Tag: Scott Almes

Round and Round – A Conversation With…Scott Almes


Scott Almes is back and we talk about Loop, Inc., The Great Dinosaur Rush, Bigfoot, & time travel. Here we go!

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The man himself!

Tom: First, how are the negotiations with the Elves Union going?

Scott: Very well.  I’m looking forward to a long, fruitful future working with the game design elves.

Tom: That is very good news. So, what cons are you attending this year?

Scott: Thanks to the generous backers for the Tiny Epic Galaxies campaign, I’m looking forward to a trip to Essen and helping the folks at Gamelyn staff their booth.

Tom: That is super awesome news!! Gamelyn is such a class act. I need to get Michael on the ‘show’ soon.  Hey, can we do an interview when you get back?

Scott: Of course we can!

Tom: Now in our last interview you said, “I work for a solid 1-2 hours on game design/development every day, and then in between the cracks I’ll finish the business side of things like answering e-mails, keeping track of rules questions on BGG, and doing interviews ;)”

This ‘an hour a day’ idea is one I need to implement. I’ve at least three designs at various stages and need to get something to playtesting stage.

How do you actually do this?

Scott: It’s a challenge getting into a schedule, and it took me a while to do so.  It’s all about making design a habit.  It’s like exercise in many ways – if you don’t make it a part of your week, then it’s not going to happen.  If I don’t get design work done for a couple days I feel off and frustrated, which shows that it’s not a natural habit.  For me, as soon as I get home from my day job, that’s when I do my game design work for an hour or two.  I’m still in a productive mode, and that – for me – is the best time of day to tackle it.  At the beginning, you have to force yourself into the schedule.  But it’ll become natural soon enough.

Tom: Ok. I kinda thought you would say something like that. I was hoping for a “go to this website and sign up for some elves” answer but this will do. I need more discipline.

Your next game is Loop, Inc.. Talk about it a lot.scott6

Scott: Loop, Inc. is a game where players are employees at a mid-tier time travel agency owned by Mr. Loop.  In the game, players outfit their time machines with different components and then send their customers back in time.  When they do so, they get paid in points.  However, they don’t get paid in many points, so to give themselves a financial edge the players decide to take their time machines back in time to repeat the same day, and therefore gain more points.  The twist?  When you go back in time, you have to repeat the actions from the previous day, otherwise you may cause a tear in the time-space continuum.  This gets tricky very fast, as you juggle old actions that you are forced to use and new actions you can choose to use.  Things compound even further when you go back for a third try…

What I love about this game is the ‘snowball’ effect of going back in time.  I wanted something that, during play, felt like you’re actually messing with your timeline.  It’s a unique game, and I don’t think it plays like anything else in your collection.  The mechanics are very straightforward and the actions are simple, but the snowball effect makes it quite the brain burner.

Tom: Man, that sounds like so much fun. I like a good time travel story and this sounds like it will make some cool ones. The ‘snowball’ effect is interesting. It’s like combo-ing but more complex I would guess. Who is publishing it?

Scott: This’ll be my first game with Eagle-Gryphon games, and it’s illustrated by the fantastic Kwanchai Moriya.  I’ll have a second game coming out with EG Games next year, called Island Hopper, which is a mix of auctions and dexterity.  I’m really trying to make games that play different than others in your collection, and that’ll be another one.

Tom: About Loop, can you give me a quick example of play.

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Loop, Inc. components

Scott: Definitely.  So, the game is played over the course of three days.  During the first day you might put an Advertising token on a Trip to take customers to Sail with Darwin on the HMS Beagle.  Then you take two Shop actions in a row which let you add a Camera and a Net to your time machine.  This lets you fulfill the trip with Darwin, and you send your time machine back in time.  Each of these actions are represented from a card you take and lay in front of you.  That’s a simple first day, and now you go back in time to the beginning of your first day.

