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Interview with Justin De Witt




« dreamwithboardgames »
« Justin De Witt »

How did you come up with the idea to create “Castle Panic”?
I’d been working on some more traditional competitive games and I found myself really wanting to expand on those moments where players work together. I started toying with the idea of putting all the players on the same team against a common enemy. I knew there were a handful of cooperative games out there, but I felt most of them were either too complex or weren’t truly cooperative in the way that I wanted. After experimenting with a few ideas, I settled on the theme of defending a castle against waves of attackers and it didn’t take long to find a way to have the game work against the players.

I also have to give some credit to the last two Lord of the Rings movies. Those scenes where our heroes look out over the defensive walls and see nothing but a sea of incoming enemies were pretty inspirational. I thought to myself, “Wow, that’s just horrible . . . I bet that would make a great game!”

Where do you get the ideas for your games? Do they start with the mechanics, or the themes?
I find they often develop at the same time, but if anything does come first it would probably be a mechanic that captures my imagination. In the case of Castle Panic, the idea of matching your attacks to the rings and arcs on the circular board was the real genesis of the game. I had already been thinking about a defensive game, so having a mechanic that would lead directly to that sense of danger closing in worked perfectly.

Which level of luck is acceptable for you in a game?
That very much depends on the type of game, but I think we all want to be able to control our outcomes as much as possible. Pressing your luck is the whole point of a dice game, but losing a game you’ve been playing for hours due to a few bad rolls can be irritating.

How many games do you work on at one time? Are you working on several designs simultaneously, or do you work solely on one project?
Completing a design can be a very intensive task, so I tend to focus on just one game at a time. I find I work best when I can devote myself completely to a game and get lost in that world. I always have multiple ideas that I’m juggling, though, so it can be tough to just focus on one.

Can you tell me anything about the project you are currently working on? Can you tell me any details about the game itself?
It’s still in an early phase of development, but it will be quite different from Castle Panic. It won’t be a cooperative game, but there will be quite a bit of player interaction and a very different theme. Beyond that, I’d better not say.

Your family and friends participate in your adventure to create a new game?
Definitely. My wife, Anne-Marie, is a huge part of Fireside Games. Not only is she the editor and co-owner but she also contributed a lot of ideas to the development of Castle Panic and, of course, a huge amount of support! My friends are also part of the process as they can often be early play-testers and guinea pigs for rough ideas.

The creation of a game, have several moments? Creation, editing, testing and publishing? Which is the most pleasant for you? Why?
Each phase has its own challenges and rewards, but I think the initial creation is my favorite part. All the ideas are raw and it’s an extremely creative and fast-moving process.

How often do you play test a board game before publication?
As often as possible is the correct answer, but it depends on the game. A game like Castle Panic which had a lot of variables that needed to be explored needed a lot of play testing. We probably tested the game over a hundred times easily through all its various incarnations.

How does the internet affect your designs? Do you read the feedback about your games online?
I think every designer reads at least some of the feedback about their game, whether they admit it or not. We all want to know if players are seeing our game the same way we do. Are they having the same experiences, are they enjoying the same things? Getting feedback and new ideas from players online has been a great experience. I learn something from every comment, but in the end I know the process I need to go through to create the kind of games that I do and while that may get refined, it won’t change fundamentally.

What do you think about playing board games online?
I’ve only played a handful online, and while it’s great to be able to play a game anytime you want, it just doesn’t compare to being face-to-face with other players. I think that’s one of the greatest things about board games---the social interaction, and you just can’t capture that online.

How often do you play your own games after they've been published? Do you prefer playing your own games or the games of others?
With all of the demo games I’ve been running, I actually play Castle Panic quite a bit, and I still really enjoy it. Part of that enjoyment is playing with new people and seeing them experience the game for the first time. Plus, every game is different and new players only enhance that difference.

You play games time to time, or the games are part of your daily life?
Games are a huge part of my daily life. Between promoting Castle Panic, working on new games, and running Fireside Games, it’s just about all I do. I can’t complain.

Can you tell me the game you enjoy playing the most? Why?
I’d have to say that Pandemic is probably my current favorite, even though it can be just plain mean. I’m a big fan of cooperative games, (not surprisingly) and Matt Leacock did a great job of making players feel the tension of trying to save the world.

Do you prefer play the games or create them?
In all honesty I love both and I see them as going hand in hand. I love playing a new game and then teaching it to friends and seeing them enjoy it as much as I did. That same excitement also comes from seeing an idea take shape and crafting its development into something that other people enjoy.

Do you think sales are a determining factor of whether a game is good or not?
There’s no denying that sales are critical. It’s what keeps a publisher in business and gets paychecks to designers. While it may be true that there are a lot of gems out there that just don’t sell well, there are also a lot of financially successful games out there that aren’t very much fun. Still there’s a lot to be said for a well-marketed game that becomes a hit with critics and gamers.

When did you realize that create games were your dream?
Early on when I was a child I would make my own games. Sometimes just to entertain myself and other times to play with friends. I didn’t realize you could do it as a profession until much later.

How do you define yourself as a game designer?
Enthusiastic. I work on games in one way or another constantly and I’d like to be known for making light, fun games that are easy to learn with a wide appeal.

Do you have another job, or you are a full time game designer?
Currently I work part-time as the Production Manager for Steve Jackson Games. I’m not directly involved in game design there, though, just helping to get games through production and off to the printer.

What can you tell us about Fireside Games?
We’re a small publisher that focuses on games that are fun, innovative, and accessible. Our goal is to create games that will appeal to both hobby and mass market players and bring the fun of board games to a broad audience.

Do you normally follow any particular game designer with especial attention?
I’m a big fan of Bruno Faidutti and Matt Leacock.

Do you think that board games can be use for an education purpose?
Certainly. They can teach kids everything from the basics, like math and colors, to logic and reasoning. Adults can learn teamwork, planning, and more. Even if a game isn’t directly educational, it can keep your mind engaged and sharp, help with your focus, and improve social skills.

What you think about the economic crisis? It will affect the games sales?
Sadly, I think the crisis is having an impact on retailers, making it harder for many of them to stay in business. However, I do think there has been a surge in people being smarter when it comes to entertainment. I think board games can be a big part of that surge as long as people realize they are a valid option and a good way to spend their time and money. Games are a great value for their price. For what it costs to take a family of four to the movies for a few hours, you can bring home a game that will entertain your family and friends for years.

The “Age of Empires III” and “Goa” board games retract the glorious days of Portugal history.
Do you think that Portugal history can be a theme for a game made be you?
We don’t have any plans for a game like that in the near future, but I wouldn’t rule it out.

What you know about Portugal? Have you ever visited Portugal?
I’ve never visited Portugal, but I actually have family from there. My mother’s side of the family comes directly from Portugal, and my wife and I would love to visit there sometime.

Thank very much for the interview.
Thank you for the opportunity!


dreamwithboardgames
Castle PanicCastle Panic English Rules
Castle Panic BGG
Fireside Games

Interview With Jussi Autio


em breve em português

« dreamwithboardgames »
« Jussi Autio »

How did you come up with the idea to create “Modern Society”?
Well originally the basic idea came up to my mind on my Chinese lessons back in 2004. My teacher was telling me about his home country and I remember pondering that "Whoa! Now aren't there a lot of cultural differences". And then I thought that "what do I mean by cultural differences. How could you define culture?" And the idea went on and soon from the reflection between Europe and China I had come up with the four basic values in the game - militarism/harder values, economical values, human values and green values. The game was something I occasionally worked on ever since and at the beginning there were just too many things and too unpolished things in the game. But then again, the game has lived through my growing experience on designing games so I don't think I would've had the experience back in 2004 to make it as good as it is today.

