Archive for category Games
On the eve of my Kickstarter for Supertall (live now), I’ve been sitting here working with Buttonshy trying to find the perfect tagline for the campaign. It was very similar to some of the work I had been doing making game summary sheets (i.e. sell sheets) in the last few weeks. The goal of a tag line is to give you a quick impression of the game. People will decide to investigate further based purely on that 10 second reading, so it’s important to make a good impression. With a summary sheet, you have a little more room, because the person is already looking over the whole sheet. But you really want to keep words to a minimum and show the game rather than spend a paragraph explaining it. I thought it might be interesting and helpful to talk briefly about the process we went through in developing that tag line and how it relates to getting the most out of every word.
You might start with something like “Supertall is a 2-3 player game where you use different types of plans to building skyscrapers”. Simply saying a player count and some mechanics is a good start, but doesn’t do much to relate the experience of playing. Plus in this case, the price point ($10) is a big selling point. Lets try again. “Supertall is a 2-3 player game about building skyscrapers from a mix of plans. Only $10 for a fast and highly interactive tower building game.”
We’re headed in the right direction. First, we simplified language, instead of saying “where you use”, we made the information about plans a clause on building skyscrapers. We added the price and description “fast and highly interactive” and call it a tower building game. The second sentence is sort of awkward and we’d rather leave the reader with $10 as a point of interest. We’re also still wasting words at the beginning, by saying “Supertall is a game where…” We don’t need to clarify that we’re talking about Supertall.
In its place, we want a word that will excite players right off the bat. Tell players what they are doing in the game. “Build skyscrapers” is Ok, but build is a little boring. “Plan skyscrapers” is even worse. But “Design” is a more interesting behavior, because it’s active instead of passive, and suggests a level of skill is involved. Also, we aren’t just building skyscrapers, lets add some wording to show that these are special. “Design the next world-class skyscraper. A fast and highly interactive tower building game for 2-3 players. Only $10!”
OK, now we’re getting closer. The first part is active and interesting. The second part is descriptive, but is still a bit clunky. And rather than say that it’s fast and interactive, lets tell players why. Plus we’re just calling players “players”. So that gets us to the final iteration. “Design world-class skyscrapers. 2-3 architects compete and collaborate in this fast and highly interactive game for only $10.” Most of the words are now descriptive of the theme and player actions. “design” “world-class” “architects”. “Compete and collaborate” tells you it’s competitive but still strategic. The whole thing flows much better.
When you describe your game, value the reader’s time. Make the most out of your space. Get rid of all the extra connector words and be as direct as possible whether you’re describing the mechanics, theme, or experience. Don’t just say “this is what happens”. Take all the potential in the game and make it kinetic. Describe what is happening, as if players are active right now. Because you’re not just trying to get players interested to hear about the game, you’re trying to get the players interested in playing the game.
As usual, there’s not a road map, but this hopefully gives you some strategies to apply when you’re working on writing your game up, whether it’s for marketing, making a sell sheet, planning your pitch, or even explaining the rules. Try to get to the experience as quickly as possible.
I’ve been working on a game over the past few months, with my friend—and designer of Rocky Road a la Mode—Joshua J Mills, called American Steel. I haven’t written much about it because It’s been coming together quickly, and wasn’t really stable for long enough to write meaningfully about it. That and I hadn’t played it myself until recently. But I am absolutely thrilled to announce that this past weekend, American Steel won the Ion Award at SaltCon.
I recently attended all 3 days of the inaugural PAX Unplugged in my home town of Philadelphia. It was great showing off my home city to people (especially Reading Terminal Market). It was also way bigger than I expected, and there were people I never even ran into all weekend. Possibly because I spent a lot of my time Friday and Saturday in the Unpub/Alpha Build room, working on prototypes. It was a good weekend for prototypes, if not for the players. Read the rest of this entry »
I’m so please to share this announcement from The Spiel Press!
Right now, there isn’t much information available about the final game or release date (look for it later in 2017), but here’s a little bit about Landmarks.
It’s a roll and write game in a book, which means, you bring your own pens and markers and a pair of dice, and each page is a copy of the game.
Your dice rolls determine what areas of the city you can build in, and you develop the city throughout the game by adding buildings in that score in a variety of ways. That’s the basic premise, but that’s not what makes Landmarks unique.