Now you have the time machine you came with (still outfitted with a Camera and a Net), but you also have the fresh time machine from the beginning of the day.  You also have the hand of cards from your first day’s actions (Advertising, Shop, Shop)  Now, for this second day, you get to take 3 new actions, but also have to complete your three actions from before. (So 6 total) And those actions (Advertise, Shop, Shop) must be completed in the same order.

So, how do you plan your second day?  Do you start off using old actions, or new actions?  You lose points if you send a time machine on a trip with extraneous components, so you need to figure out what to do with a time machine that already has a camera and a net on it.  You could use a move action, which switches components around.  Or a trash action, which lets you remove components.

After you complete the second day, you jump back to the third.  Now you have three time machines, 6 old actions, and 3 new ones to take.  Things have certainly snowballed!  The actions are simple, but the decisions are tricky.

Tom: Let’s talk about Bigfoot some. It’s a little known Scott Almes game.

Scott; Bigfoot was released by Game Salute last year.  It’s a small box, two player deduction game that takes 15 minutes to play.  It’s asymmetrical, which is neat.  One player is the cryptozoologist, who is trying to trap Bigfoot in his lair.  The scott3other player is Bigfoot, who is trying to stay hidden the entire game.  The game features a cool ‘I cut – you choose’ mechanic.  Each turn, the cryptozoologist lays out two paths, each loaded with traps and special actions.  The Bigfoot must choose which path to take.  When he takes a path, all the traps are triggered and gives the cryptozoologist clues.  It’s quick and fun.

Tom: I think I would like that. I should pick up a copy. I’m retheming Duck Blind to have a cryptid/paranormal theme.  Talk about the next Tiny Epic family member.

Scott: This little family has grown, hasn’t it?  The next TE family member is going to be an expansion for Tiny Epic Kingdoms called Heroes’ Call.  Like we tend to do, we are LOADING it with new content.  Here’s the rundown of what’s happening:

  1. Heroes – This is the biggest new mechanic.  Players now get a big meeple that serves that serves as their hero.  Heroes have special powers, are upgradable, and you can retire them for points.  Some heroes level up by spending resources, and others are forged through war.
  2. New Factions – In this expansion, winter is coming, and you’ll see some scott9factions descend from the frozen north.  Pigfolk.  Polarbear warriors.  Birdfolk.  There is a lot here!  If we fund high enough, it’s possible we could double the amount of factions that were in the base game.
  3. New Territories – Everybody likes more variability, right? You’ll see two new regions.  The first is the Peaks, which allows players to collect the new resource, silver.  And the next is the Tundra, which can only hold meeples in there temporarily, but allows them to collect any resource.
  4. War Towers – This is a cool, game changing addition.  Each player gets more tower pieces, and the twist is that when players build a tower, they have to build it on the board.  The tower track keeps track of your overall tower value, but the pieces on the board are the actual war towers.  Which, if a space is invaded, these towers can be toppled and removed.  War just got an upgrade!

TEK: Heroes’ Call is coming to KS on June 22nd.  And, please check it out.  There is so much fun in this box.  We’re dialing up the epic on it.

Tom: This sounds pretty exciting. There’s been talk on the web just coming out about this. Best Treehouse did amazing on KS. Where are things with it?

Scott: We’re just about to send the files to the printer.  In fact, by the time this is posted they should already be in the hands of the manufacturer.

I was really happy with how it did on KS.  I’m especially glad that we got the stretch goal that allowed us to afford to do every room as a unique piece of art. scott2 Did you see what Adam did with these rooms???  Seriously, he’s one of (if not THE) best in the industry right now.  Fantastic, fantastic work.  I’m so happy with it.

It was also the first time I got to work with Jason Kotarski, who is likely the nicest guy in the industry.  I hope we get to do another game together in the future.  I had a lot of fun developing BTE with him.  I share his love for small box games that are easy to learn.

Tom: You’re right. The art is fantastic. Adam is just killing it. It’s good news on the files. The game is moving along well. I really need to get Jason back on. He’s is cool. Ok, APE Games just announced that they are publishing another game of yours – The Great Dinosaur Rush. Give us the scoop on it.

Scott: Oh, man, I am so excited to talk about this one!