Where do you get the ideas for your games? Do they start with the mechanics, or the themes?
I think it varies a lot, but all in all they go hand in hand. I think about many things in my life and sometimes I see a mechanics in something and I'd say that's the moment when just regular thoughts about life, love, politics or whatever turns into a game idea. A good example of such is the birth of my favourite prototype which I'd love to see published (although it would need a bigger print run to begin with as it has more difficult components I'm afraid). A girl broke my heart little over a year ago and I was devastated. There on the feelings on lost love I was questioning myself to understand what went wrong, why I didn't see it coming as I thought we were happy together and so forth. And then suddenly I came up with slightly abstract game about love though where players work on teams to be happier than their rival couple. :)

Of course now with my own Tuonela Productions company I also have to brainstorm for ideas which is awesome, but as always there are some back round information on what we're doing so very rarely we can just design a mechanics and then start to think what we're going to do about it. :)

What kind of mechanics do you prefer to focus on the development process of your games?
Well if you saw my prototypes I'd say I like to experiment so now that I have made 8 prototypes that are totally playable and somewhat 4-5 that still need something often there aren't many things that are similar in each. I think that the best way to design a game is streamline the core mechanics and try to keep in mind few basic things that simply have to be there even if it's Agricola or Blokus. The sense of advancement in game, no run-away-leader problem, no kingmaker, good flow with the game, built in sense of strategy even for firstimers and other basics designers more experienced than I am have long acknowledged. I think keeping the downtime to an absolute minimum is very important. I mean we're supposed to be having fun playing the game and not watch other people play the game? :)

Which level of luck is acceptable for you in a game?
It depends on a game. For a short filler even games like 6 Nimmt can be fun, particularly with new players, but such a strong luck element in more serious game would be unacceptable. Of course the luck element has one important role to play - to allow inexperienced players to enjoy the game and give them a feeling of having a chance to win if they play right, but not tackle experienced players too much. Also I think that enough luck element to wipe out analysis paralysis players chance to destroy the game by calculating everything is good.

How many games do you work on at one time? Are you working on several designs simultaneously, or do you work solely on one project?
There are many prototypes in my closets and few in my head. But rarely I develop them at the same time. In other words there's usually one or two project that I feel like working on and when I cannot see how the game could be better or get frustrated (or feel like my test players have now played enough and I don't want to outplay the prototype if I'm not able to better it enough) then I might switch to some other projects.

Can you tell me anything about the project you are currently working on? Can you tell me any details about the game itself?
Well I don't know which is most acute one. There are two that I will most likely start working on now that we've put the three novelties into the factory, but they are both something with existing IPR's and although things look good I still would like to get confirmed that those games come out next year. But I can share some info on them - one would be a vampire game with tile-laying mechanics and running on the countryside for some blood. The other... ummm... reversed Bang! mechanics with idea of trying to wipe oneself out first. But whether I work on those more or not depends on how other things with Tuonela goes.

Your family and friends participate in your adventure to create a new game?
Friends definitely, both gamers and non-gamers a like. I think one of the key inspirations for me is the bunch of excellent people I get to play my games with and their input is invaluable. Honestly some of the changes don't always come from my head as usually after a test session there's some very good conversations on the game and topic and people throw ideas around. Most wouldn't ever fit the game, but there are real genius ideas in other people's heads so I don't need to figure out everything myself - I just need to know what makes the game better and what would lead to a worse direction. And also since I'm the only one who sees the game as a whole (as usually people play it once now, a second time in 3 months etc.) I am the only one who can see what's been a good addition and what isn't.

The creation of a game, have several moments? Creation, editing, testing and publishing? Which is the most pleasant for you? Why?
They are all pleasant in their own way. Creation and testing go hand in hand and are overlapping processes. It's definitely an exiting and fun moment as playing and discussing something that wouldn't exist without me is always fun. Then editing if you mean by editing the rules, art and everything, is fun as the game is getting ready. It's mostly hard work though with finetuning, testing if the art works and so forth. And publishing now isn't it always fun when something gets finished and you get the proof of your work into your hand as a hard copy, something you can feel? So yeah, they are all rewarding things and one of the reasons why I would want to be able to do just board game designing. :)

How often do you play test a board game before publication?
The more the better of course, but at least enough to see that it works. On The Club though it's too bad that I didn't test the final art enough as on that one most seem to complain that medium and large dancers are hard to spot at first and that would've been very easy to fix. On Modern Society though I hope our tests have been sufficient. At least art shouldn't be problem, but time will tell if we tested enough the last changes we made. :)

What game that you've designed took the longest and had the most changes?
Modern Society definitely, and many times longer than any of the other designs I have. It was the first real prototype I started to work on and although it is rewarding to see it finished now I think I am more than happy to let go now.

Once you give a game to a publisher do they ever develop the game past your original design? Are you always happy with such development?
Well I've only worked with Fred Distribution with my designs they want to publish, but of course my own company Tuonela Productions is also a publisher so I don't know how to answer. With Fred I think the cooperation has been very fruitful and particularly Rick Soued has helped me a lot. On the game design we've talked about rules, but it's been mostly how different things are presented instead of actual rule changes.

How does the internet affect your designs? Do you read the feedback about your games online?
Of course. If I am to design games that earn me a living I need to know what sucks in my games and what works. My friends like me and although they can and I encourage them to be harsh on the prototypes, the true test is still the moment when games are on the stores.

What do you think about playing board games online?
I've played Carcassonne online and Catan online. It's fun, but frankly if I want to play computer games then I prefer playing real computer games where the computer does the shitty work and lets the game design to be more complex without making it complex.

How often do you play your own games after they've been published? Do you prefer playing your own games or the games of others?
Once my game has been published I've played it so many times already that after promotion I rather play something else. I still can play The Club for instance, but only if there's someone who hasn't played it yet. For those who have already played it I'd rather skip it.

You play games time to time, or the games are part of your daily life?
I've ran a board game club for almost 6 years and we play at a local pub every Tuesday from 19-24. Maybe once a month I also play during the weekend. Timewise I spend at least as much time on computer games as on board games. I don't own a TV so when I'm home alone then I either read, paint, write, watch movies or play computer games. And frankly I think I do the last one the most.

Can you tell me the game you enjoy playing the most? Why?
Wallenstein. It's too heavy to be played on our board game club with duration of 3 hours, but the three hours are simply iron! No downtime at all, a lot of tactical elements and the best way to handle a conflict ever!
Another one I enjoy the most is Blokus. It's so easy to get a hang of, but still one of the most tactical games ever.

Can you tell me your favorite game? And your favorite type of game?
Well the two I already mentioned are among the very best, but other than those I think Euphrates & Tigris is great as is El Grande. They are both the type of games I don't feel like playing on most of the times, but with a right people they are simply amazing.
The type of games I enjoy the most in general are a bit more light though. Games such as Taluva that last slightly less than an hour are my cup of tea. Nowadays I rather play 5 games in an evening than focus on 1 game the whole time. Playing one random 1 hour game here and there, out there in the world is also a lot more possible than suggesting a 3 hour monster.

Do you prefer play the games or create them?
Both are better. And I have a lot to say about both of them. :) I think there's a lot of rock 'n roll in board games and you can do more with them than you can with video games. And also my personal experience is that unlike video & computer games, board games are gender-friendly. Video games are still dominated by men, but at least in my group there are the same amount of men and women players. I'd go even as far as say that it's more common that in our club there's more women than men and more often I find people who are women and like to play board games occasionally than men.

Do you think sales are a determining factor of whether a game is good or not?
It determines if the designer has a future or not, but what is good game is always a personal opinion in the end. Of course we can always discuss what are bad sides in games, but people like different things.

When did you realize that create games were your dream?
In 2000 when I was in high school and found out a PC game called King of Dragon Pass. That game changed my life. Then I realized that games could be so much more than movies, literature, art or any other culture form. Being active media, games can bring people further than passive medias can. King of Dragon Pass... never I've been as awed by a game than while playing that. Everything was possible. It is still a lot more free than any of GTA's or whatnots.

How do you define yourself as a game designer?
Different. I want to bring things closer to people and make games about "real" issues. I want to create games that can provoke conversations during the game and are part of fun time between people.

Do you have another job, or you are a full time game designer?
I'm mostly running my own company Tuonela Productions which makes games, both software and tabletop games. Most my time is consumed in shitty things, but occasionally I can do something with games as well. :)

Will you be present in Essen with “Modern Society”?
Most definitely.

Do you normally follow any particular game designer with especial attention?
Not really and from the famous ones I've only briefly met two.

Do you think that board games can be use for an education purpose?
Definitely and in a lot more efficient way than software games. A good educational board game keeps the students in their regular classroom, keeps the teacher in control, doesn't let them wonder about surfing in the internet and makes them more involved in the education than would if they were playing educational game on a computer. The rest depends on the game and naturally I'd have a lot to say about Modern Society's educational version. It was selected as the second best educational game in Nordic Serious Games Conference 2008. Not bad from a board game which was competing with bunch of computer games. :)

What you think about the economic crisis? It will affect the games sales?
Unfortunately I'm too inexperienced and I haven't been involved in the business long enough to really have view on this. I rely on more veteran people's opinions. There are both good and bad sides - less money keeps people more at home and once they first skip major investments, travels and so forth, they have more money to spend while still having the same amount of time which could play into game sales. But on the other hand if stores are closed and there are less places to buy games from, less to choose from, them it will have a negative impact on the overall picture.

