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Adam in Wales
United Kingdom
Registrace 2. 08. 2013
Designer and player of card-games, board-games, and dice games from Wales, UK. I also vlog about boardgaming and game design.
Follow me on Twitter @boardgamewales
Email : adam@adamportergames.com
Follow me on Twitter @boardgamewales
Email : adam@adamportergames.com
Can you REALLY do both? Juggling game design with another career.
Is it possible to work 9-5 and fit a game design career into evenings and weekends. What about family? And hobbies? And friends? And pets? If I can do it, you can do it.
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The Adam in Wales: Board Game Designer Journal is available worldwide, via Amazon's print on demand service.
You can also purchase a downloadable PDF of the journal from Drive Thru RPG a the following link: www.drivethrurpg.com/product/472771/Adam-in-Wales-Board-Game-Designer-Journal?affiliate_id=430883
To purchase on Amazon, use the links below.
IF NOT LISTED BELOW, search on your local Amazon for Adam in Wales: Board Game Designer Journal.
UK: amzn.eu/d/6HWPjVN
USA: a.co/d/63DoQmZ
France: amzn.eu/d/cSt7sS5
Germany: amzn.eu/d/bcaR6Nw
Italy: amzn.eu/d/cYAThwU
Spain: amzn.eu/d/4mDzsR5
Australia: amzn.asia/d/4lh9Ihu
Netherlands: amzn.eu/d/bvH9JlK
Poland: amzn.eu/d/aSdig1u
Sweden: amzn.eu/d/1fimV2V
Japan: amzn.asia/d/0HgWhr8
Canada: a.co/d/15F7NKO
The journal provides a multitude of reflective tools to help you develop as a tabletop game designer. This is not a playtesting journal. That is to say, the journal is not focused on one specific game or project. It is focused on you. You are the project.
The journal is broken down into logs, with prompts to guide your reflections.
You will be guided to reflect on:
- Your own definition of success
- Your gaming preferences and those of the market
- Games you have played and what you learned from them
- The people who support you in game design
- How you support other designers
- Your design ethos
- Your goals and ambitions
The journal contains a selection of tools to help you analyse your prototypes in development.
- The Hook Generator - to help you create concepts which will catch attention
- The DARE Model - to help you prioritise your ideas
- The Ladder Model - to help you determine how engaging your game is
- The Idea : Execution Matrix - to help you determine how likely your game is to achieve commercial success
- Player Journey Maps - to help you identify the pain points in your games
These tools are all based off of models and matrices developed and discussed on the Adam in Wales CZcams Channel. If you would like more information about any of these topics, there is a huge amount of information within that channel.
---------------
The Adam in Wales: Board Game Designer Journal is available worldwide, via Amazon's print on demand service.
You can also purchase a downloadable PDF of the journal from Drive Thru RPG a the following link: www.drivethrurpg.com/product/472771/Adam-in-Wales-Board-Game-Designer-Journal?affiliate_id=430883
To purchase on Amazon, use the links below.
IF NOT LISTED BELOW, search on your local Amazon for Adam in Wales: Board Game Designer Journal.
UK: amzn.eu/d/6HWPjVN
USA: a.co/d/63DoQmZ
France: amzn.eu/d/cSt7sS5
Germany: amzn.eu/d/bcaR6Nw
Italy: amzn.eu/d/cYAThwU
Spain: amzn.eu/d/4mDzsR5
Australia: amzn.asia/d/4lh9Ihu
Netherlands: amzn.eu/d/bvH9JlK
Poland: amzn.eu/d/aSdig1u
Sweden: amzn.eu/d/1fimV2V
Japan: amzn.asia/d/0HgWhr8
Canada: a.co/d/15F7NKO
The journal provides a multitude of reflective tools to help you develop as a tabletop game designer. This is not a playtesting journal. That is to say, the journal is not focused on one specific game or project. It is focused on you. You are the project.
The journal is broken down into logs, with prompts to guide your reflections.
You will be guided to reflect on:
- Your own definition of success
- Your gaming preferences and those of the market
- Games you have played and what you learned from them
- The people who support you in game design
- How you support other designers
- Your design ethos
- Your goals and ambitions
The journal contains a selection of tools to help you analyse your prototypes in development.
- The Hook Generator - to help you create concepts which will catch attention
- The DARE Model - to help you prioritise your ideas
- The Ladder Model - to help you determine how engaging your game is
- The Idea : Execution Matrix - to help you determine how likely your game is to achieve commercial success
- Player Journey Maps - to help you identify the pain points in your games
These tools are all based off of models and matrices developed and discussed on the Adam in Wales CZcams Channel. If you would like more information about any of these topics, there is a huge amount of information within that channel.
zhlédnutí: 1 710
Video
Time to make my fortune on Kickstarter? | Your Game Design Opinions and Insights
zhlédnutí 1,6KPřed 14 dny
Answering questions and responding to comments from the videos below: Stop TRYING to innovate czcams.com/video/wKuMPOYueao/video.html Crowdfunding your board game: The pros and cons czcams.com/video/-ypL_B5S-sI/video.html How NOT to design a MODERN board game czcams.com/video/8GZLqnOr6zM/video.html Rule the Game: Secrets to Writing Clear, Concise, and Compelling Board Game Rulebooks czcams.com/...