So, The Great Dinosaur Rush stemmed from my love for dinosaurs.  It started when I was a kid (I briefly thought I was going to be a paleontologist) and I’ve had a love for fossils ever since.  TGDR is my expressing that fascination with the prehistoric through a game.

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Cope vs. Marsh

It’s themed around a very specific time period in paleontology.  The Great Dinosaur Rush (or the Bone Wars) took place in the late 1800’s and was one of the most prolific periods of discovery in the field.  However, it was also a time period where two paleontologists, Othniel Charles Marsh and Edward Drinker Cope, brought shame upon their entire field.  You see, they didn’t just dig up bones.  They sabotaged each other, bribed away crews, dynamited dig sites, and slandered each other in the press – all in the name of being the best paleontologist in the world.  This is considered one of the greatest scientific feuds in all of history.  The only feud that rivals it is the war of currents.  I mean, these guys were nasty.  E.D. Cope actually requested that after his death his skull would be preserved and measured against his rival, O.C. Marsh, just to prove that he had the bigger brain.

This time period was ripe for a game, and I was very driven to turn it into one.  And, the result is – well – I hesitate to say it’s the game I’m the most proud of, but it’s one that is certainly a reflection of my quirky interests.

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Scott’s newest baby!

The game players like nothing you’ve ever played.  Seriously.  I know a lot of people say that, but this is going to knock your socks off.  In this game, you collect and build dinosaur skeletons to get points at the museum.  Collecting bones is fairly straightforward, but you can take notorious actions to make collecting easier by dynamiting or stealing bones from other players.  When you do this, you get a notoriety token with a secret value.  At the end of the game, the player with the most notoriety loses points.  So it has a nice push your luck feel.  But, it’s once you get these bones that things get really interesting.

The bones are wooden pieces that you use to assemble the skeleton.  Skeletons must follow a simple set of rules, but other than that are pretty freeform.  That means you get to let your creativity flow while building these dinosaurs.  No dinosaurs will ever look the same.  This part is just FUN!

Of course, there’s strategy to it.  When you finished your skeleton, there are rules scott11for how you compare them against each other.  Which dinosaur is the most fierce?  Which is the tallest?  The longest?

TGDR is very unique, and I can’t wait until it comes to KS.  It has creative play, a historical theme, a cool notoriety mechanic, and hidden underneath the hood it’s driven by fair eurogame sensibilities.  And, the art is going to look fantastic.  APE is doing such a good job with the game!

Tom: I really like how this sounds. I’ve always loved dinosaurs so this is striking the right chords with me. I know a little about this subject and you are right. It was ripe for a game. The notoriety mech is cool. Can you explain it a bit more?

Scott: Definitely.  In the historical Great Dinosaur Rush, these paleontologists brought shame on their entire profession.  So, I wanted to make sure that this was a central mechanic in the game.  Basically, your turn while collecting bones goes: 1) Collect bones in the space you are in, 2) Move, and 3) Take an Action.

The notoriety part comes with 3.  There are some good actions (Promote a museum category which puts more points up for grabs, publish a paper, or donate bones) and then there are three notorious actions.  The notorious actions (Steal, Sabotage and Slander) are more powerful, but they come at a price.  You gain a scott5notoriety token, which is worth 1-3 points.  This is hidden from the other players.  At the end, everybody reveals their tokens.  The player with the most loses those points.  The other players GAIN those points.  So, you want to have a lot of notoriety (and benefit from the fame) but not enough to bring shame upon your name.   It’s a little group-thinky, push your luck, and a quite fun element to the play.

Tom: What are some things that you have learned about playtesting?

Scott: What I’ve learned from playtesting is the ability to read between the lines.  When a playtester asks a question or gives a suggestion, there’s normally something in your game that they felt was lacking.  Take their question or suggestion, but also try and figure out the driving force behind it.  For example, if you are designing a dice-based euro game, and a player says “I wish I had more dice on their turn”, the answer might not be as simple as more dice.  What they are looking for is doing more on their turn, or to make their turns more meaningful.  The solution could be more dice, sure, but you might need to make your actions more powerful, reduce downtime so turns come quicker, or making put in some simultaneous play.