The “Age of Empires III” and “Goa” board games retract the glorious days of Portugal history. Do you think that Portugal history can be a theme for a game made be you?
Why not. My major was history in university so history is very close to my heart. However there are so many historical board games around so even if I want to make computer games about history I don't feel the same urge in board games. There's plenty already, but where are good board games about love or hate, friendship and so on? :)

What you know about Portugal? Have you ever visited Portugal?
I'd say I know slightly more than the average Joe. I know you have a great history. Even though I myself look down on the imperialistic Era as something Europe shouldn't take pride on, particularly the Spanish and how they wiped out civilizations and destroyed the Mayan libraries and burned every written record they could find, still I think Portugal can take pride on your own efforts on the same Era.
I haven't visited Portugal myself, but both my sisters have. And in Football Portugal is always my favourite European Championship. I don't think I've been as passionately angry as I was back in 2000 with the incident in French match, Xavier's handball and... Ah, feels funny nowadays.

Thank very much for the interview.
Thank you. I hope I wasn't too lengthy. :)




dreamwithboardgames
Tuonela ProductionsEnglish Rules
Modern Society
Jussi Autio BGG

Interview with Walter Obert


em breve em português

« dreamwithboardgames »
« Walter Obert »

How did you come up with the idea to create “Strada Romana”?
I start to think the game mixing a comic strip of Asterix comic and a rush mechanic... then I rework all a lot of times.

Where do you get the ideas for your games? Do they start with the mechanics, or the themes?
Sometimes from the mechanics, more often from the themes. But only if the themes are striking and promising. I like to "cut" the game mechanics in more single parts and trying to joining them, for original results.

What kind of mechanics do you prefer to focus on the development process of your games?
I don't have a single kind of mechanic, my games are really different each other. If I feel a good game, I start to think about it on my idle time and when I found something good, I write it immediately, before the idea disappear.

Which level of luck is acceptable for you in a game?
When the luck is too deterministic, I don't like, I want to use the random factor as a possibility to make the game more varied. I dislike winning or losing a match for a single dice. But is some kind of games this is OK, like party or light games.

How many games do you work on at one time? Are you working on several designs simultaneously, or do you work solely on one project?
I love to have 3-5 different projects in mind; when I get stuck on one, I can shift away to another. After some time, is easier to find a solution, from a different point of view.

Can you tell me anything about the project you are currently working on? Can you tell me any details about the game itself?
I try to make some more "serious" game, after some party game and family games. But is really difficult to find some new mechanics on this kind of complex games. I start to mix a civilization game with a tile placing mechanic. For the moment, I can't say more.

Your family and friends participate in your adventure to create a new game?
Yes, my family is the main victim :-)
I'm lucky to live in the Turin area, with a lot of smart gaming people as Gioca Torino crew, a great game promoting association. And I live near to talented designers like Andrea Chiarvesio (Kingsburg) and Andrea Mainini, Paolo Vallerga. We like to meet us on the greatest Italian game designers gathering, called IDEAG, every year in January in my hometown, Piossasco.

The creation of a game, have several moments? Creation, editing, testing and publishing? Which is the most pleasant for you? Why?
The most pleasant? The publishing, for sure. As many authors, I would want to see published my game the fay after the publisher's submission :-)
But all the phases are interesting, in different way.

How often do you play test a board game before publication?
I found this little boring. Luckily my games are not too complicated, so it's easy to test them. But simple is different from easy. I like to clean the core mechanism to have a well working game, and then add other things, checking how them works. This is not easy and requires a lot of playtest.

What game that you've designed took the longest and had the most changes?
Mmmm... I think Kragmortha. It's only a simple teen game, but it has demanded a lot of work to check all mechanics: movement, effects of the cards, spells, clean rules, etc. This is weird, because K. is the more silly game I have realized!

Once you give a game to a publisher do they ever develop the game past your original design? Are you always happy with such development?
I don't remember great work on my project. Usually publishers come to adjust some details (and it's right so) but not a big work for them on the mechanics.

How does the internet affect your designs? Do you read the feedback about your games online?
Yes, I read all of them I can find. Thanks, Google! Sometimes I'm not happy of what I read on my games, but I do not to answer. Internet has changed everything, as many other fields. It's possible to contact everyone in the business everywhere, and this is great, of course.

What do you think about playing board games online?
It's a great way to waste a lot of working time! Without them I can make six to ten games par year. Seriously, I found them a good way to know board games to the people. If a game is well known, is easier to buy it.

How often do you play your own games after they've been published? Do you prefer playing your own games or the games of others?
I don't like to play my games. Maybe I've played them too much. I prefer to play games of others. The most part of my ludotheque is composed of untouched games, and I trying to reduce them but it's a losing battle.

You play games time to time, or the games are part of your daily life?
I play daily for one-two hours, in different ways.

Can you tell me the game you enjoy playing the most? Why?
At this time I love to play to Stone Age. One of more beautiful game I've tried. I like to have the right number of interesting choices every turn, and it's interesting to see what other players do when you don't playing.

Can you tell me your favorite game? And your favorite type of game?
I don't have a favorite kind of game. Every good game can be ok with the right people in the right mood.

Do you prefer play the games or create them?
Difficult to answer, play and create are very different things. Maybe play.

Do you think sales are a determining factor of whether a game is good or not?
Publishers making games for sell them, for sure. Some kind of games are easier to sell, other kind have a target more difficult. But a good game must to be sell, this is a rule for all.

When did you realize that create games were your dream?
I'm starting to publish game on some popular magazine. When I see some people to phone me asking for the game, I understand the pleasure to see people enjoying with my works. And see my name on the cover is amazing, too!

How do you define yourself as a game designer?
I have published too few games for define a style. I design mainly two kinds of games: filler and party games, and family games. it would appeal to me to make children and "gamers" games, but it's too difficult.

Do you have another job, or you are a full time game designer?
No, I'm a graphic designer in the packaging industry. There are truly little game designers full time (that live from this work)

Will you be present in Essen with “Strada Romana”?
Yes, of course. I will be on Gamesinitaly and Rio Grande booth, and some other publishers with other games. It's a pleasure for me to show the game to the players. The game exit in the Italian shops in these days.

Do you normally follow any particular game designer with especial attention?
I like to see the works of some of my italian friends. Between them, Paolo Mori (Vasco da Gama, Ur), Acchittocca (Egizia, Leonardo), Emanuele Ornella (Assyria, Hermagor), Leo Colovini (Isla Canaria, Cartagena), Maggi, Nepitello, Di Meglio (Age of Conan, War of the Ring), Angelo Porazzi (Warangel) Andrea Angiolino (Wings of War) and many others like Piero Cioni and Andrea Chiarvesio. And the French freinds, like Bruno Cathala, Sebastien Pauchon, Christophe Boelinger, Bruno Faidutti, Antoine Bauza.

Do you think that board games can be use for an education purpose?
Not directly. The games have his own educative value in itself. It very bad writes on the box "educative game", because children drop it after 2 minutes if the game is not good.

What you think about the economic crisis? It will affect the games sales?
I hope it's good for us. Board games are more economic and with a great re-playability value then videogames. Are more social, too. I see too much publishers on the market, and may be the crisis will cut the most weak of them. Some publishers like Cocktail Games produce only smart, economic, funny games and 2009 it's OK for them.

The “Age of Empires III” and “Goa” board games retract the glorious days of Portugal history.
Do you think that Portugal history can be a theme for a game made be you?
Yes, why not? History is a mine full of good themes and Portugal is a wonderful country, so why don't make a game about it?

What you know about Portugal? Have you ever visited Portugal?
I never go to P. but it's on our wish list for the holidays. We are Mediterranean people and some things are common to us: when I think Portugal I see long, white beaches and the Atlantic sea, hot wind, dunes, nice little towns, smell of sparkling wines, Fernando Pessoa lyrics, Nelly Furtado songs. My daughters think to Cristiano Ronaldo, too ;-)

Thank you very much for the interview.
Thank to you for the attention, Ciao, WO




dreamwithboardgames
English RulesGames initaly


Interview With Brent Keith


em breve em português

«dreamwithboardgames»
«Brent Keith»

How did you come up with the idea to create “Infinite City”?
Where do you get the ideas for your games?
I will use one answer as an example for the other answer. For me, a new game idea usually starts with a question. In the case of Infinite City, the question was, "I really love Charles Urbach's art, especially his architecture. What sort of game would let that art really shine?" That question lead to an idea, which lead to a prototype, which lead to Infinite City.

Do they start with the mechanics, or the themes?
They can start with either one. That being said, I tend to shoot for a good blend of mechanics and theme, so either one will lead to the other fairly quickly.

