayed on the reference card and the color coordination.
Zoo-ography is on Kickstarter, starting Tuesday, October 30, through Wednesday, November 28, 2018.  The standard version will be only $10 and the deluxe version with some awesome deluxe components, like tiles and animeeples, is just $34.  There will also be a middle version that has the basic game with cards, but includes the animeeples for $24.  Check it out now!

Preliminary Rating: 7.5/10

This review is of a prototype game.  Components and rules are not final and are subject to change.



Did you like this review?  Show your support: Support me on Patreon! Also, 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.












GJJG Game Reviews are independent, unpaid reviews of games I, George Jaros, have played with my family and friends. Some of these games I own, some are owned by friends, some are borrowed, and some are print and play versions of games. Where applicable I will indicate if games have been played with kids or adults or a mix (Family Play). I won't go into extensive detail about how to play the game (there are plenty of other sources for that information and I'll occasionally link to those other sources), but I will give my impressions of the game and how my friends and family reacted to the game. Quick Reviews will only get a single rating of 1-10 (low-high) based on my first impressions of the game during my first few times playing. Hopefully I'll get more chances to play the game and will be able to give it a full review soon.

Friday, October 26, 2018

Eye on Kickstarter #52

Welcome to my Eye on Kickstarter series!  This series will highlight Kickstarter campaigns I am following that have recently launched (or I've recently discovered) because they have caught my interest.  Usually they'll catch my interest because they look like great games that I have either backed or would like to back (unfortunately budget doesn't allow me to back everything I'd like to).  But occasionally the campaigns caught my attention for other reasons.  Twice a month, on the 2nd and 4th Fridays, I'll make a new post in this series, highlighting the campaigns that have caught my attention since the last post.  In each post I'll highlight one campaign that has really grabbed my attention, followed by other campaigns I've backed or am interested in.  I'll also include links to any reviews I've done.  Comments are welcome, as are suggestions for new campaigns to check out!

You can also see my full Kickstarter Profile to see what I've backed or my old Eye on Kickstarter page that was too unwieldy to maintain.  Also, check out the 2018 Kickstarter Boardgame Projects geeklist over on Board Game Geek for a list of all the tabletop games of the year.
So, without further ado, here are the projects I'm currently watching as of the fourth Friday of October, 2018:



HIGHLIGHTED CAMPAIGN
SKulk Hollow
  • GJJ Games Backed
  • People Behind the Meeples Interview - Keith Matejka
  • People Behind the Meeples Interview - Ed Baraf
  • Skulk Hollow is one of the games that I ran demos for at Gen Con this year and I quite enjoyed it. There is quite a bit of variability with the different Guardians and Foxen leaders and the asymetrical gameplay is a ton of fun. The rules are very simple, and the game plays quickly. I can't wait for the opportunity to play again!


An asymmetric, combat game between the legendary Guardians and the Foxen clans of Børe.

Over generations and generations, the ancient woodland of Børe prospered and grew. The spirit of the world lifted the animals to new heights, bestowing great gifts upon them. The Foxen race grew proud and true.

That is, until the Guardians rose. No one quite knows why they came, but these are not the kind, life-giving Guardians of spiritual legend. These are darker, more ferocious versions, and now they're wreaking havoc in the realm.

Skulk Hollow is a 2-player, asymmetric, tactical combat game where players take the roles of either a band of Foxen heroes or a towering behemoth of a Guardian.
  • One vs Many Asymmetric Combat creates a fresh, fun, 2-player experience.
  • Action takes place on the Board AND the Guardian. Not only does the battle occur on the Kingdom board, but the foxes must traverse full size, Guardian gameboards. Each guardian has unique routes and abilities to stop the foxen.
  • Dual Purpose Cards give players a wide range of movement and ability powers while keeping them quick to pick and easy to play.
  • Unique Foxen Nobles and Guardians creates a range of tactics and dynamics, adding depth and strategy that makes each game a new challenge.
  • Skulk Hollow is a 30-45 minute game for 2 players, aged 8 and up.





    Dreams of Tomorrow
    • People Behind the Meeples Interview
    • I love the theme of this game. It's a bit of time travel as well as dream themes. THe artwork is gorgeous and the gameplay looks pretty unique.


    Cloudspire
    • Chip Theory Games is doing some pretty interesting things with poker chips and neoprene mats. In Cloudspire you play as a faction fighting the other factions in a gorgeously illustrated floating world.


    Tidal Blades - Heroes of the Reef
    • Here's another game with stunning artwork along with some interesting twists on worker placement and dice management.


    UGEARS Mechanical Devices for Tabletop Games
    • UGEARS has been designing some really impressive mechanical wooden models that do some amazing things, considering they're just wood and a few other bits, like rubber bans and string. Now they've released a set of models that are useful for tabletop games. Some of these I think are more cool than useful (the deckbox looks a bit cumbersome), but I really, really like the DM screen. I don't play RPGs, but if I did, I'd love to have this screen.