“Everyone has different likes and dislikes.  Playtesting is important, but realizing what to listen to – and what not to – is essential for playtesting properly.”

Tom:How do you decide this? What’s good, what’s not good advice?

Scott: I’ll caveat this by saying most playtesting advice is good.  At least that is my experience.  Good advice is constructive:

“I felt that X was too powerful”

“I never placed a worker on Y the entire game”

“I never had enough money to do Z”

“My favorite part was A, and you should emphasize that”

“The game is running long, and I felt I know who would win 20 minutes ago”

Bad advice tends to be in conflict with your design goals:

“I know you made this game about medieval construction, but I want to play a game about raising ponies.  It should have more ponies.”

Tom: What games have you admired or researched in order to understand game design better?

Scott: I like to point out Power Grid, because you can see how the mechanics intertwine during play.  It has variable turn order, a self-balancing market that factors in supply and demand, a ‘step’ mechanic that ramps up the game towards the end, and a cutthroat auction.  When you play, really focus on how the mechanics are working together, and what the do to benefit the game.  Look at how the market’s fluctuations affect play.  Watch how people take turn order into consideration as they grow.  There are a lot of subtle things here that are great for a game designer to pay attention to.

Tom: What do you like to do when you’re not playing or designing games?

Scott: Spend time with friends and family, of course!  I’m also a big reader and I love to write.  I’ve had short stories published before, and would love to get a novel published in the near future.

Tom: What other geeky stuff do you like to do?

Scott: I love movies, especially quirky, indie science fiction films.  Movies like “Safety Not Guaranteed”, “The One That I love”, and “Primer” are all awesome in my book.  I love seeing the surge of low-budget, high concept sci-fi.

Tom: I like those types of movies also. “Primer” is amazing. I’ve not seen the other two. Yet. Remind us how to contact you.

Scott: I’m on twitter quite a bit, so you can reach me there at @Scott_Almes

Or, I’m on BoardGameGeek all the time, and my username is “scottbalmes”.

Scott, it was awesome talking to you again. I’m very excited about all your up-coming games.

Readers, please keep your eyes open for Loop, Inc. and The Great Dinosaur Rush coming soon to Kickstarter.

Feel free to leave a comment here or on Twitter #goforthandgame. Thanks for visiting.

“What I’ve learned from playtesting is the ability to read between the lines. When a playtester asks a question or gives a suggestion, there’s normally something in your game that they felt was lacking. Take their question or suggestion, but also try and figure out the driving force behind it.”

-Scott Almes

 

Life Among The Leaves – A Conversation With … Scott Almes About Best Treehouse Ever


This time I’m talking to Scott Almes again. Scott has like 60 games in the queue right now. We’re talking about his latest, Best Treehouse Ever. It’s coming out from Green Couch Games and is on Kickstarter right now.

Tom: Welcome Scott. You are the most prolific game designer in the galaxy right now. How the heck do you do it? Do you have elves? That’s it isn’t it. You have game design elves.

Scott: Ever since the game design elves went union, it’s been harder to keep them working – so I’m on my own for the moment.  In all seriousness (I’m generally pro elf-union) my secret is just that I do a little bit every day.  I work for a solid 1-2 hours on game design/development every day, and then in between the cracks I’ll finish the business side of things like answering e-mails, keeping track of rules questions on BGG, and doing interviews 😉

Tom: This ‘an hour a day’ idea is one I need to implement. I’ve at least three designs at various stages and need to get something to playtesting stage. Tiny Epic Galaxies was amazing (again) on Kickstarter. It probably would have set a record if it hadn’t been for those exploding kittens. How are you feeling about that?

Scott; I’m completely, 100% thrilled about how TEG went on Kickstarter.  In my mind, this is the game that really turned Tiny Epic into a series of games.  TE Kingdoms was the first game, and TE Defenders was a sequel… but, as soon as you get to three you have a series.  So, TEG was critical to see how the Tiny Epic brand would fair going forward, and I’m happy to say it was a fantastic success.

