Showing posts with label Twilight Imperium. Show all posts
Showing posts with label Twilight Imperium. Show all posts

Tuesday, August 4, 2015

The Other Gateway


Here’s a story (a true story) for you: I once met a person who refused to be introduced into board gaming via Ticket to Ride, just to eagerly delve into the first edition of Descent. That person, who had had no experiences with any kind of gaming – including Dungeons & Dragons – was my wife: today an avid gamer by any conceivable standards.

Would you like to read more? We're moving to the New NSKN Blog. You will find the rest of this article here. Oh, and do tell us what you think of our new blog!

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Tuesday, February 24, 2015

Pros and cons of standardizing in board games

Standardizing - yay or nay?


To even begin the discussion about standardizing game components, we need to ask ourselves if this is an actual improvement.

Having dedicated lately more than the fair share of my time to publishing rather than designing, I realized that there is a downside of standardizing - it kills some of the creativity of designers (myself included) on the altar of delivering a marketable, user-friendly, industry standard product. The designer in me is trying to fight the other side of my board gaming personality (the publisher) screaming for more freedom and less standard components. 

I - the designer - wish to have a giant board in one of my upcoming titles depicting a detailed map of the world, something which would make the War of the Ring giant board seem average, but I - the publisher - will most likely deny this request on ground of being unreasonable, too expensive and almost impossible to manufacture.

And that's not all... I - the gamer - had the pleasure of opening 46 game boxes bought in Essen and some of them gave me great joy of discovering clever assembly mechanisms and cute little tweaks which made some games special right of the box, while some others had some of the most twisted annoying components that went straight to the "I am not emotionally equipped to deal with this" shelf.

So, perhaps there's a middle ground and an agreement can be sought by the dreamy designer, the pragmatic publisher and the exigent gamer. 

Almost two years ago when NSKN Games was even younger than today, we decided to approach board game publishing with a specific set of mind - making each game component as functional as possible and packing everything in the least possible amount of space.


Same size boxes


In a post on the NSKN Games website called "Less is more" we described this "discovery" and its core principles. We adheres to these principles fully and Exodus: Proxima Centauri (revised edition), Praetor, Progress: Evolution of Technology and Versailles - board games published by NSKN Games since then - are all built accordingly. Our two upcoming titles for the first half of 2015 - Exodus: Edge of Extinction and Mistfall - are following the trend and will have the same ergonomic design. But is this all we can do? The short answer is no, there's definitely room for improvement and this is what I want to explore together with you today.


Game components one by one - standard or not?


1. Game box - it's the first thing you and I see and 90% of the times the box is the decisive factor in our interest and later buying the game or not.


Image source: BoardGameGeek
My first few games were of various sizes and shapes, from the standard square Ticket to Ride box, to the monstrous Twilight Imperium "coffin" and the tiny Catan Card Game. Through the years I have become pickier and the box of Dungeon Fighter caused me head aches because it's just marginally larger than the standard square and yet it does not fit on my very standard IKEA shelves... so I had to let it go.


Image source: thebattlestandard.com
My plea if for standard boxes which save shelf space. Fantasy Flight Games - one of the trend setters in the hobby industry - has given up the iconic "coffin" boxes and switched to square boxes of various heights. I do not know the actual reason behind this move but I can speculate that they are standardizing and making their products gamer-friendly. Think only of Imperial Assault or Descent 2.0.

What is your opinion, do you prefer standard boxes or are you a fan of unlimited creativity and prefer cubical or cylindrical boxes?

2. Rules

Squares, rectangles, A5, A4, letter... the rules is modern games are all over the place. We at NSKN tried our own standard, 285x285mm booklets which are roughly the size of the box. It was or choice for the past 2 years because it allows large graphic examples, the page can be divided into 2 or 3 columns according to needs and it is cost effective.

Cost effective is one of the keys for small publishers like us to succeed. Once we evolved past the point of mere survival (as a company) we had the luxury of rethinking our publishing paradigm and look again for better solutions.

I have been advocating for "our size of the rules" for quite a while until I have recently made an experiment of my own: I took the rules of a random game, put them in both the large square format and A4 (which is almost the same as letter size) and read through them timing myself. Reading the same amount of rules text in A4 format took me about 25% less time. Therefore, the rules of our next game are coming in A4 format, even if that adds a few cents to our production costs.

Which is your preferred rules format? Do you even have one? Is this a key aspect for you when it comes to buying or even playing a game?

3. Boards

This is the point where the discussion gets complicated.

Having analyzed 50 games with non-modular boards published after 2012, I found the following distribution: more than 50% are a 4-fold square or rectangle, 30% are 6-fold rectangles and the rest are... all over the place. When it comes to modular boards, the most common shapes are rectangles, hexagons and starred hexagons, but the distribution here is too difficult to assess because of the wide range of options. Furthermore, less and less of modern board games have an actual board, with German style games sticking more to the original conservative model with an actual board.