Here’s what makes Landmarks stand out
There’s a lot of variety in buildings, 18 basic buildings, and 19 landmarks. Each chapter of the book has a different set of buildings, giving each game a different feel while retaining some basic elements.
Buildings can change through the game by drawing more detail. It isn’t just place a building and move on. You have to balance claiming land and upgrading the buildings you already own to earn points.
Players are playing on a shared board, and the buildings you add change how other players’ buildings score. So this is no multi-player solitaire competition for the highest score. Players are directly interacting.
The entire book plays out like a story. Each chapter tells the story of a town in a different stage of life, from rural village through bustling metropolis and beyond. And the results of each game filter into a campaign that plays out on a larger map
I started working on Landmarks over 2 years ago. I set it aside for almost a year and a half, but now it’s back and better than ever, so I’m looking forward to sharing that journey and its results with everyone.
Last year, Unpub really took a toll on me as a designer. I didn’t feel like I rpepared well or made good use of my time. So this year, I did a lot more work to make sure I came home happy with myself. And I think that because of that, Unpub 7 was my most successful year so far.
First, let me look at my lessons from last year and see how I handled them.
Saturday is for heavier games: I focused on Iceburgh, trying to wrap it up before sending it in for judging for the Cardboard Edison award. I got playtests with several different people at several different player counts. I learned a lot about how I need to teach it (which also translated to rulebook improvements). I also found several changes I needed for balance, especially the 5-player game which is harder for me to test. Sunday, I was planning to do ’52 Pickup, which should be smaller and lighter, but because I had a lot of people to talk to and didn’t have a table until the afternoon, I didn’t get much time to test it. But the plan was good.
Table Presence: I took my neoprene table mat, which probably got as much interest as my games. But it drew attention because it looked really nice. But more importantly, I got some Ice Cube tokens in just in time to use for Iceburgh. They were perfect, and so cool looking. I think they really took the game to the next level.
Bring something new: Check and Check. Not only were both my games on the table new, Iceburgh had more interest thanks to Cardboard Edison. But I also found time on Friday to try out a few brand new games, which both worked really well. Even though I had some older designs with me, I didn’t really get them out.
I was prepared to talk to publishers, and was able to sit down with a few to talk about everything I had going on. I’m glad I had some backup games, because I was able to pull one out after a short pitch, and that turned into a full playtest. That’s an opportunity that wouldn’t have happened without preparation.
Now for some of my highlights from Unpub.Obviously number 1 is getting to see all of my friends that I only get to see, and meeting new friends who I only interact with online. It never fails to amaze me how friendly and close the boardgame community is.
I tested a few brand new games at Unpub, and really enraged my friend, designer Joshua J Mills, when it worked first time it hit the table. [Note that worked doesn’t mean it is good or done, but it’s a good first step.]
Over the weekend Dan Cassar was testing a design we are working on together, called Barons of the Old West. I don’t even know if I can call it a codesign at this point, because every time I walked over, he had made so much more progress. I’m more of a contributor at this point. But I played it once at the end of Sunday, and the simple idea we started with had become a really substantial heavier game.
I also got to play a card game codesigned with TC Petty III. I hadn’t played the latest build, and I was really happy with the whole game experience. It’s a card game with a fairly unique scoring mechanism. The theme has been light, and we’re still trying to make that shine. I think it’s mechanically almost complete, so now is sort of the fun part.
Dare or Dare Legacy made a return, too. We hashed out rules from last year and built on last year’s game (destroying some of last year’s cards, and creating new ones we won’t see until next year.) It’s the sort of game you can really only play once or twice a year. But I expect it to keep traveling with me.
We ended up closing out the hall on sunday night after a successful last playtest. All in all, I played 8 different games that I’ve been working on, including those two codesigns. (9 if you count Dare or Dare). I got to show off a lot of things I’ve been working on to a lot of people. Keep an eye open for more news coming soon.
In other news…
In a little over a week, I’m giving a talk about game design at Bethany College, titled Overthinking Game Design, continuing the series of game design seminars. A list of previous presenters is available on BoardGameGeek. I still have to finish my notes, but I’ll be sharing how my experience as an engineer filters over to game design. I’m sure I’ll have something insightful to say, because I still have a week to figure out what it is. The talk will be available online at a later date, but if you’re brave and in the area, stop by!