Tom: What’s next for TEG? What do you have to do now that the KS is successful?

Scott: We had a little bit of development work to do on the Solo Game, which is just about complete now.  And we’re proofing all of the files.  Michael Coe’s plate (owner of Gamelyn Games) is more full than mine with TEG because he’s now working with the manufacturer to get everything set.  My focus is assisting with the development work and helping to proof the files.  And, I’m gearing up for the next one – which has already been in development for over a year.  There’s no rest for us after a KS – in fact, we just get busier!

Tom: Since the great success of the series many people are poking fun at them, making up “Tiny Epic” game titles. Tiny Epic Epics is my personal favorite. What other “Tiny Epic”’s are you working on?

Scott: I wish I could tell you!  But, we haven’t announced them quite yet.  I expect we will soon.  For the next stand-alone Tiny Epic game I can say that it’s been guessed in the BGG forums… but that’s all I’ll say about it 🙂

Tom: It’s Tiny Epic Ponies isn’t it. Instant billionaire idea. I had an idea for Tiny Epic Epics. It’s a legacy game or LCG type game that adds onto TEK. What do you think?

Scott: Haha, I can neither confirm or deny that it’s TE Ponies.  (Alright – it’s not Ponies)  As for Tiny Epic Epics, I can say we’ve built expandability into the Tiny Epic series, so I wouldn’t be too surprised if you see something that takes expandability to a new level in the future.

(Actually they announced this just before this was posted.)

Tom: I’ve played TEG (and backed it) and own TEK. How are they different from each other for those who might be considering purchasing either or both?

Scott: All the Tiny Epic games are completely different than one another, which is a staple of the series.  We don’t keep re-skinning the same game over and over again with a different theme.  Each game (and theme) will bring new mechanics.  Tiny Epic Kingdoms is a 4X conquest game, that’s driven by an action selection mechanism that keeps everyone involved at all times.  Players play unique factions, which gives them a special tech tree to advance during the game.  Tiny Epic Galaxies is dice-based, and is driven by a dice-comboing system.  In TEG you colonize planets, collect resources, and race against other players to the endgame.  The planets you colonize will give you special powers, making the game different every time.  And, while we’re at it, Tiny Epic Defenders is a cooperative game, that uses a cool turn-deck mechanic to keep players guessing as they fight off the Epic Foe.

Tom: Let’s shift gears. Green Couch Games recently announced that they are publishing your next game, Best Treehouse Ever. Tell me about it.

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Scott: Best Treehouse Ever is a card drafting game where players compete to build… well, the best treehouse ever!  Players collect cool rooms (such as a rock-climbing wall, pizza parlor, water slide) and add them to their tree, all while making sure colors are grouped correctly and you don’t tip your tree over.  The game is played over three rounds, and at the end of each round the players get to choose how much their trees score – as well as how much!  It’s very dynamic, as you must try to benefit from the other players decisions.  At the end of the game, players get bonuses for having the most of a certain color, and then the most points win!  And, even if you didn’t win, you get to look at the cool treehouse you just made.

Tom: How did Green Couch snag Treehouse?green couch 2

Scott: Jason Kotarski put up a call for submissions, and he was specifically looking for family filler-style games.  I jumped right on it, because I’ve been trying to think of a good home for Best Treehouse and it seemed like a great fit.  Jason had done a great job with Fidelitas.  The landscape for Kickstarter is very interesting right now – a lot of publishers are not looking for filler-style games.  They are looking for something more flashy, I guess.  I  have a hard time imagining a company putting up Coloretto on kickstarter, because it’s not that flashy.  BUT, the game is fantastic, and it has a great sales record to prove it’s worth.  I’m thankful that Jason knows that there needs to be more of these family-friendly filler games in the market, and he’s making it happen.  So, I’m very happy to partner with him for Best Treehouse.  I think we’re filling a void that a lot of small publishers are ignoring: good little family games.