What kind of mechanics do you prefer to focus on the development process of your games?
I don't have any real preference, beyond any which will make the overall package better, fit the established theme of the game in question, and not get in the way of playing the game.

When did you realize that create games were your dream?
A few years ago, after I had spent a number of years programming databases, mouse drivers, and newspaper software. I have always had an interest in playtesting games, and would frequently add house rules to games. When the opportunity came up to change careers, I was all over it.

Which level of luck is acceptable for you in a game?
This depends entirely on the game. A useful analogy is garlic in cooking. Just as there are some dishes which taste good with a lot of garlic, so too there are some really fun games using a lot of luck. (Plenty of card games and dice games come to mind.) Likewise, other dishes use very little garlic, or even no garlic - just like some great games have little to no luck. (Chess, anybody?) The only luck there is who goes first, and some tournament formats eliminate even that.) Luck works best when it is properly scaled to the rest of the game design.

As to my personal taste as a player, I usually tend towards games which treat luck like a resource to be managed. In such games, the players who are best able to manipulate the odds to favor them do best. Backgammon, for example, uses dice to determine how far pieces move - but the winner is usually the person who best chooses from the available moves to block the opponent as much as possible while keeping his own options open. Poker (in its myriad forms) has an obvious luck factor in who receives good hands vs. bad hands, but the person walking away with the most chips at the end of the night is the player who best chooses when to bet, when to call, and when to fold - and thus minimizes the negative effects of the luck. Settlers of Catan is another blatant example, where luck determines which hexes will produce resources but skill determines which players take advantage of that luck most often.

How many games do you work on at one time? Are you working on several designs simultaneously, or do you work solely on one project?
At any given time, I am usually primarily focusing on one game, with one or two others simmering in the background getting sporadic attention until I am able to shift my primary focus. This is true whether I was the initial designer or I am polishing and developing someone else's design.

Can you tell us anything about the project you are currently working on? Can you tell me any details about the game itself?
This is a rather unusual time for me, in that right at the moment all the major projects I had been working on are either at the printer or in the final graphics cleanup before being sent to the printer. Thus, I am in the midst of putting together many different prototypes, for many different styles of games. Some of these will probably go nowhere, others may see print early next year - all depending on their reception in the next couple of weeks. In terms of theme, the current crop of ideas range from undersea diving to Venetian political murder mysteries to managing estates while trying to gain honor in the eyes of the Empress - and more.

How often do you play test a board game before publication?
I personally play the game at least a couple of dozen times, and I also get a lot of feedback from other people playing it.

What game that you've designed took the longest and had the most changes?
I will name one which I developed rather than created the most basic initial design - Tomb. John Zinser came in with the initial concept and a lot of the basic design, and I filled in a lot of holes to make it a complete playable game. From there, it went through a lot of playtest both within and outside the office, and some pretty radical changes took place during that time. Even since its release there has been some refinement, as you can see by downloading the Cryptmaster rule book from the AEG website.

How do you define yourself as a game designer?
I like to work on a wide variety of projects, ranging from small little dice games to epic mega-games like Legend of the Five Rings "Race for the Throne", which drew thousands of players into one massive two year game. One of my biggest strengths is marrying flavor and mechanics into a single design, the result of many years of designing card sets for Warlord and Legend of the Five Rings. No matter what I am currently working on, whether it is ancient deities vying for mortal worshippers or far future corporations controlling a budding city, I strive to bring a strong dose of flavor into the very mechanics of the game.

Your family and friends participate in your adventure to create a new game?
Absolutely. My wife is a great sounding board for random ideas, and she frequently joins with my friends to try out my latest prototypes. My son has not yet started to get involved, but once he is old enough not to simply try eating the dice his fate is sealed...

The creation of a game, have several moments? Creation, editing, testing and publishing? Which is the most pleasant for you? Why?
The two parts I like best are the initial creation, where ideas are being brainstormed and there is all sorts of possibility, and publishing, where I see the labors of many months coming to life in a manner where many people can enjoy it. The refinement process is very satisfying, to be sure, but the moment of initial creation and the moment when others can join in the fun are the two most exciting parts of the process for me.

You play games time to time, or the games are part of your daily life?
My every day life. I may not be able to play board games or card games every day, but rarely does a day go by when I do not indulge in some form of game play.

How often do you play your own games after they've been published?
In general, my games get included in the general mix of potential games to be played at a particular gathering - and from there it simply depends on the mood of those present.

Do you prefer playing your own games or the games of others?
On the one hand, I get a lot of satisfaction from seeing others playing my games, and even watching them master the game to the point that they are beating me. On the other hand, I also love trying out new games, and I have many old favorites I love playing again.

Can you tell me the game you enjoy playing the most? Why?
Can you tell me your favorite game?
As a terminally indecisive person when it comes to picking favorites, I will list five, and give reasons for each. These are in no particular order.

• Advanced Civilization (Avalon Hill). This took a good game (Civilization) and revised it into a great one, involving resource manipulation, trading, planning, territory control, one of the earliest forms of an advancement tree, and random disasters which can be planned for. Sadly, the time it takes to play a game with the optimum number of players means I rarely get the opportunity to play.

• Citadels (Fantasy Flight). This game has a very simple concept, and executes it well. This was the first game I encountered with the mechanic of secretly choosing special abilities each round, with one player's choice limiting the choices available to other players. There are just enough special abilities which directly target other abilities to add a strong element of reading the other players, and trying to guess the choices they made.

• Clan War (Alderac Entertainment Group). This was the first serious miniatures game I ever tried, and I gave it a shot due to its direct connection to Legend of the Five Rings - a game which I was already a long time player of at the time, and still love to this day. The ability to directly create an army and send it marching against other armies, complete with extremely flavorful special abilities, realistic rules for formations, morale, units breaking, and the like, and heavy tactical play with just enough random element to add some zest had me hooked. This was the game which first started me playtesting for AEG, eventually leading to me being hired.

• Cosmic Encounter (Eon, Mayfair, and others). This game exemplifies the very concept of flavor shaping mechanics, with more than a hundred different races having their own special abilities each based on their specific back story and individual natures. Richard Garfield has named this as one of the inspirations for Magic: the Gathering, due to the sheer number of possible ways each different race breaks the basic rules in its own special way.

• Warlord (Alderac Entertainment Group, Phoenix Interactive GmbH). When Warlord was first introduced, I was immediately hooked. As a card game which simulates tactical skirmish games, and has a strong element of flavor built directly into the mechanics, it hit all of the right buttons for me. This was the game which leads directly to my being hired by AEG, to become (at that time) the new lead designer for the game.

I could easily name and detail plenty of others, such as Settlers of Catan, Entdecker, Spades, Go, Ticket to Ride, Diplomacy, and many more, but I'm trying to behave and keep it relatively short. It gets worse if you go beyond the scope of board / card games, and allow RPG's, computer games, and other variations on the list.

And your favorite type of game?
To paraphrase Duke Ellington speaking of music: "There are two kinds of games. Good games and the other kind."

Do you prefer play the games or create them?
For me, those two aspects are too intertwined to choose one or the other. Creating good games is impossible without playing them, and playing games leads to ideas for more games.

You will present “Infinite City” in Essen?
I personally doubt that I will be able to be there, but Alderac Entertainment Group will indeed be presenting Infinite City at Essen.

Do you think sales are a determining factor of whether a game is good or not?
Sales are often a good indicator that a game is good, but it is not a determining factor. Over the years, there have been many games which I would consider sub-par which have sold very well due to other factors such as affiliated licenses or simple good marketing. Likewise, bad marketing, bad theme, bad timing, or bad decisions made in the pre-press process can kill an otherwise good game.

Do you normally follow any particular game designer with especial attention?
Not really. My tastes are too broad to focus on any one.

Do you think that board games can be use for an education purpose?
Absolutely. At the most basic level, games like Candy Land or Sorry are good for teaching colors, counting, reading, and similar skills. Many games are explicitly designed to help teach a particular skill or skills, and many more succeed in doing so without actively trying.

Taking the next step, any game with a system of rules helps teach the very concepts of systems, rules, and the like. This is not a trivial thing. Being able to recognize and understand rules, consequences, causes and effects, and similar concepts is extremely critical to functioning as an adult in any society - and grasping those concepts at an early age gives an advantage to those children as they grow up and face new situations.

