Aw thanks : ) Iโm excited for you to get your game!
Aw thanks : ) Iโm excited for you to get your game!
Yep! And it feels great once itโs going. Right until I ran out of tape ๐ญ
A black cat climbing into a shipping box
Hazelโs in heaven
A table with packing supplies for two games Iโm doing the fulfilment for
Slowly figuring out my systemโฆbut itโs happening!
Club Spooky and Thatโs the Spirit will be on their way soon!
I hope weโre still collectively processing that AEG and the boardgaming consciousness draw the line at being pro-AI and lowering the value of game designersโฆ
But donโt draw the line at the insane levels of misogyny exhibited only 2 years ago?
Itโs wild to me he wasnโt booted to high hell soonerโฆ
Tbf getting full enjoyment from a high luck & high skill game requires almost a cognitive dissonance... You must try super hard to win, exercising your skill, but also not care much about the final outcome, which may be dashed by luck. (This is also the personality type I most want to play with.)
Iโm definitely still in the camp of โthere are no bad mechanicsโ, but Iโve also got a bunch of thoughts why I doubt Iโd ever personally use it.
Thanks. Not the worst, weโll see if they refund it. But also this is partly why I did a smaller campaign.
Literally just paid these the other day ๐ซ Itโs gonna be such a mess sorting all this out and itโs already caused so much damage.
Which is to say, I want that author's execution. Because the execution is the art. Not only as a physical product, but as an artifact that signifies their effort, practice, and intentionality.
Minus the ai stuff, if you think game design is just combining past ideas, I canโt imagine youโre making anything interesting. To what end are you doing all this?
The mechanics are nothing without the purpose you give them. That purpose is everything. The mechanics are just there to support it.
wow so great finally consequences for shitting on the creatives of the tabletop industry after years of zero consequences for shitting on women of the tabletop industry so cool I feel so much better about this company wow so cool so great
LOL. But this inevitable separation probably should have been clear when Dancey claimed a few years ago that women weren't succeeding due to inability to withstand creative criticism + not designing enough war games and giant robot games.
Today I want to share that Ryan Dancey and AEG have parted ways.
This is not an easy post to write. Ryan has been a significant part of AEGโs story, and I am personally grateful for the years of work, passion, and intensity he brought to the company. We have built a lot together.
No level of cleverness, time-saving, energy and water efficiency, or even ethical processing of data will convince me to use LLMs or AI models in my process. I love the process so much, and I express myself through every step. You canโt automate self-expression. [4/6]
And fair about game designers running businesses. But they never apply the same logic to themselves.
Business bros to game designers: just because youโre a game designer doesnโt mean you know anything about running a game business
Also business bros: I run the business side of a game publisher, so I know everything about game design
Just stick to the numbersโฆor actually put in the care and effort
Reposting with ALT because this kind of phenomenal disdain and disrespect from within the industry literally against two of their own titles and the designer who made them is important to recognize.
Right? I mean clearly these people have never actually appreciated or cared about any of the stuff theyโve โworked onโ before. And Iโm putting that in quotes cause really doesnโt sound like theyโve gone anywhere near the process based on all this.
And theyโd put their foot in the mouth way less. Like he didnโt have to post any of the awful takes heโs posted over the years. But I mean itโs good to know whatโs going on inside the industry.
Coming up with a single random idea is cheap, but thats thatโs not even close to what designers do.
You have to come up with hundreds of ideas, filter them, test, refine, make prototypes, test more, iterate, ruminate and tons more to eventually get to what heโs hand waving away as โan ideaโ.
Well thatโs depressingโฆ Itโs always the business types saying โideas are cheap and easyโ but then theyโre never the ones that come up with those successful ideas. Almost as if itโs not that simple.
I use thenounproject.com religiously for my images and icons. And if I canโt find something that fits, Iโll just google and image and slap it on.
You donโt need any skills in graphic design (though perhaps you may need space to develop visual taste) to make a very suitable prototype for pitching.
I know I just said not to blindly follow game designersโ adviceโฆ.but the one thing I wish people did understand is that every type of game, mechanic, theme etc has a place and purpose. Being smug towards easy, complex, fiddly, โmore of an activityโ or whatever types of games misses the whole point.
To be fair to those players, I think a lot of them genuinely just enjoy noise and fiddling with a lot of moving parts. Which is all well and good! That's totally valid and a big appeal of board games. This preference only bothers me when it veers into a sense of smugness or superiority.
It's live!! The game I designed, Honeypot, just launched on Kickstarter!
Two years of loving work. Would be grateful if you checked it out & considered backing!
It's an "I stack, you choose" game where you play as secret agent bears setting and avoding traps!
www.kickstarter.com/projects/fla...
Iโve been there. In our playtest group I make sure to emphasise that feedback should be how you feel, not advice on next steps. Itโs made playtesting much more helpful (and pleasant) than back when I was getting โdesign advice from the prosโ
I agree. Its the most important to find your own style and modus operandi. The way I work works for me, no clue if it works for someone else.
Plus one of the most important skills is to filter feedback, to decide what is helpful and what is not.
That's why when people ask me about advice about the industry I usually end up asking more questions than they do. By clarifying their intentions and goals it helps reveal the next step.
The difference between making an indie game, designing for retail, or crowdfunding a game is so vast.
This isnโt any one person. Iโve been stewing on this for ages. Itโs a survivorship bias thing where a tiny few designers have made it big. Then you end up with a bunch of homogenous games as everyoneโs chasing what worked for them even if their goals and contexts are completely different.