Tom: That’s a really great way to think about it. I’m planning on having Jason on Go Forth soon and we will address this idea. I’m glad of it too because most of my designs are in the filler category. So, Best Treehouse – Where did that idea come from?

Scott: BTE came from a desire to make a game about treehouses, and I’m sorry to say it wasn’t much deeper than that.  As a kid (and into adulthood) I’ve always been fascinated by treehouses.  Ever see that show Treehouse Masters?  It’s fun, right?  Anyway, I think treehouses are very cool – so I wanted to make a game about them.  This game was certainly theme first, then mechanics second.

Tom: Who is doing the art for the game?treehouse6

Scott: The amazing Adam McIver.  He is doing an AMAZING job on this game.  And, if you need proof, almost every piece of art we’ve posted to BGG has skyrocketed to the hotness page and stayed there for several days.  The game looks absolutely beautiful.

Tom: Adam is so amazing! What do you look for in a game?

Scott: It’s kind of a lame answer, but I’m looking more and more at approachability when I buy a game.  I unfortunately don’t have the chance to get other designer games to the table multiple times in a short time period, so most of the time I feel like I’m playing the game for the first time.  (And the same with who I’m playing with)  So, something I can dive right into after not having played for maybe a year is great.  I also try to find things that can be played under an hour.

And, I think those tastes have been reflected in my designs as well.

Tom: I’m hearing that a lot these days. People want a game that is easy to learn, easy to teach, and sets up quickly. I have that same criteria most of the time. What are some of your favorite games?

Scott: Bohnanza is my favorite card game and Roborally’s my favorite board game.  I’m a big fan of Snow Tails, Metropolys, Isla Dorada, Pandemic, Hive, and basically every dexterity game ever made.

Tom: I LOVE Hive. It was one of the first gamer games, if you will, I played. You can play it right here. http://en.boardgamearena.com/#!gamepanel?game=hive

. Metropolys is a secret gem. Fantastic game. What is the least fun part of designing a game?

Scott: I feel like there are a couple of rules in every game that… well, don’t have a clear right or wrong way to go.  For example, in Tiny Epic Kingdoms, you can take a Trade action which allows you to swap one type of resource for another.  Well, in some iterations of the design, the trade action let you gain a bonus good when you did this.  And, guess what?  They both work.  They both work fine, in my opinion.  Some playtest groups liked one, and some liked the other.  I always overthink these decisions… the game plays so well with both versions I never know which one to go with.  I can point to a rule in every game where there’s a tweaked version that still fits all the design goals.  I find these agonizing… because I feel like there is a correct choice, but truthfully there isn’t.  I just need to choose one and move on.

Tom: What is the best piece of feedback you’ve received from a playtester?treehouse2

Scott: The first thing that pops in my mind is actually one that Michael Coe gave me on the next standalone TE game.  The game needed something a little bit extra… and he said something along the lines of, “One of the cool things about Tiny Epic is that all the resources have multiple uses.  In TEK, you spend stuff on actions or on war.  In TED, you can use health to defend or to take extra actions.  In TEG, you can expand your empire, or you can use them to reroll or follow.  How to spend your resources that you have is just as tricky as decided which ones to gain.  In this game, the resources aren’t dual-use… but if we did….”

…and, we went on to add just that.  And the game is amazing for it.

Tom: What makes designing games so fun?

Scott: I like everything about it.  It’s fun to have the initial idea and really explore it.  It’s such a wonderfully creative experience to design a game from the ground up.  And, when you are done, you get to play it with friends and family!  Which, is about the best reward you can get.

Tom: Are you a ‘pare down’ or ‘add to’ designer?

Scott: I’m kind of both, but I tend to be an ‘add to’ more often.  Which, I guess is funny since I do so much with small box games.  But, I try to start with the barest number of components possible, and then start to add mechanics from there.

Tom: Mechanics or theme first? Which is most important?