What's changed in Board Game Design?
zhlédnutí 10KPřed 14 dny
Looking back at 10 years of working in board game design. What's new? Sponsored by Launch Tabletop www.launchtabletop.com Discount code: ADAMINWALES 0:00 Introduction 00:00:19 More games 00:01:40 Increased sales (and expectations) 00:03:29 Full time designers 0:05:54 More artist recognition 0:06:51 Advances 0:08:46 Publisher networking 0:09:52 More info online & designer communities 00:10:54 Bi...
How to Design a MEMORY Board Game
zhlédnutí 1,4KPřed 2 měsíci
Game Designer Adam Porter explores the mechanisms used in memory board games. The video is a toolbox for you as a designer: an exploration and distillation of what has gone before - how a mechanism has developed - lessons learned and new avenues to explore. Take these mechanisms, combine them, subvert them, and create something new. 0:00 Introduction 0:32 The Game of Pairs 4:49 Combining elemen...
Prioritise your board game concepts *Board Game Design*
zhlédnutí 4,7KPřed 2 měsíci
The DARE model is a framework you can use to critique your concepts, to help you prioritise and determine how to make the most effective use of limited design time and resources. The Adam in Wales: Board Game Designer Journal is available worldwide, via Amazon's print on demand service. You can also purchase a downloadable PDF of the journal from Drive Thru RPG a the following link: www.driveth...
How to Design a RACING Board Game
zhlédnutí 3,4KPřed 2 měsíci
Game Designer Adam Porter explores the mechanisms used in racing board games. The video is a toolbox for you as a designer: an exploration and distillation of what has gone before - how a mechanism has developed - lessons learned and new avenues to explore. Take these mechanisms, combine them, subvert them, and create something new. 0:00 Introduction 2:25 Speed 6:34 Turn Order 7:49 Gears 9:42 C...
How finished should a game be before you pitch it? Sponsored by Launch Tabletop
zhlédnutí 3,4KPřed 3 měsíci
When is a prototype ready to show to a publisher? How many tests? How balanced does it need to be? Can you show the game if it still has some problems? And does the quality of components and presentation of the prototype matter? This video is sponsored by Launch Tabletop, a board game manufacturer with a print on demand service called Launch Lab - ideal for printing a small number of profession...
How NOT to design a MODERN board game
zhlédnutí 116KPřed 3 měsíci
In this video I list ten untouchable mechanisms and features. Designers - do not put this outdated stuff in your games. You do want your players to have a GOOD time, right? I’m not here to criticise and condemn older games. These were the building blocks from which our wonderful, extraordinary, rich ecosystem of games evolved. Designers of the past deserve our respect. But that’s not to say the...
Creating home-made content for your favourite board games.
zhlédnutí 1,3KPřed 4 měsíci
Ever since I’ve played games, I’ve tweaked them, adjusted them, attempted to upgrade them. With varying degrees of success. In 2024 there are incredible services available which can help you do just that. In this video I’m going to show you how I reworked Reiner Knizia’s legacy game My City to make it endlessly replayable, with a few simple components manufactured using print on demand service ...
How to Design a DICE DRIVEN Strategy Board Game
zhlédnutí 7KPřed 4 měsíci
Game Designer Adam Porter explores the mechanisms used in dice driven strategy games. The video is a toolbox for you as a designer: an exploration and distillation of what has gone before - how a mechanism has developed - lessons learned and new avenues to explore. Take these mechanisms, combine them, subvert them, and create something new. The Adam in Wales: Board Game Designer Journal is avai...
The WHO, WHAT & WHY of board game design.
zhlédnutí 3,9KPřed 5 měsíci
What sort of games do you want to design? Who do you design your games for? And what do you want to get out of it? The Adam in Wales: Board Game Designer Journal is available worldwide, via Amazon's print on demand service. You can also purchase a downloadable PDF of the journal from Drive Thru RPG a the following link: www.drivethrurpg.com/product/472771/Adam-in-Wales-Board-Game-Designer-Journ...
SELF-SABOTAGE and Board Game Design
zhlédnutí 2,9KPřed 5 měsíci
If effort was all it took, we’d all be millionaires. This video is a cautionary tale for board game designers. The Adam in Wales: Board Game Designer Journal is available worldwide, via Amazon's print on demand service. You can also purchase a downloadable PDF of the journal from Drive Thru RPG a the following link: www.drivethrurpg.com/product/472771/Adam-in-Wales-Board-Game-Designer-Journal?a...