    Tuesday, October 23, 2018

    People Behind the Meeples - Episode 143: Nathan Ottenson

    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:Nathan Ottenson
    Email:ottenson@gmail.com
    Location:Regina, Saskatchewan, Canada
    Day Job:I provide internal system support for a telecom
    Designing:Two to five years.
    BGG:Galactic Payload
    Facebook:Galactic Payload
    Twitter:@GalacticPayload or @NotThatNATO
    YouTube:Galactic Payload
    Find my games at:Soon Galactic Payload on Kickstarter and Current Affairs on The Game Crafter
    Today's Interview is with:

    Nathan Ottenson
    Interviewed on: 6/18/2018

    Nathan Ottenson is a Canadian designer that's working on bringing his first published game to Kickstarter. In the past he's had games available on The Game Crafter as well. Read on to learn more about Nathan and the projects he has in the works.

    Some Basics
    Tell me a bit about yourself.

    How long have you been designing tabletop games?
    Two to five years.

    Why did you start designing tabletop games?
    When I was growing up, I always dreamed of making video games. When I was in my twenties I started to teach myself how to code and began to make small games. I finished a few, but they lacked the polish to ever let them out in public. Around this time I began to absorb all the information I could from other game designers, I'd read books and blogs and listen to podcasts trying to gather as much insight into why designers make the choices they do. I had a group of friends who got together around once a month to play board games. We were playing a very popular board game and was frustrated with some of the limitations of the mechanics. The idea for my first board game hit me like a ton of bricks and I started prototyping the week after.

    What game or games are you currently working on?
    Galactic Payload, At Sea, Current Affairs

    Have you designed any games that have been published?
    not yet

    What is your day job?
    I provide internal system support for a telecom

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

    Where do you prefer to play games?
    At home or at the weekly local community meet-up

    Who do you normally game with?
    My spouse, my family, my friends and many members from the local gaming community

    If you were to invite a few friends together for game night tonight, what games would you play?
    It changes all the time, but lately I've had a craving to play some Scythe again

    And what snacks would you eat?
    Chips and beer

    Do you like to have music playing while you play games? If so, what kind?
    Folk roots

    What’s your favorite FLGS?
    Comic Readers

    What is your current favorite game? Least favorite that you still enjoy? Worst game you ever played?
    Favorite: Great Western Trail. Least Fav: Settlers of Catan. Worst: ZOMBIES!!!

    What is your favorite game mechanic? How about your least favorite?
    Favorite: Engine building Least Favorite: Deck Building

    What’s your favorite game that you just can’t ever seem to get to the table?
    N/A My group of gamers are usually willing to play anything

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

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

    OK, here's a pretty polarizing game. Do you like and play Cards Against Humanity?
    No

    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?
    Both. The first game I made came together very quickly but I'd say that it was theme first and mechanics followed. The next game I made had a totally different theme at first. I prototyped it all and then realized most of it wasn't much fun, but there was one mechanic in particular that people seemed to enjoy. So I took that mechanic, tweaked it and expanded on it to make a totally different game. The theme became obvious after the mechanic was fleshed out.

    Have you ever entered or won a game design competition?
    I've entered one of my games for the first time this year. I have not won.

    Do you have a current favorite game designer or idol?
    I have a great deal of respect for several designers but I can't pick just one as a favorite

    Where or when or how do you get your inspiration or come up with your best ideas?
    They really come from everywhere. Sometimes I'll be reading a book or watching a movie and a theme will grab me, sometimes I'm play a video game and start thinking about how those mechanics could be applied to a board game. Sometimes I'm playing another board game and think about how I could make a better game with the same theme.

    How do you go about playtesting your games?
    For the first game I made, it was a fairly traditional process. I made a prototype on my PC, printed it off, glued it to cardboard and cue cards and started playing it with some close friends and family members. After a handful of play-throughs I then got a more professional looking version printed from a print to order website and found my friends to play with. After around 20 or so play tests, I started posting on the local gaming community forums to find playtesters who weren't people I already knew. I quickly discovered I needed to make several additional changes and the game was far from ready. Final step was making connections with other designers who are willing to play test. Now I'm sending copies across the country for some blind play testing. Since then, I began making prototypes on my PC on a video game engine tool called GameMaker Studios. I design all aspects of the board game and begin to play test it myself. Its a 4 player game, I'll be all 4 players. I usually play through (tweaking as I go) a good 30-50 times and once I feel good about it, I order a physical prototype from a print to order shop and begin playing with my friends and family.

    Do you like to work alone or as part of a team? Co-designers, artists, etc.?
    I prefer to work alone for the mechanics and flow of the game. Any time I can get an artist to work with me, I'll take it in a heartbeat. Created the actual physical artwork will always be my biggest hurdle.