Extending this concept even further, playing games teaches strategic thinking. As a child learns to play Chess, the concept of thinking two moves ahead, then three, then four, then many more slowly sink in. This establishes patterns of thinking helpful in all aspects of life. If a kid is playing an RPG such as Dungeons and Dragons with a long term series of choices, it reinforces the notion of planning ahead to reach a goal - whether the goal is beating a lich, choosing feats to attack four times per round, or even simply finally catching the DM off guard. Looking at more complex games, other useful skills are taught and reinforced, frequently in subtle manners. Most of the long running popular CCG's teach resource management in multiple manners. With any CCG, you have to choose what cards to include in your deck, and with most, you then have to choose how to allocate resources during play. An extreme example in the wargame world is Advanced Squad Leader, where you face many decisions on many levels ranging from which direction to send a single squad to how much fuel to allocate for your tank platoon. Any business or political leader faces these kinds of strategic choices on a daily basis, and games offer an excellent education on how to think in a strategic and tactical manner.

Do you have another job, or you are a full time game designer?
I am a full time game designer and developer, working for Alderac Entertainment Group. My primary duties involve creating games, creating expansions for games, and refining other people's designs so they are ready to see press. My secondary duties are ever evolving, and have included editing, writing marketing text, a little graphic design, event planning, lots of pre-press production work, packing boxes of product for domestic and international shipping, and all sorts of random things which may crop up from one week to the next - and which help keep the job interesting.

What you think about the economic crisis? It will affect the games sales?
I will be extremely glad when the economic crisis is over for a variety of reasons, including some personal. However, now is a good time to be in the game business. Sure, the gaming industry, like all others, has suffered a hit. However, that hit is not as strong overall as many other industries have suffered. The worse things get, the more people want some form of entertainment. Games, including board and card games, are good options in such times. For the price of taking my family to a matinee movie for two hours, I could instead buy a new game which will provide entertainment for many two hour sessions. If you figure in the price of popcorn, drinks, and maybe even dinner, with that new total I could buy a much higher priced game, or a couple of games, and feel like I have made a much better investment with my entertainment budget. A lot of people are making the same calculation, so the game industry overall keeps going.

What you know about Portugal? Have you ever visited Portugal?
I know some bits about Portuguese history, especially some of the medieval times (particularly some of the history of the Moorish expansion, as well as the Templar activities around Tomar) and a little about the colonial period, but my knowledge beyond that is fairly limited.

I have not had an opportunity to visit Portugal before, but it is on my list of places to see someday - particularly Tomar.

Thank you very much!
Thank you for your interest!


dreamwithboardgames
Infinite CityEnglish Rules
AEG Site
Brent Keith BGG



Entrevista com Carl De Visser


in English

«dreamwithboardgames»
«Carl De Visser»

Como nasceu a ideia que levou à criação do “Endeavor”?
A parte mais importante da ideia surgiu da colaboração com o Jarrat. Ambos já tínhamos andado por aí na criação de jogos, mas desde que começámos a trabalhar juntos a coisa tem resultado muito bem. A ideia inicial começou por mim. Quando decidimos trabalhar juntos, mencionei a ideia de que eu gostava, mas que pouco havia conseguido desenvolver. Não sobrou muito da ideia original para além das regiões separadas.

Onde é que vai buscar as ideias para os seus jogos? Começa pela mecânica ou pelo tema?
Ter ideias nunca foi problema. Tenho mais ideias que capacidade para saber o que fazer com todas elas. Comigo é quase sempre o tema que aparece primeiro. Isso dá-me um esboço inicial das regras. Gostaria de criar em abstracto, qualquer coisa do género dos jogos de Kris Burn, sem tema, mas ainda não consegui criar um jogo completo sem qualquer tema que permita estabelecer um conjunto inicial de regras.

Em que tipo de mecânica prefere focar o processo de desenvolvimento dos seus jogos?
Gosto da maneira de como diferentes mecânicas podem interagir, pelo que a minha resposta seria a interligação de várias mecânicas. Com o Endeavor, Jarratt e eu tivemos muitas discussões sobre como alterar as mecânicas do jogo. Penso que discutimos cerca de uma hora antes de fazer as alterações que eram necessárias. Seleccionaram-se as mecânicas essências e modificámos tudo o resto (o controlo das fichas e as faixas) e seleccionámos os elementos mais dependentes desse núcleo essencial. De seguida trabalhámos nos elementos mais periféricos para conseguir as alterações pretendidas.

Quando é que se apercebeu que criar jogos era o seu sonho?
Muito cedo. Cresci numa casa de jogos, qualquer jogo me fascinava. Quando tinha 10 anos, descobri os chamados “jogos de interpretação”, onde a criação é a base do jogo.

Que nível de sorte considera aceitável nos seus jogos?
Nos jogos a sorte funciona melhor que noutros. Gosto de jogos sem “sorte”, tais como os jogos 18xx e os abstractos. Jogos sem componente de sorte são mais puros. Contudo, se o elemento sorte encaixar bem no jogo, não me importo. Gosto, por exemplo, de jogos como o Nexus Ops, onde a sorte está por todo o lado, mas tal funciona muito bem neste jogo.

Em quantos jogos trabalha ao mesmo tempo? Trabalha em vários projectos em simultâneo ou dedica-se apenas a um único?
Tenho muitas ideias e muitos jogos parcialmente prontos. Tenho tendência a não ser muito organizado na criação de jogos. Trabalhar no Endeavor ajudou-me muito a descobrir os vários passos que a criação envolve. Jarratt e eu trabalhamos nas nossas próprias criações. Mas gostaríamos de poder vir a trabalhar em projectos conjuntos com outros.

O que é que pode dizer sobre o projecto em que trabalha actualmente? Pode revelar alguns detalhes do jogo em si?
Grande parte das coisas em que estava a trabalhar estão paradas neste momento, pois estou a fazer um curso online de criação de jogos dirigido por Ian Schreiber (http://gamedesignconcepts.wordpress.com/). Está a ser muito interessante e a conseguir melhorar os meus índices criativos.

Com que frequência joga ou testa um jogo antes da publicação?
Bom, o único que consegui publicar até agora foi o Endeavor, que foi testado muitas, muitas vezes. Gostaria de ter tido a oportunidade de ter feito mais testes com diferentes jogadores. Existe a tendência de testar os jogos sempre com o mesmo conjunto de pessoas, apenas com alguns testes em branco. Penso que mais testes teriam valido a pena, mas também não sei quando os jogos de testes seriam suficientes.
Qual o jogo que levou mais tempo a desenvolver q qual o teve mais alterações?
Diria o Endeavor.

Como se define a si próprio enquanto criador de jogos?
Gostaria de ser um criador profissional, mas terei que esforçar-me mais antes que isso possa ser uma realidade. Actualmente, poderia definir-me como um criador quase publicado.

A sua família e amigos participam na sua aventura de criação de um novo jogo?
Muitos dos meus amigos jogam jogos. No entanto, quando estou com eles, gosto mais de jogar jogos acabados de lançar que jogos em teste. Os meus filhos ainda são muito pequenos, 3 e 6 anos, pelo que ainda não são os mais indicados para testar jogos. No entanto, o mais velho já começou a criar os seus próprios jogos. O seu mais recente chama-se "Tiger Eats the Numbers". É uma espécie de guerra onde as cartas mais altas ganham, com excepção das cartas «Tigre» que colocam qualquer outra fora de jogo.

O desenvolvimento de um jogo envolve várias fases – criação, edição, testes e publicação – qual é a que mais lhe agrada? Porquê?
Gosto de elaborar as regras e fazer alterações que modifiquem totalmente o jogo de cada vez que o jogamos. É um trabalho que fica cada vez mais difícil à medida que o jogo vai tomando a forma final, sendo que as alterações vão sendo cada vez mais pequenas também. Nessa altura tento desmontar o jogo, tentando encontrar estratégias de destruição.

Joga apenas de vez em quando ou os jogos são parte integrante do seu quotidiano?
São parte da minha vida, mas este ano tenho andado muito ocupado, pelo que tive muito menos disponibilidade para jogos de tabuleiro. Quando jogo menos em tabuleiro, os jogos de computador tomam o seu lugar na ocupação do meu tempo livre.

Com que frequência joga os seus jogos depois de serem publicados? Prefere jogar os seus ou os jogos de outros criadores?

O Endeavor ainda não foi publicado, mas desde que ficou pronto pouco o tenho jogado, apenas o tenho feito em demonstrações. É duro jogá-lo agora, pois já não posso fazer qualquer modificação.

