Wednesday, January 30, 2013

Convention report - live from Nürnberg

The Nürnberg Toy Fair is the largest exhibition of its kind in Europe and most likely in the world. It brings together companies specialized in toys, sport articles, miniatures and last but not least board games.

Unlike the other conventions we attended, the Toy Fair is not about playing or selling board games. It’s a trade fair where the big names in the toys and hobby industry show to distributors and retailers their latest creations.

For those who attended SpielEssen at least once and had the impression that it’s huge, well… this is several times bigger. There are 12 halls populated with stands ranging from 10 to hundreds of square meters and some of the exhibitors have brought really fancy stuff to show. The most striking item I have seen so far is an artificial waterfall.

I’ve told you all these apparently meaningless facts to emphasize the size of this fair. I must admit that I am proud to represent NSKN at this enormous exhibition and I must also confess that even before it started I feel a bit overwhelmed. The hall dedicated to board games (10.1) is one of the smallest in the fair and our booth is only 10 sqm. It definitely shows that we’re a growing company. But the important thing is that we are here and we’re hoping that our presence will not go unnoticed.

Our single aim here in Nürnberg is to gain awareness. We want to show our games directly to those who are able to bring to the stores closest to you. We have more than 30 confirmed meetings and at least that many with a good probability of happening, most of them with distributors and retailers.

The plan is simple, we will advertise Exodus and Wild Fun West, two board games which were pre-released in Essen 2012 but were originally scheduled for 2013. But that’s not all. We’re trying to test the market for the games we have planned for this year. There’s an expansion for Warriors & Traders called Middle Ages, there an expansion for Exodus and a brand new game that I’ve already mentioned, Praetor. And even this is not all, we’re also planning to license a computer game which we want to transform into a table-top, but since none of these are confirmed I prefer not to disclose more details now.

All in all, we have lots of plans, but our expectations are not set too high, we’re aware that this is a beginning for us and that we have a lot to learn.

To end on a positive note, we have good news for those who living in Scandinavia (Denmark, Sweden, Norway). We reached a distribution agreement and Exodus and Wild Fun West will be in Nordic stores in a few weeks.


__________________
More about NSKN Legendary Games on the website Facebook | Twitter | BGG |  ScoopIT Magazine | Blog
Warriors & Traders can also be found on its own website | Facebook |  BGG
Exodus: Proxima Centauri: website BGG
Wild Fun West: website | BGG
Follow us on Twitter: AgniAlexandraAndrei and Vlad 

Monday, January 28, 2013

Convention report - GobCon

This weekend I had the pleasure of attending GobCon on behalf of NSKN. It was not the usual gaming convention, but rather a gathering of friends who shared one thing - the passion for board games.

My first evening (Friday) was dedicated to Exodus: Proxima Centauri. It had been a while since my last Exodus game, so I enjoyed it even more, especially since the one player who has not played the game before was the one to win our 6-player game. The game took about 3 1/2 hours, well withing the specified game time on the box. Even though I played Exodus countless times, I must admit that I still did not figure out the strategy for the win :)

On Saturday I enjoy a 7-player game of Battlestar Galactica with the Pegasus expansion. I am a big fan of the series and of the board game, but it was the first time I had the chance to see the expansion at work and to play as a revealed cylon from the beginning. It was a tight struggle between the humans and the cylons, teh humanity prevailed but everyone left the gaming table happy regardless of the result.

After a lavish Italian lunch, I play tested a prototype of Venetiae, the creation of an Italian designer. Venetiae is a 'stock market' game, in which the four of us bought and sold good in our attempt to make profit. The game proved to be very well balanced and a lot of fun. I enjoyed playing a well-made prototype which offered the feeling of a published game, without any clumsy mechanisms or unfinished rules. The game works very well and is in need of an illustrator's final touch and a publisher.

The last game of the day was Fief, a game of politics, war and ...treason. It was my first play and even though the rules explanation took almost an hour, I had a good grasp of the game from the very beginning. My ally and I proved to be less than inspired in our resource management and battle tactics, so we quickly fell behind also because we were not willing to break our alliance and side with the more developed players. Fief encourages making and breaking allegiances and a promise is valid as long as it benefits you. Overall, one of the best political games I played lately.