    What do you feel is your biggest challenge as a game designer?
    At the beginning of the process it is getting people to try your games but that gets easier as people get to know you and have tried your previous games. My biggest challenge becomes second guessing decisions I've made when i'm getting close to what I consider the final product.

    If you could design a game within any IP, what would it be?
    Probably Star Trek. Love the series, and the genre flavor

    What do you wish someone had told you a long time ago about designing games?
    Don't jump the gun on printing out updated prototypes. Play test the prototype you have over and over and over again because every new print is gonna cost you money and if it’s not perfect you're gonna end up printing another one and another one. It can get very expensive, very quickly. Also, having a great game isn't good enough. You have to be willing to spend as much time marketing your game as you did designing your game.

    What advice would you like to share about designing games?
    There is nothing more rewarding than seeing an idea you had in your head, produced and played by other people but it’s a long hard road to make something that majority of your play testers are going to enjoy. Sometimes you'll have a bad play test and get discouraged over the entire project. Don't scrap it yet. Make the changes needed, you wouldn't have gotten it this far if there were some good ideas there so try it again and again and again until you smooth out the bugs.

    Would you like to tell my readers what games you're working on and how far along they are?
    Games that will soon be published are: Current Affairs. Self-publishing December 2018
    I'm planning to crowdfund: Galactic Payload. Launching Kickstarter campaign October 2018
    Games I feel are in the final development and tweaking stage are: Galactic Payload and Current Affairs would both fall into this category. There are "Done" but they aren't on the shelf yet and there are still blind playtests happening so it's possible that there will be further changes.
    Games that are in the early stages of development and beta testing are: "At Sea". Initial prototype complete but only play tested 3 times
    And games that are still in the very early idea phase are: "Midnight express" - post apocalyptic train game. "The Clink" - coop prison break game.

    Are you a member of any Facebook or other design groups? (Game Maker’s Lab, Card and Board Game Developers Guild, etc.)
    Just 'Alberta Boardgame Designers & playtesters'

    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 Trek. Coke. VHS

    What hobbies do you have besides tabletop games?
    Computer science stuff. Video games. Reading. Watching some of my favorite TV series

    What is something you learned in the last week?
    Listened to a podcast about the wide ranging effects of self-driving cars and how they will influence every aspect of society today.

    Favorite type of music? Books? Movies?
    Music: Folk roots. Books: Sci-fiction and non-fiction. Movies: Any well made movie. The movies nominated for best picture. Those are the type of movies I like. Doesn't matter what the theme, genre or actors are.

    What was the last book you read?
    "How to Create a mind" by: Ray Kurzweil

    Do you play any musical instruments?
    Drums and Guitar

    Tell us something about yourself that you think might surprise people.
    I was in a band that played across the country for a few years.

    Tell us about something crazy that you once did.
    I rather not disclose this :)

    Biggest accident that turned out awesome?
    Can't think of one

    What would you do if you had a time machine?
    Assuming it can go forward I'd like to see the future. Can't wreck the timeline that way :)

    Are you an extrovert or introvert?
    Introvert

    If you could be any superhero, which one would you be?
    Superman. He can do everything

    Have any pets?
    a white Labrador named Colonel

    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?
    Survive: The ElderScrolls Series and Pandemic (all of them). There are a ton of things I'd be happy if they were wiped from existence except someone else probably loves 'em so I can't make that call.


    Thanks for answering all my crazy questions!




    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.

    Tuesday, October 16, 2018

    People Behind the Meeples - Episode 142: Brendan Black

    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:Brendan Black
    Email:brendan@playmythic.com
    Location:Beausejour, Manitoba, Canada
    Day Job:Media and Marketing Manager for a fireworks company.
    Designing:One to two years.
    Webpage:playmythic.com
    BGG:Mythic: Legends of the Earth
    Facebook:MythicBJM
    Twitter:@MythicGame
    Instagram:@PlayMythic
    Find my games at:If a person is interested the my game, they can contact me through the website or FB pages for more information. In addition, we are on Tabletop Simulator as a Free to Play game! Just search for Mythic: Legends of the Earth.
    Today's Interview is with:

    Brendan Black
    Interviewed on: 6/18/2018

    Brendan Black is a Canadian designer that's been working on a game called Mythic: Legends of the Earth. This is his first game design and he's shooting to have it up on Kickstarter in the first quarter of next year. Read on to learn more about Brendan and Mythic.

    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?
    Broken leg, gave me free time to really jump in.

    What game or games are you currently working on?
    Current game is called Mythic. It's an expansion card game that has a unique resource management system and utilizes ranged combat in a 2d setting.

    Have you designed any games that have been published?
    No

    What is your day job?
    Media and Marketing Manager for a fireworks company.