Qual o jogo que mais gosta de jogar? Porquê?
Qual o seu jogo favorito?
Puerto Rico foi o meu favorito durante muito tempo. É um jogo compulsivo, tanto pelo ritmo como pela forma como as diferentes estratégias interagem. Desde que foi lançado, creio que mais nenhum jogo conseguiu sequer aproximar-se do seu nível. Relativamente aos jogos mais recentes, os que mais me impressionaram foram o “Imperial”, o “In the Year of the Dragon” e o “ Race for the Galaxy”. Impressionou-me também a 4ª Edição dos jogos tradicionais da D&D, sobretudo o “Go and Bridge”. No computador, ocupo o meu tempo com jogos RTS e RPG.

E qual o tipo de jogo que mais gosta?
Da resposta anterior, poderão concluir que jogo uma grande variedade de jogos. Jogos sobre Civilização serão, talvez, o meu tipo favorito.

Que prefere: jogar ou criar jogos?
Criar. Mas é uma preferência quase empatada com o jogar.

Vai apresentar o “Endeavor” em Essen?
Endeavor deveria ser apresentada em Essen, mas, infelizmente, nem eu, nem Jarratt, estaremos lá. Tentarei tudo para que isso aconteça no próximo ano.

Acha que as vendas são o factor determinante para que um jogo seja bom ou não?
Se o for, não será, certamente, uma relação estritamente linear.

Segue, com especial atenção, algum criador de jogos?
Qualquer novidade de Martin Wallace interessa-me sempre. Outros criadores favoritos são Reiner Knizia, Wolfgang Kramer e Rudiger Dorn.

Será que os jogos de tabuleiro podem ser usados para fins educativos?
Claro que sim, mas prefiro jogo pelo jogo.

Tem outro emprego, ou é um criador de jogos a tempo inteiro?
Sou Engenheiro de Sistemas a trabalhar no que se costuma designar por integração de sistemas. Isto envolve sistemas informáticos, tentando conseguir que os programas das pessoas funcionem o melhor possível.

Que pensa da actual crise económica? Irá afectar a venda de jogos?
Não estou seguro do efeito, poderá prejudicar numas coisas e ajudar noutras. As pessoas poderão ter menos dinheiro para jogos, mas, por outro lado, os jogos poderão ser alternativa a coisas mais caras. Suspeito, isso sim, que as editoras irão correr menos riscos agora.

Que conhece de Portugal? Já esteve em Portugal?
Grande parte do que sei sobre Portugal aprendi quando estudei história na universidade. Sei pouco sobre o Portugal actual.

Muito obrigado pela entrevista.
Obrigado eu pelo interesse.


dreamwithboardgames
EndeavorEnglish Rules
Carl De Visser Site
Carl De Visser BGG



A tradução desta entrevista teve o patrocínio de:



Interview with Carl De Visser


em português

«dreamwithboardgames»
«Carl De Visser»

How did you come up with the idea to create “Endeavor”?
The most important bit of the idea was collaborating with Jarratt. We both had played around with designing games, but once we started working together it came together very well. The initial ideas for the game content came from me. Once we decided to work together I mentioned an idea I liked but I had been unable to do much with myself. Not much of that original idea survived the design process aside from the seperate regions.

Where do you get the ideas for your games? Do they start with the mechanics, or the themes?
Ideas have never been a problem. I have many more ideas than I know what to do with. It is almost always theme that comes first for me. It tends to provide something to give an initial shape to the rules. I'd love to design an abstract, something like a Kris Burm game, with no theme, but I have not yet been able come up with a full game without some kind of theme to pin an initial set of rules on.

What kind of mechanics do you prefer to focus on the development process of your games?
I love the way different mechanics can interact, so I guess the answer is interlocking mechanics would be the answer here. With Endeavor, Jarratt and I had a lot of discussions about how to change the mechanics of the game. As we pretty much had a full hour discussion before making each change we needed to be very focused about how we did it. We determined a core set of mechanics that were most important and changed everything else (the token control and tracks), and then looked at which elements were closest to that core and which ones were least dependant on other elements. Then we basically worked our way outwards to the most peripheral and changeable elements.

When did you realize that create games were your dream?
Very early on. I grew up ina game playing household, and I was fascinated by pretty much any game. When I was 10 I discovered role-playing-games, where creation is such a large part of the game.

Which level of luck is acceptable for you in a game?
Some games seem better with luck than others. I do love luckless games, like the 18xx games and abstracts. Games with no luck component seem more pure somehow. However if luck fits the game I don't mind. I love Nexus Ops for example, it has luck all through it but it works so well with the game.

How many games do you work on at one time? Are you working on several designs simultaneously, or do you work solely on one project?
I have a lot of ideas, and a lot of partially finished designs. I tend to be fairly bad at seeing them through. Working on Endeavor really helped me with discovering what some of the later stages of game design are, and now Jarratt and I are both working on our own designs. We do still want to work on some combined projects, as well.

Can you tell us anything about the project you are currently working on? Can you tell me any details about the game itself?
Most of the things I was working on are on hold while I am doing an online game design course being run by Ian Schreiber (details here: http://gamedesignconcepts.wordpress.com/). It is very interesting and really firing my creative juices.

How often do you play test a board game before publication?
Well, the only one gotten to publication so far is Endeavor, and it was tested many, many times. I really do with we had more chance to test with a variety of players. We tended to get the same sets of people doing the testing, with only a few full blind tests. I suspect more testing is always going to pay of for a game, I can't imagine a circumstance where playtesting would ever really be enough.

What game that you've designed took the longest and had the most changes?
That would be Endeavor

How do you define yourself as a game designer?
I'd love to be a professional designer, but I think I have some more effort to put in before that could happen. Right now I'd define myself as an almost published game designer.

Your family and friends participate in your adventure to create a new game?
Many of my friends are game players, so they certainly have. Often, however, when I am with them I want to try to newly released games so that can well take precedence over playtesting. My children are still young, 3 and 6 so they don't do much testing yet. My oldest has started designing games himself also. His most recent game is called "Tiger Eats the Numbers". It is a lot like war, with higher cards taking lower ones, except there are also tiger cards that take cards out of the game.

The creation of a game, have several moments? Creation, editing, testing and publishing? Which is the most pleasant for you? Why?
I like making rules, and getting to make changes that change the game greatly from play to play. It gets more like hard work as the game becomes more locked in, and the changes get smaller and smaller each time. At that point I do love testing to try break the game, basically finding degenerative strategies.

You play games time to time, or the games are part of your daily life?
They are part of daily life, but this year has been a busy one, and I have had much less time for board gaming. Whenever I board game less, computer gaming expands to fill any available time.

How often do you play your own games after they've been published? Do you prefer playing your own games or the games of others?
Well Endeavor isn't published yet, but once the game was set I have played it very rarely, just to demonstrate it. It is quite hard to play it, because I can't make dramatic changes to it anymore.

Can you tell me the game you enjoy playing the most? Why?
Can you tell me your favorite game?
Puerto Rico has been a firm favourite for a while. There is something very compelling with the rhythm of the turns, as well as the way the different possible strategies interact. I don't think any game has come close to it since it has been released. Of recent games I am seriosuly impressed with Imperial, In the Year of the Dragon and Race for the Galaxy. I have also been very impressed with 4th Edition D&D Traditional games that most entrance me would be Go and Bridge. In computer games it is RTS games and RPGs that take up most of my time.

And your favorite type of game?
From the above you can tell that I play a wide variety of games. Games with a civilisation theme of some sort probably count as favourite type.

Do you prefer play the games or create them?
Create them. But it is a close call.

You will present “Endeavor” in Essen?
Endeavor should be at Essen. Unfortunately, I will not be. Neither will Jarratt. I will try very hard to make it next year.

Do you think sales are a determining factor of whether a game is good or not?
If they are, I am sure it is not a strictly linear relationship.

Do you normally follow any particular game designer with especial attention?
Any new Martin Wallace always interests me. Other favourite designers are Reiner Knizia, Wolfgang Kramer and Rudiger Dorn.

Do you think that board games can be use for an education purpose?
Absolutely, but I tend to prefer games for games sake.

Do you have another job, or you are a full time game designer?
I am a Systems Engineer, doing what is generally called systems integration. This mostly involves messing around with computer systems, and talking to people about what they need to make their stuff work like they intended it to.

What you think about the economic crisis? It will affect the games sales?
I'm not sure what the net effect it, it seems to harm on one side and help on the other. People have less spare cash to spend on games, but they may also become a substitute for more expensive items. I suspect it means publishers will take less risks.

What you know about Portugal? Have you ever visited Portugal?
Most of what I know about Portugal, I learned when studying history at university. I know much less about present day Portugal.