The final day of GobCon was Sunday and the highlight of my day was a 5-player game of Terra Mystica. I like Euro-games and I am willing to give any game a try, but I am not so easy to impress. However, Terra Mystica was wat above my expectations. The game mechanisms are clean, very well defined and brilliantly integrated. There are a lot of decisions for the players and each of them can push the balance one way or another. It is a combination between worker placement and city building, with a lot of interesting tweaks. The most impressive feature is the asymmetric game play, very unusual for German games. Each race has its strengths and weaknesses, mixed together in a very balanced game. With a game length of less than two hours for five players it is the game I am looking forward to playing again the most.

This concludes my short convention report, but not before stating one more time that visiting and playing in Italy is always a great experience.


__________________
More about NSKN Legendary Games on the website Facebook | Twitter | BGG |  ScoopIT Magazine | Blog
Warriors & Traders can also be found on its own website | Facebook |  BGG
Exodus: Proxima Centauri: website BGG
Wild Fun West: website | BGG
Follow us on Twitter: AgniAlexandraAndrei and Vlad

Monday, January 21, 2013

My favorite games of 2012

I must admit, in 2012 I haven't played as many board games as I wanted to. I only had the chance to try about 40 new games, out of which I selected my top five of the year.


5. Summoner Wars: Master Set

Summoner Wars is a tactical combat game and including this type of game in my favorites for the year must be quite a big surprise for those who know me really well (I usually play either empire building games or Euro-games). The game belongs to a friend of mine and I only played it four times, each time with a different race, but I think I grasped why this game is brilliant. What impresses me is the asymmetric game play, the various abilities, both of might and of magic, which make the game interesting every time you play as well as the balance. I seemed to have a decent chance to win with every race I played and every game ended up quite tight. This is one of the games that I plan to play again this year.


4. Lords of Waterdeep

This game made it to the top for two reasons. First of all it is easy enough so that my non-gamer friends still enjoy it so every time I put it on the table there are people willing to join in. The second reason is that despite my recurrent efforts, I failed to develop a master strategy that ensure my winning regardless of how my opponents are playing. It is one of my flaws to overthink games and to try to find that tweak within the rules that gives me long term advantage, but with this game I am still looking.

The draw-back for me is the theme which does not seem to bear any weight, it's just a lovely image on the front of the box and nothing more from Dungeons & Dragons, but the game play compensates for that. Another plus is that every time this game hits the table, it also leaves withing the hour, making it a nice opening for a gaming night.


3. Clash of Cultures

Clash of Cultures is the game I've been waiting for the whole year, hoping to see a grand strategy game with a medieval setting playable in under 1 hour per player. I did not get all I have hoped for, there are quite a few useless technologies in the game and the game time is well above what's written on the box but the game still calls to me to take it out of the box and play it.

I was waiting for some asymmetric game play, specific abilities and a better structures technology tree, but the game is still great. I didn't have the chance to play it enough time so I know all the rules by heart and simply keep the rules in the box, but I want to reach that level. Before I get to play some more, all I can say is that Clash of Cultures is a game worth playing, it's not difficult to learn and I fully recommend it for those who want to take a leap of faith and move on from the typical Euro-games to something a bit heavier.


2. Might & Magic Heroes

This game has just been released in Polish, so I had to print the English rules and all the cards and to 'pimp' my Polish copy to make it playable in English. Before I tell you more about the board game, I have to confess that I am big fan of the Heroes of Might & Magic series (especially Heroes III) and this is what made me want the table top version in the first place.

Might & Magic Heroes is made after Heroes VI (the computer game) - a game which I only played a few times but looked quite promising. The biggest challenge for a board game designer is shrinking the enormous design space of the computer version into the limited design space of a board game. Knowing this, my expectations were rather modest, so I was in for a big surprise.

Might & Magic Heroes preserves most of the brilliant game mechanisms of the computer game (city building, hero development, combat) without making the game too heavy. The secret is in the rules - and there are plenty of rules - and still the game is almost language independent. There are a lot of symbols used to represent hero abilities, skill and spell, creature abilities and city buildings, but a home-made player aid is all you need to forget about the rules and keep on playing. This board game is a fantasy empire building game which I intend to play a lot in the futures.