Reflecting on Board Game Design: games played, achievements and future goals.
zhlédnutí 1,3KPřed 5 měsíci
Board game designer Adam Porter reflects on recent games played, achievements, and future goals. The Adam in Wales: Board Game Designer Journal is available worldwide, via Amazon's print on demand service. Use the links below, or IF NOT LISTED BELOW, search on your local Amazon for Adam in Wales: Board Game Designer Journal. UK: amzn.eu/d/6HWPjVN USA: a.co/d/63DoQmZ France: amzn.eu/d/cSt7sS5 Ge...
Creating a board game for family and friends... with Launch Tabletop
zhlédnutí 1,7KPřed 5 měsíci
This is the most self-indulgent project I’ve ever made. Dinosaurs vs Cowboys in a traditional Stratego-style showdown. It’s really cool. And it’s just for me. This project was a real geek-out. The great thing about a print on demand service like Launch Lab is that it lets you really indulge your creative impulses and make something which looks and feels like a professional game - even if it’s j...
The 10 REAL skills you need as a Board Game Designer.
zhlédnutí 8KPřed 5 měsíci
It may sound weird but game design is just one aspect of the job of a game designer. And while it may be the foundation of what we do, it will never get you anywhere if you don’t possess the other traits in this list. Use the links below, or IF NOT LISTED BELOW, search on your local Amazon for Adam in Wales: Board Game Designer Journal. UK: amzn.eu/d/6HWPjVN USA: a.co/d/63DoQmZ France: amzn.eu/...
Your PATH to SUCCESS as a board game designer.
zhlédnutí 2,1KPřed 6 měsíci
Your PATH to SUCCESS as a board game designer.
Picking the best BOX SIZE for your board game
zhlédnutí 1,4KPřed 6 měsíci
Picking the best BOX SIZE for your board game
Designing Board Games Which Break the Rules
zhlédnutí 3,3KPřed 6 měsíci
Designing Board Games Which Break the Rules
30-21: A Decade of Game Design Wisdom
zhlédnutí 2,1KPřed 7 měsíci
30-21: A Decade of Game Design Wisdom
50-41: A Decade of Game Design Wisdom
zhlédnutí 2,1KPřed 7 měsíci
50-41: A Decade of Game Design Wisdom
The BEST Board Games of the Year! Top 10 of 2023.
zhlédnutí 8KPřed 7 měsíci
The BEST Board Games of the Year! Top 10 of 2023.
60-51: A Decade of Game Design Wisdom
zhlédnutí 1,8KPřed 8 měsíci
60-51: A Decade of Game Design Wisdom
70-61: A Decade of Game Design Wisdom
zhlédnutí 1,9KPřed 8 měsíci
70-61: A Decade of Game Design Wisdom
80-71: A Decade of Game Design Wisdom
zhlédnutí 2,5KPřed 8 měsíci
80-71: A Decade of Game Design Wisdom
90-81: A Decade of Game Design Wisdom
zhlédnutí 2,2KPřed 8 měsíci
90-81: A Decade of Game Design Wisdom
100-91: A Decade of Game Design Wisdom
zhlédnutí 3,2KPřed 8 měsíci
100-91: A Decade of Game Design Wisdom
Player elimination -- "We Didn't Playtest This At All." Since the game is just ... 5 minutes long, the player elimination is not a problem.
New to game design, but why not mention of poker and games like blackjack?
The video is 8 years old so I can’t remember what I did and did not mention! I’m sure it’s due for an updated version. In the meantime welcome to the channel (and to game design). There are hundreds of more up to date videos on the channel about game design so hopefully you’ll find them useful! :)
@@AdaminWales thanks, my goal is to make board games using a game engine, because initially i wanted to make videogames, but I then decided it would be easier and better to make digital board games.
Excellent! I'm currently working on a board game and had some questions. This was very helpful in answering them!
Excellent video!
The two German games are super impressive (having a hard time not buying them now!) but the biggest lesson for me is how a game can have an "unnecessary" prop like the bird box or tree display and be fully justified -- it's easy to fall into the trap of not having such a component because, well, it seems like an unwarranted luxury! But it really helps in those games.
Another great common sense video! There are very few “full time “ game designers as compared to design hobbyists- sometimes when your hobby becomes your career it loses its appeal and becomes a “job” -
Just recently found this channel. Regarding Dice for combat, World of Warcraft the board game has probably the best dice combat ever designed.