Thank you very much!
Thank you for your interest!



dreamwithboardgames
EndeavorEnglish Rules
Carl De Visser Site
Carl De Visser BGG


Entrevista com Alf Seegert


in English




dreamwithboardgames
Alf Seegert

Como nasceu a ideia que levou à criação do “Bridge Troll”?
Há alguns anos descobri uma estátua na baixa de Salt Lake City que mostrava uma mulher a conduzir um rebanho de ovelhas através duma ponte. Imaginei que poderia ter piada se alguém pusesse um daqueles bonecos duendes, peludos, malucos e nus debaixo da ponte, exigindo pagamento de portagem a quem quisesse atravessar a sua ponte. Na altura, estava a começar a criar jogos, pelo que me questionei como me sentiria se fosse um duende e como a vida de um duende poderia ser transformada num jogo. Como sobreviria um duende debaixo de uma ponte tão desconfortável? Como conseguiria arranjar viajantes para atravessar a sua ponte? O que comeria, quem extorquiria? Como usaria o seu dinheiro? Não foi preciso muito para que tivesse um protótipo para o jogo.

Onde é que vai buscar as ideias para os seus jogos? Começa pela mecânica ou pelo tema?
Começo, quase sempre, pelo tema. Ou, algumas vezes, os temas é que começam comigo! Não é raro que algumas ideias muito estranhas me agarrem pelo pescoço e insistam ser transformadas em jogo. Faço por prestar a máxima atenção ao meu quotidiano - histórias, livros, etc. – e tento imaginar “como seria fazer disto um jogo?”. Assim, os jogos vêm ter comigo através da literatura, do meu trabalho no Hansen Planetarium, das caminhadas pelos trilhos rochosos do sul do Utah, das minhas brincadeiras como a Mia (a cadela de um amigo) e de observar os meus gatos gordos girando pela casa.

Em que tipo de mecânica prefere focar o processo de desenvolvimento dos seus jogos?
Sempre que possível, gosto que as mecânicas envolvam todos os jogadores simultaneamente, em vez de apenas um de cada vez. Quero que todos se sintam envolvidos o mais possível nos jogos. Gosto que existam decisões difíceis que obriguem os jogadores a escolher apenas uma opção, quando realmente pretendem duas ou mais coisas. Também gosto que as mecânicas e os temas estejam perfeitamente integrados; nos meus jogos tento que sejam os temas a criar a mecânica e não o contrário.

Que nível de sorte considera aceitável nos seus jogos?
Depende do tema e da duração do jogo. Para jogos curtos ou médios, como o Bridge Troll, alguma sorte e caos são aceitáveis. Um jogo muito “sério” não se adequa ao tema de um duende. No Bridge Troll, a maioria das acções de um jogador dependem do que os outros jogadores fazem, pelo que mantém todos envolvidos. Muitos jogadores disseram-me que a primeira vez que se joga o Bridge Troll parece tudo muito caótico, mas que nas vezes seguintes se vai tornando cada vez mais estratégico, à medida que se entende as diferentes cartas e a interacções do jogo. Daí que seja aconselhável encarar a primeira vez como pura aprendizagem.

Em quantos jogos trabalha ao mesmo tempo? Trabalha em vários projectos em simultâneo ou dedica-se apenas a um único?
Gostaria de poder trabalhar apenas num jogo de cada vez, mas parece que tenho sempre várias ideias em simultâneo que necessitam a minha atenção.

O que é que pode dizer sobre o projecto em que trabalha actualmente? Pode revelar alguns detalhes do jogo em si?
O Bridge Troll foi o meu primeiro jogo a ser publicado, mas tenho, desde há algum tempo, muitos outros em avaliação em diferentes editoras (a maioria deles foram finalistas do concurso Hippodice na Alemanha). Na semana passada, um dos meus jogos mais recentes foi seleccionado para publicação pela FRED Distribution (editora do Gryphon e de Eagle Games - http://www.freddistribution.com/control/main), o que foi uma excelente notícia para mim. Tudo o que posso dizer, por agora, é que é um jogo, tal como o Bridge Troll, um pouco “torcido” e, espero eu, divertido, baseando-se no conto medieval “Canterbury Tales” de Chaucer. Tenho dois outros jogos em editoras, pelo que faço figas para que possam ser publicados também.

A sua família e amigos participam na sua aventura de criação de um novo jogo?
Oh sim, quer gostem ou não! :) A minha mulher e eu estamos sempre a jogar jogos de tabuleiro, jogamos regularmente com amigos há mais de dez anos. Faço também parte do Board Game Designer’s Guild of Utah que é um grupo de aspirantes a criadores que se encontra duas vezes por mês em Salt Lake City (Utah) para testar os jogos uns dos outros. Ajuda muito fazer parte deste grupo! (mais informação sobre o grupo em http://www.bgdg.info )

O desenvolvimento de um jogo envolve várias fases – criação, edição, testes e publicação – qual é a que mais lhe agrada? Porquê?
Boa pergunta! De todos, diria que a criação e publicação são os mais divertidos.
Na parte inicial, o estalo de endorfinas para transformar todas as novas ideias em coisas divertidas e o prazer que se sente ao ver novas ideias transformadas em jogos. Na fase final, a publicação é certamente o máximo. Mas, existe a edição e os testes pelo meio. Aqui a história já é bem diferente. É um trabalho bom, algumas vezes até divertido, mas é, sem dúvida, trabalho!

Com que frequência joga ou testa um jogo antes da publicação?
O mais possível, com amigos, com a família e, sempre que posso, com pessoas que não conheço pessoalmente (são as que dão as opiniões mais sinceras!). Normalmente, as editoras também entregam os seus jogos a jogadores de teste para avaliar e afinar os protótipos antes de publicação.

Qual o jogo que levou mais tempo a desenvolver q qual o teve mais alterações?
O protótipo do Bridge Troll foi feito em 2002. pelo que demorou sete anos a ser publicado! (jogámo-lo muito enquanto aguardávamos pelo The Two Towers). Foi finalista do Hippodice em 2005, o que foi um voto de confiança para a sua publicação. Só as mecânicas foram alteradas entretanto, não o tema. Posso agradecer a pessoas como Dave Bailey e Mike Compton da Board Game Designer’s Guild pelas sugestões e algumas das grandes modificações que melhoraram o jogo.

Tenho também um jogo para dois jogadores, chamado Ziggurat, que foi criado também em 2002 e que é, na minha opinião, o mais interessante e mais estratégico (foi também finalista no Hippodice de 2005). Precisará duma redefinição do tema antes de ser publicado, mas tem uma sólida mecânica. Tenho esperança que os editores que o têm se decidam a publicá-lo. Os jogos para dois jogadores têm um mercado mais pequeno que os outros, se a isto aliarmos o facto de o jogo ter muitas peças e um tabuleiro, temos um lançamento problemático. Mas com a chegada de excelentes jogos de dois jogadores, e respectivo sucesso no mercado, como o Mister Jack, aumentaram as minhas esperanças.

Um dos meus jogos de 2007, TEMBO, portou-se muito bem no concurso de criadores no Hippodice do ano passado (ficou em 3º lugar), mas depois de estar quase a ser publicado por uma proeminente empresa de jogos, o projecto foi abandonado. Penso que a razão se deve ao facto do tema ser muito similar a um jogo que está para ser lançado. TEMBO é sobre elefantes que transportam mercadorias por todo o tabuleiro – imaginem o meu choque quando vi o Bombay aparecer! Claro que foi apenas uma coincidência. Pelo que eu sei, este tipo de coincidências acontecem em todas as actividades, mas, na altura, não deixou de ser frustrante. O objectivo agora é redefinir o tema do TEMBO e esperar que a empresa reconsidere. O meu outro jogo que foi seleccionado pela FRED foi criado em 2008, pelo que o seu caminho foi bem mais rápido.

As editoras desenvolvem e alteram os originais que entrega? Fica sempre satisfeito com os desenvolvimentos introduzidos?
Algumas editoras querem um jogo acabado e pronto a ser publicado. Outros preferem poder desenvolver ou, até mesmo, redefinir o tema de um jogo que seja bom mas que requer algum trabalho. Já trabalhei com estes dois tipos de editoras e cada um tem as suas vantagens. O primeiro tipo dá uma maior liberdade ao criador, mas tal tem como consequência uma maior exigência de trabalho e disponibilidade para desenvolvimentos posteriores. As outras editoras, aquelas que querem ajudar no desenvolvimento do jogo, são muito úteis, pois partilham o trabalho necessário para afinar um jogo antes da respectiva publicação.

Como é que a internet afecta a criação dos seus jogos? Lê os comentários on-line sobre os seus jogos?
Oh sim, vou ao Boardgamesgeek e outros sites com regularidade. É um website muito poderoso! É útil para ler as opiniões, sobretudo como um guia para compilar listas de clarificação das regras, FAQ, etc. Também pode ajudar a perceber se as pessoas gostam do jogo ou não!