1. 1989 - Dawn of Freedom

For those who played Twilight Struggle, 1989 is simply the upgraded version of it. The theme has not changed a lot, it doesn't feature anymore the lengthy Cold War, but just its final days when the Eastern European dictatorships crumbled down together with the Berlin wall. Having lived in those time in Romania, I can almost taste the bitter struggle for democracy which I witnessed myself 20 years ago.

In my opinion, 1989 is more than a game, it is also a history lesson. Every event card made me want to read more and really understand what happened. Most of the cards feature major events and their effects in the game play resembles what had happened in reality.

From the game play point of view, the game is less random than Twilight Struggle, very well balanced and the scoring part has grown a lot, from simply counting controlled countries to playing a separate mini-game for gaining or retaining the power. None of the regions can be ignored without risking a bitter defeat and the events became far more important than the operations value of cards.

I could ramble on for hours about 1989... it is by far the best game I have played in 2012 and a game I hope to see climbing to the very top of the charts.



__________________
More about NSKN Legendary Games on the website Facebook | Twitter | BGG |  ScoopIT Magazine | Blog
Warriors & Traders can also be found on its own website | Facebook |  BGG
Exodus: Proxima Centauri: website BGG
Wild Fun West: website | BGG
Follow us on Twitter: AgniAlexandraAndrei and Vlad 

Thursday, January 17, 2013

Board games: designer vs. publisher

There is a clear distinction between how do board game designers and board game publishers think and what are their expectations.

When I first started as a game designer, back in 2010, my goals and aspirations were crystal clear. I wanted to make good games, if possible brilliant, for people to enjoy and play every day. From the very beginning I knew that I will design gamers' games, the kind that won't be on everyone's table every evening and I went for no compromise.

One year later, I made the decision to go also into publishing. I must take a short detour here... As a freelance game designer, the competition is fierce and there are probably 100 times more designers that are still waiting for their big break than published designers. Even those who innovate and create very good board games can wait for years until a publishing house takes their games and for most designers this never happens. Now, coming back to the main story line, my decision to go into publishing was backed by a few friends that offered to help and get involved and I was going to quit my job anyway and this looked like a great opportunity to do what I really like and have the freedom to publish my own designs, thus circumventing all the constraints that bind other designers.

I am going to take a big step forward through time to the end of 2011. This is when the conflict between the designer and the publisher really started. What I had not realized before is that game designing is light years away from publishing in terms of thinking, effort and understanding the industry.

As a designer I always started from an idea I liked. I would then create the theme, the game mechanics, take it to my friends to play-test, improve it, test again, without ever worrying about the market value of the game. As long as the game was interesting and enjoyable, I had no concerns about how the game would sell. As a designer I was oblivious to the demands of the board games market and I assumed that if game is good, it will sell.

The perspective of a publisher is completely different, or, at least, it should be. The main focus is understanding the industry and the market trends. Based on these, there is a decision making process which could take months or even years regarding what kind of gamed have a chance on a very competitive market.

When I really started to understand the market, NSKN was already one year old. Back then I understood that there will always be a conflict between the publisher and my alter ego, the designer. And there's no easy way to find common ground.

Last spring I attended a designers convention in Gottingen. Inside the huge hall there were may tables with designers on one side, presenting their creations and publishers on the other side, moving from table to table, listening to hundreds of different ideas and choosing two or three to evaluate for publishing. I acted as both, I took some time to see what people have created and I also stood face-to-face with the representative of a major publisher in my attempt to better understand the market. It was then when I realized that there was a big gap between the two.

Each publisher comes with his homework complete - a market analysis which tell what kind of games will sell in the upcoming year - and this is exactly what they're looking for. Anything that does not follow all the requirements is immediately rejected. It's all about business.

Designers have a different approach. Maybe I am taking this a bit too far, but making board games is somehow like art (or maybe it is art) and an artist cannot or will not easily accept constraints. To end up with a good game one must have the freedom to experiment and innovation is usually killed by the limitations imposed by the market.

I believed that by doing both design and publishing it would be easy to find the golden middle. As long as I use my business knowledge to guide guide my creative side, the results should be amazing. Reality showed me that this is not the case. Most of the time, knowing what won't sell stopped me from venturing into dead-end projects which would consume a lot of time and be a money black hole, but more often than that thinking about the business side impaired by ability to let ideas fly and work freely on a project that could have had potential. So, I tried to separate them. I did not want to stop designing games - that what I loved in the first place, but I did not want to give up publishing either. 