Scott: Best Treehouse Ever was theme first.  Tiny Epic Defenders was mechanics first.  I have games that fall on both sides.  As far as importance… it’s both.  Even if it’s an mechanical abstract, I want there to be some kind of flavor, whether it’s art or components.  Like, for example, Hive. Hive is almost completely mechanical, but the insect theme gives just enough flavor to the components and the pieces’ movements to make the game perfect.  On the flip side, a game like Betrayal at House on the Hill is almost completely theme, but the mechanics fit together well enough to carry out the theme of the game.

Tom: What designers do you admire?

Scott: Friedeman Friese, because he has designed so many different kinds of games, and so many of them are fantastic!  He’s done light fillers that are fantastic, as well as games for gamers that are now considered classics.

Tom: How do you decide when a game is done?

Scott: I still don’t know the answer to this question.  To me, I guess I send it to a publisher when I’m no longer worrying about mechanics, but rather agonizing over whether this card is worth 2 points or 3.  A little past that point is when I start talking to a publisher about it.  And then they tell me when I’m done 🙂

Tom: That’s an excellent answer. Do you have a favorite mechanic?

Scott: I think route-planning has to be my favorite mechanic, followed closely by simultaneous action selection.  (It’s no coincidence that both showed up in my first game accepted for publication, Kings of Air and Steam, although Martian Dice would be published first)

Tom: Have you been rejected by a publisher? Is so, how did you handle it?treehouse4

Scott: Oh, I definitely have.  You just have to shrug it off and move on.  If possible, I like to ask if there was a particular reason for the rejection, or if they can give some guidance on the next submission.  Some won’t respond, but some do.  As far as handling it, it also helps if you have multiple projects going at one time.  If you have several, then having a setback on one doesn’t hurt much.

Tom: What are some things that you have learned about playtesting?

Scott: Everyone has different likes and dislikes.  Playtesting is important, but realizing what to listen to – and what not to – is essential for playtesting properly.  I’ve been blessed with a lot of great friends and family who are actually very great playtesters, and aren’t afraid to hack at my games when needed.  As a rule, I think close family and friends don’t give good advice – but I’m lucky to have an exception.  Plus, I know them well enough to get their thoughts on a game almost before they open their mouths.  Blind playtesting is essential – but there’s also a bit of art for it.  If you assembly a random group, who knows what types of games they like.  You need to make sure that you are catering to your target audience, but you also want your game to be enjoyed by the fringe groups, too.  It’s tricky, and not an exact science.

Tom: What games have you admired or researched in order to understand game design better?

Scott: I think Power Grid is a great game to look at different aspects of game design.  It had a lot of features in it that are interested to designers.  You have an innovative market mechanic, that keeps prices for the resources fluctuating in an interesting way.  The turn order changes round to round, as well as what direction the phases are resolved.  Digging into WHY this is in the game sheds an interesting light on balancing games and avoiding runaway leaders.  It also has some (somewhat unwieldy) rules for how power plants come out during the game, which you can look at as a way to script the progression of the game a bit.  The inclusion of Steps, which changes the rules slightly as the game goes on, does this as well.  It has a lot of features that are very well thought out and have a definitive game design purpose.  It’s a very interesting game in that regard.  And, it’s one of my favorites!

Tom: What has been the hardest lesson for you to learn as a game designer?

Scott: Game publishing runs on it’s own schedule.  Just because you are planning for a X release, doesn’t mean it won’t slip to Y or even Z.  Sometimes things take longer than you want.  Or, sometimes things get rushed and you have much less time to get something done than you have planned!  As a freelance designer, you need to go with the flow.  Keep the publishers schedule, no matter how hectic it can be.  Make yourself easy to work with, help them where you can, and you’ll hopefully have a chance to work together as planned.  There are so many things that delay a game, and the designer should never be one of them.

Tom: Any last words?
Scott: Thanks for having chatting with me again, Tom!  It’s been great, as always.

Tom: Thanks Scott. I always like talking with you. Let’s talk again when your next game is ready.

Readers, thank you again for joining Scott and I at Go Forth And Game. Please visit the Best Treehouse Ever Kickstarter page here. You only have 3 more days left to snag your copy.

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Thanks again!