Que pensa sobre jogar jogos de tabuleiro on-line?
Gosto de jogar alguns jogos online e contra o computador, mas tenho que admitir que uma das razões porque gosto tanto de jogos de tabuleiro é por poder jogar com amigos cara-a-cara. Para jogar no computador, prefiro jogar os jogos de vídeo normais – dos quais também tenho os meus favoritos – mas tenho menos tempo para isso que aquele que costumava ter.

Com que frequência joga os seus jogos depois de serem publicados? Prefere jogar os seus ou os jogos de outros criadores?
Gosto de muitos jogos dos meus amigos criadores. Fico um pouco farto dos meus jogos passado algum tempo. Na altura que são publicados já se está pronto para saltar para outra coisa. Mas não deixa de ser divertido poder jogar os nossos próprios jogos com a qualidade de peças e design gráfico que advém da publicação.

Joga apenas de vez em quando ou os jogos são parte integrante do seu quotidiano?
Eu e a minha mulher começámos a noite de jogos à cerca de dez anos com o The Settlers of Catan e, desde aí, que jogamos uma vez por semana com amigos. Gostamos sobretudo de jogos para dois jogadores, como o Mister Jack, o Caesar & Cleopatra, o Mystery Rummy, o Lost Cities, o Odin’s Ravens, etc.

Qual o jogo que mais gosta de jogar? Porquê?
É difícil responder, pois há muitos jogos de que gosto. Um dos meus favoritos continua a ser o The Princes of Florence. Adoro a beleza intrínseca de colocar edifícios à volta do meu Plazzo. O jogo está tão bem desenhado que não consigo deixar de admirá-lo. The Traders of Genoa é um dos melhores jogos de comércio que já joguei e o Mystery of the Abbey é um dos mais divertidos e inteligentes. Gosto também de jogos recentes como o Stone Age e o Mister Jack. O Dominion é também divertido, claro.

Qual o seu jogo favorito? E qual o tipo de jogo que mais gosta?
É interessante esta distinção entre os meus «favoritos» e os jogos que «gosto mais». Suponho que será como uma crítica literária: há alguns autores que se «admiram» mais do que gostar? Toda a gente admira Henry James, mas não conheço muita gente que goste dos seus livros. Da mesma forma, admiro muitos jogos, como por exemplo o Agricola, mas, pessoalmente, acho-o demasiado complicado para montar e jogar muitas vezes com os amigos. O mesmo se passa com o Puerto Rico. O War of the Ring também dá muito trabalho a preparar, mas é um jogo excepcional.

No fundo, gosto de jogos que consigam criar aquele aperto na barriga com as decisões difíceis a tomar. O Taj Mahal é um bom exemplo disso. Gosto também dos jogos que fazem rir toda a gente. Ao fim de tantos anos continuo a gostar muito de Adel Verpflichtet/Hoity Toity, tal como de jogos de sociedade como o Balderdash.

Que prefere: jogar ou criar jogos?
Gosto de ambos. Mas, infelizmente, quanto mais trabalho na criação, menos tempo me sobra para jogar. Às vezes gostaria de poder desligar o “cérebro de criador” e poder simplesmente jogar jogos mais vezes.

Acha que as vendas são o factor determinante para que um jogo seja bom ou não?
Não. Muitos dos jogos que estão no top de vendas deixam-me completamente gelado.

Quando é que se apercebeu que criar jogos era o seu sonho?
“Sonho”, é isso mesmo. Criar jogos tira o sono! Penso que foi à cerca de oito anos que me apercebi que todos aqueles grande jogos que estava a jogar tinham sido criados por pessoas de «carne e osso» como eu. Tinha algumas ideias para jogos, pelo que resolvi tentar ver se tinha alguma aptidão para criador de jogos.

Como se define a si próprio enquanto criador de jogos?
Actualmente, com a publicação do meu jogo Bridge Troll, fico contente por me definir apenas, e em primeiro lugar, como um criador com jogos publicados! As pessoas tratam-nos de maneira *muito* diferente quando vêem um produto acabado na prateleira de uma loja de jogos. Deixam de nos tomar como um «sonhador». Passa-se, como por magia, a ser considerado um “criador de jogos”! No que concerne ao tipo de criador que sou, ter-se-á que aguardar para ver, pois só apenas tenho um jogo publicado. Até agora os meus protótipos são esquisitos e estranhos, pelo que não me surpreenderia que fosse definido como tal.

Tem outro emprego, ou é um criador de jogos a tempo inteiro?
(*Risos*) Como se pudesse! Pouco criadores conseguem ganhar o suficiente com a criação de jogos que lhes permita fazer disso um emprego a tempo inteiro. Sou aluno do Doutoramento em Inglês (literaturas britânica e americana) na Universidade do Utah. Gosto de ensinar, pelo que no futuro poderei criar jogos e dar aulas, e também escrever.

Segue, com especial atenção, algum criador de jogos?
Gosto muito de Bruno Faidutti e acompanho um bocado Wolfgang Kramer e Rudiger Dorn. Knizia publica tantos jogos que se torna difícil segui-lo. Tento estar atento a novos criadores como Matt Leacock, cujos jogos me impressionam bastante pela esperteza das ligações e das mecânicas. E, como é óbvio, não poderia deixar de acompanhar os progressos dos meus colegas do Board Game Designer’s Guild of Utah! O meu colega Mike Compton vai publicar, lá para o fim do ano, através da Rio Grande Games, o jogo “The Heavens of Olympus” (imagens do protótipo em: http://www.boardgamegeek.com/boardgame/37680 ). Sean MacDonald terá o seu jogo, sobre pintar obras-primas, publicado pela FRED Distribution em 2010. E brevemente outros membros irão também ter jogos publicados, incluindo Scott Nelson's com o Diver Down e Mike Drysdale's com o Hagoth:Builder of Ships. O membro Ryan Laukat não fez apenas as ilustrações para o Bridge Troll, mas também para o jogo Strozzi de Reiner Knizia e para o Dominion e suas expansões.

Será que os jogos de tabuleiro podem ser usados para fins educativos?
Absolutamente. Giles Pritchard tem um website totalmente dedicado à temática da utilização de jogos na educação (http://www.gamesforeducators.com/). O meu colega do Guild, Steve Poelzing, dirige uma empresa, Games for the Mind, que se direcciona para jogos educativos: http://www.gamesforthemind.com.

Mas, para mim, simplesmente *jogar* jogos de tabuleiro é mais importante que jogar especificamente jogos de tabuleiro *educativos*. Eu raramente aprecio jogos rotulados de *educativos*. Muita *educação* acontece só por jogar, ler as regras e interagir com os outros jogadores, independentemente do jogo que se jogue. Estudos mostram que jogar jogos activa o cérebro e estimula a construção de novas ligações, para além de se construírem novos relacionamentos e, ao enquadrar conflitos, reduzir tensões.

Que pensa da actual crise económica? Irá afectar a venda de jogos?
Espero que com mais “ficar cá” e o aumento dos custos das viagens, os jogos de tabuleiro sejam mais jogados por amigos e famílias. Um jogo de cinquenta dólares pode parecer caro, mas se fizermos as contas às horas que se passam a jogar, é, de facto, muito barato.

Os jogos “Age of Empires III” e “Goa” retratam tempos gloriosos de Portugal, será que a História de Portugal poderá a vir a ser o tema de um dos seus jogos?
Há alguns anos criei um jogo sobre o Comércio de Especiarias, que envolvia Portugal como uma das principais potências dominantes, através das suas colónias no Oriente. Infelizmente, o jogo nunca chegou a “funcionar”. Também fui consultor de um jogo de Piratas envolvendo diversas potências marítimas, Portugal era uma delas. Portugal tem uma história fascinante e poderá ser uma grande fonte de inspiração para muitos jogos. Têm alguma sugestão para um jogo sobre Portugal? Sou todo ouvidos!

Que conhece de Portugal? Já esteve em Portugal?
O mais próximo que estive de Portugal foi no tabuleiro do El Grande que se passa em Espanha! Ainda não visitei, mas estou curioso em aprender mais sobre Portugal. Por mais embaraçoso que possa parecer, o meu contacto com o português vem de ler a novela de ficção científica, Speaker for the Dead, de Orson Scott Card que se passa numa colónia espacial portuguesa. A minha mulher fez parte dos seus estudos num colégio em Espanha, e isso foi o mais próximo de Portugal que estivemos.

Muito obrigado pela entrevista.
Obrigado, Paulo. Foi um prazer!




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