If the designer's work is not a continuous flow, there's no break from the business side. I can rarely find a day without some email to answer or some request to fulfill. However, this puts me in the 'publisher mood' which tends to be a big punch in the face for creativity. So, I started separating my weeks and even my days in design time and business time. As long as there are issues to take care of on the business side, they take priority and I am trying to fill the whole day only with that. This way I should be able to free up the next day or the day after that to work on design only. If that's not possible, I am trying to at least keep the afternoon or the next morning completely free from all money related issues.

I know it's a long shot, but this is the only way I can do both with a decent chance of success. In the early stages of designing a game, I try to never think how much would a component cost or if it's realistic to even consider a complex plastic miniature. I let myself dream and create, without worrying about the consequences. 

Complaining aside, there a certain advantages in doing both design and publishing. Once a game has undergone some testing and it shows potential, the publisher mentality kicks in and I focus on the ergonomics of the game, removing useless components, adjusting sizes to fit in a box, rewriting rules so the reader will not get bored or angry and so on. It the latest stages, the business side takes over and I evaluate the production costs, the market value and see if the whole game represents a sound business concept.

However, there is always this conflict between how a publisher think and how a designer does. The risk of doing both is big. On one hand, you can be blinded by a game concept you like so much that you fail to see that the other might not or it might be too complicated/boring/expensive. On the other hand, there's always the risk of boxing an amazing idea which could be the next big hit on the market because the evaluated production costs are too high or the game is too language dependent.

From my short experience of game designer and even shorter one as a game publisher, my advise to all those who do both is ... not to do both if possible. If that's not possible, try to think like a third party who is always right - the gamer. 


__________________
More about NSKN Legendary Games on the website Facebook | Twitter | BGG |  ScoopIT Magazine | Blog
Warriors & Traders can also be found on its own website | Facebook |  BGG
Exodus: Proxima Centauri: website BGG
Wild Fun West: website | BGG
Follow us on Twitter: AgniAlexandraAndrei and Vlad 

Monday, January 14, 2013

NSKN at gaming convention in 2013



Throughout the whole year NSKN will attend various gaming conventions and fairs where we'll present our new releases, demo our board games and play. From the very beginning of 2013 we have quite a busy schedule.

From 25th to 27th of January we'll go to Italy for GobCon de Luxe. It's the second time NSKN is attending this winter Italian convention and we're hoping it will go just as well as the previous one. It will be a weekend of gaming among friends. We're not going there empty handed, on the contrary, NSKN has prepared a special limited edition of Warriors & Traders: Middle Ages expansion in Italian. 




From Italy we're going north to Germany to attend the Nürnberg International Toy Fair, the biggest European exhibition of its kind. This is where the official release of Exodus: Proxima Centauri will take place. We will present also the English pre-release of Warriors & Traders: Middle Ages which we plan to publish in the fall of 2013. Besides this, we will bring along the prototypes of Praetor and W, two of our upcoming games.

We have another title prepared for Nürnberg  but since it's not a sure deal we must wait a bit before announcing this title.

At the end of the spring, from 24th to 26tf of may, NSKN will attend the UK Games Expo. After the success of last year, we plan to make a habit from going to Birmingham. Besides Exodus and Wild Fun West, we're hoping to have the final versions of Praetor and Warriors & Traders: Middle Ages.

As always, the main gaming event of 2013 for our team will be Spiel Essen. This is where we're going to release our new games, meet and play. The dated have not been announced yet, but as soon as we hear back from the organizers, we'll update our website and this post.

Besides all these events we have a few more in plan, but since we have not made up our minds yet and we're still talking to the organizers it's a bit too early to talk about them.


__________________
More about NSKN Legendary Games on the website Facebook | Twitter | BGG |  ScoopIT Magazine | Blog
Warriors & Traders can also be found on its own website | Facebook |  BGG
Exodus: Proxima Centauri: website BGG
Wild Fun West: website | BGG
Follow us on Twitter: AgniAlexandraAndrei and Vlad