I mentioned before that the designer in me wants a giant game board. I have spoken to a few manufacturers and the largest single piece board they can make is 100 x 70 cm and this is not really what I had in mind. Anything beyond that would require all kinds of non-standard "stuff" (I was afraid to ask) and the price would increase five to ten fold for a board just 1.5 times as large.

Comparing boards with the same total area, a 4-fold cut is 30% cheaper in average than a 6-fold cut thus the industry preference for the former. Even when it comes to ergonomics and table space, a square 4-fold cut seems preferable. And yet in Versailles we went with a larger 6-fold board very close to the manufacturer's upper limit because it suited better the game's needs. My inner fight between the designer and the publisher was a clear victory for the designer, while the publisher saw the margins decreasing under his eyes.

Using any standard game board will also save significant costs with the cutting knives when manufacturing with an established large board game factory. For small publishers saving this kind of money may very well make a big difference.

Modular boards offer a greater flexibility and sometime much greater replay value. They do not necessarily increase the manufacturing costs, but they usually do. Yet more and more designers and publishers walk this road, because creativity is no longer limited by a rectangle.

So... what is you view on game boards? With or without? Modular or classic? Does this aspect even matter when it comes to your liking and buying games? 


Conclusions?


Writing for quite a while now, I have only covered about half of the topics I had in mind. So. I'd love to see your opinions and I'll resume my train of thought next week.



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Thursday, August 7, 2014

KISS Your Design

I’ve seen a fair share of prototypes presented by first time designers. Usually, I’ve seen them while attending gaming conventions and since I will undoubtedly see a few more within the next few days, as Avangarda - one of the biggest conventions in Poland - starts on the day this article goes live, I felt prompted to share a few thoughts about one of the fairly aspects some people may find important when designing your own game.

Image source: 
BoardGameGeek
If I were to point out a few tendencies among the prototypes I’ve seen on conventions, one of them would definitely be a high level of complexity. It’s actually only natural – most first time designers are gamers, some of them inspired by a thought of rebuilding a game they've played into a more interesting, more realistic and – consequently – more complex design.

Let me stop here for a second to say that there is nothing wrong with complexity. Legendary games such as Twilight Imperium or Here I Stand are notoriously complex (and long) and there is nothing inherently wrong with that (well, maybe apart from the length). However, before using them as a simple justification, you should really first examine if your design also needs a high complexity level because, frankly, quite often it does not.

Image source: 
BoardGameGeek
Imagine, if you will, that you want to make a game of your own. A turn-based, “nothing fancy” resource collection and engine optimization design that would allow players to perform a limited number of actions per turn out of a selection of nine. For ease let’s just number them and proceed to some of the rules governing their use.

Let’s say that every player performs one action per turn (until they use their allotment of three) and that actions can only be performed a limited number of times per round: with actions 1-3 being available once, actions 4-6 twice, and actions 7-9 available up to three times during a single round. Let’s also assume that there is a specific order to the actions: that action 1 must be always performed before 2, then 2 before 3 etc., unless, of course, some of them are skipped, because the players are not interested in them during a given round. To finish off, let’s add another system: unused actions become more valuable with every new round.

Image source: 
BoardGameGeek
The above system in its rough form is complicated. It would require a detailed explanation, a good player aid and a bunch of people willing to learn its intricacies to actually work. However, if you’re not new to designer games, you’ve already probably figured out that the best way to actually put it in a game would be to use the worker placement mechanism – much like the one used in Carson City or (slightly more recently) in Snowdonia. Just give each player a number of pawns signifying their available number of actions and place the action spaces themselves on a track that would govern the order of their execution.


In truth, I have no idea if worker placement as a mechanism came to be via a process similar to the one above. I would actually wager money that it did not. I However, I hope it served as a simple illustration of how some things in games can easily be made simpler. As I said, complexity in itself is not a bad thing, but before you decide to make your design very complex, and before you say that your game will lose something if you try to streamline it, be reasonably sure that there isn’t a way that will make it easier on your future players and virtually the same when it comes to the feel of the game and the number of options it provides. I assure you that in most cases it’s not a difficult thing to just keep it simple.

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Tuesday, November 20, 2012

Reviews of Exodus

There are already several reviews of Exodus in the cyberspace and it's a good time to share them with all of you. These are the opinions of the specific authors and we're not presenting these specific reviews because we have any stake, but because we want to keep you informed. Well, without any further introductions...

On BoardGameGeek, in English

Exodus vs. Eclipse
Exodus by an Eclipse fan
Exodus vs. Eclipse vs. Twilight Imperium


In Italian

Exodus: Proxima Centauri – Un nuovo inizio per l’umanità
Lucca Games, report 1 novembre
VersuS: Exodus Proxima Centauri vs Eclipse vs Twilight Imperium III
Exodus Proxima Centauri - imperi stellari in breve tempo

In Romanian

Exodus: Proxima Centauri – Primele impresii

That's all for today, if you know of any other reviews out there, please share.


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