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

    Where do you prefer to play games?
    Private settings with family and friends. If at all possible, i like digital games on the PC but most times physical copies play better.

    Who do you normally game with?
    Friends and family

    If you were to invite a few friends together for game night tonight, what games would you play?
    Depends on the friends. TCG/CCG friends I would get to play my game Mythic. Family and more casual gamers would be simple party games like Telestrations.

    And what snacks would you eat?
    Salt and Vinegar chips.

    Do you like to have music playing while you play games? If so, what kind?
    More likely to have something like a twitch stream playing in the background.

    What’s your favorite FLGS?
    Local place nearby called A Muse N Games.

    What is your current favorite game? Least favorite that you still enjoy? Worst game you ever played?
    current favorite game is my own game, Mythic. If you don't love your own work, why do it? Least fav that I still enjoy to play would be Catan. Worst game I have ever played.... some weird game called Gender Wars I think.

    What is your favorite game mechanic? How about your least favorite?
    Deck Building. Any game that has strong elements of this always interest me, even if in a non traditional sense, like Baten Kaitos for the Gamecube. Least favorite would be press your luck games. I very much like to be in control of my games and rely on my choices rather than luck decide how things turn out.

    What’s your favorite game that you just can’t ever seem to get to the table?
    Pictionary or Cranium.

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

    Do you design different styles of games than what you play?
    I like to design 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?
    I find that they build off of each other. First you need to have basic mechanics in my opinion. Theme, to me, is what helps steers the development and refinement of the game.

    Have you ever entered or won a game design competition?
    Entered, yes. Tried for the Cardboard Edison award but our ideas were just not refined enough to succeed. Currently entered in another contest with a much better version of our game for the Canadian Game Design Award. Was not selected as a finalist due to the fact it was a battle card game.

    Do you have a current favorite game designer or idol?
    No.

    Where or when or how do you get your inspiration or come up with your best ideas?
    Removing myself from my game and playing other games. Can be video games, card games or board games. Just taking time away from my own games and appreciating other games really refreshes the brain. Sometimes all you need is that one partial spark that another game can give you.

    How do you go about playtesting your games?
    Start designers only, to online private invites, to private friends only invites. Once we break out of that mold, we use relationships with our LFGS to set up blind-playtest events.

    Do you like to work alone or as part of a team? Co-designers, artists, etc.?
    As much as I like to work alone, having a partner or co-designer really helps with keeping my sanity in check. It also allows me to rely on another person in areas that I can admit I am lacking in.

    What do you feel is your biggest challenge as a game designer?
    Getting recognized. I can have the greatest game in the world, with 100% raving reviews, but it means nothing if nobody outside of local reach takes notice.

    If you could design a game within any IP, what would it be?
    Arc Rise Fantasia and Baten Kaitos. Couldn't pick because either one of these would be way too incredible.

    What do you wish someone had told you a long time ago about designing games?
    Discover is part of the fun. I have no answer for this.

    What advice would you like to share about designing games?
    If you don't love it, move on. There are too many challenges that come your way that test your desire to push your project through to completion.

    Would you like to tell my readers what games you're working on and how far along they are?
    Games that will soon be published are: Mythic: Legends of the Earth Disciple Pack
    I'm planning to crowdfund: Mythic: Legends of the Earth Disciple Pack

    Are you a member of any Facebook or other design groups? (Game Maker’s Lab, Card and Board Game Developers Guild, etc.)
    Tons of Facebook groups, too many to mention. Most of which have awesome communities that seem to support people who put effort in and give a damn.

    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?
    Wars. Pepsi. VHS.

    What hobbies do you have besides tabletop games?
    Volleyball, generic video gaming, anime, cooking.

    What is something you learned in the last week?
    Wood-working is not my forte.

    Favorite type of music? Books? Movies?
    Country/Harry Potter/Anything that is funny.

    What was the last book you read?
    I don't know the last time I sat down and completed a book.

    Do you play any musical instruments?
    No.

    Tell us something about yourself that you think might surprise people.
    I'm a 6'6" Div 1 volleyball player who turned down a pro contract in Europe to move to a small rural town and design board games/work for a fireworks company.

    Tell us about something crazy that you once did.
    Allowed myself to spend way too much money on a mobile game. I didn't know the term "whale" existed until I was one.

    Biggest accident that turned out awesome?
    Broke my femur, led me to using free time to design board games and led me to my current job which is awesome.

    Who is your idol?
    None.

    What would you do if you had a time machine?
    Break it. Time Travel is too large of a power/responsibility for anyone to have.

    Are you an extrovert or introvert?
    introvert

    If you could be any superhero, which one would you be?
    Iron Man

    Have any pets?
    1 fish

    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?
    Any physical sport survives. Crypto mining dies in a fiery death.

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

    Watch out for info on my game Mythic! There really is nothing like it around! Kickstarter Q1 2019

    EXTRA ---




    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.