Adam, your video is mostly about the luck factor being undesirable, comparing to strategy, etc. However, I think you should consider why so many games where the luck factor exists, are successful and prefered by some gamers. 1 - luck is a LEVELLING factor. Consider a game where strategy is the main factor. You can´t play with kids. If kids get angry with bad luck, they get even angrier when they feel incapable of winning. A parent must thus play BADLY to allow the kid to win and keep playing. A luck factor game LEVELS out the cognitive differences between an adult and a kid. Or even between kids of different ages. When we are kids, 2-3 years difference is a BIG difference in cognitive abilities. Luck based games may reduce that difference or even eliminate them 2 - even between adults, cognitive differences for certain types of games will mean some players will simply give up on that game. A first time Catan player (and Catan HAS some luck involved) may give up the game if he plays against some experienced player that knows all the tricks and best strategies. No beginner will keep playing against someone very good at chess. Luck based games may allow a beginner the change to win as much as an experienced player. Even in the world of tabletop boardgame afficcionados, someone might give up on a game they keep losing. Even if they do well in other games dependent on strategy, constantly doing bad in a game may be a turn off for some players, irritating or even a do harm to self esteem. Some degree of luck involved may give players a better chance. 3 - luck PLAYS a factor in real life. You may have the best coach in the world, the best players, but there are some days you simply can´t score a goal, pure bad luck, while the other team, suffering the entire match, scores by a luck a goal at 89 minutes. It's exactly what makes football so unique compared to other sports, how it can SUDDENLY change and create unlikely upsets, many times based on luck.
Some very useful thoughts here, thanks. I do think you’ve overstated how much I emphasised strategy over luck though. I am a huge fan of games with luck in them. I have many videos declaring my love of very simple dice games, card games, and a massive deep-dive into the roll and move genre. But luck should be handled carefully to prevent it becoming overwhelming. There is always a balance to be struck. I think for very young players, a totally luck-dependent game is acceptable. But even at a young age, some degree of decision making is always going to make a game more engaging. The depth of those decisions will scale with age and complexity. And some players (the majority) will never want a super-deep, complex, deterministic experience. But as a craft, designers ought to be trying to introduce agency into their games to keep the players involved, even when the gameplay is simple, accessible, and features a hefty dose of chance. Practically every designer in 2024 is already doing this so I’m hardly saying something controversial. Even the simplest games coming out of wonderful children’s publishers like HABA, Blue Orange, and Ravensburger are full of interesting choices for the players. That’s just what publishers are looking for in 2024. The majority of purchasers in the gaming industry are parents buying for their kids. Their decisions are based on nostalgia, familiarity, and availability. So inevitably, the traditional classics remain the highest sellers. But these titles don’t always offer up the most engaging gameplay. A game designer in 2024 would be ill-advised to try to replicate the experiences offered by these games, when modern games tend to offer so much more.
Hey! I hate "take that" as a mechanic but Dominion has the best implementation of "take that" as it never targets a single player but always every other player. I wouldn´t even call it take that and i am absolutely fine with it implemented that way.
Yes, it was poor editing! I meant to include Dominion as an example of a game doing it right. 🙂
@@AdaminWales ah,understood, thanks for clearing that up, great list!
And yet, the most successful, still popular games, the ones that have withstood the test of time tend, on average, to be older rather than newer. And as for the mainstream public, well... I hate to be the one to inform you but Risk, Monopoly and Snakes and Ladders are still far more successful than games on the bgg top 100 list. Because boardgames are not like video games. They don't become better with technology advancements. They're more like books. The best ones have already been written and most new ones are derivative and their only value is the novelty factor which burns out as soon as the newest game comes out. Yes, people will always get excited for the shiny new game each year, but then will always come back to the classics.
Much of what you have said is true (popular older games, by definition, have withstood the test of time; newer games haven’t had that opportunity because… well, they’re new…) but regardless, it isn’t very practical advice for a modern game designer, which is what this channel is all about. It isn’t possible to design Risk, Monopoly, and Snakes and Ladders over again. So I’m quite pleased that designers have kept on innovating :)
Hi Adam. Thanks, as always, for the video! I live in South Africa, a very long way from Essen, or any boardgaming convention for that matter. I am developing a presentation file (.pptx) for pitching one of my designs with. Do you think publishers would find that an appetising format? On another note, do you think there is any chance that someone in my (geographical) position could get someone else to pitch their game at Essen Spiel on their behalf? It would obviously be really tricky; no one else believes in one's product the way one does oneself...
parents, please dont make your kids grow up with the same horribly designed games as you! playing game of life or monopoly with your kids might be nostalgic for you because there wasnt anything better for your childhood, but nowadays you really dont have to force your poor kinds through anti fun games like this! it also teaches them that board games are nothing but dice rolling competitions and theyll probably never give them a chance when they are older. why would they play something like that with you when they can play well designed games on their phone or console instead? i always hated board game night as a kid not because i didnt like my family, but because the games were uttterly unfun
Another great video, Adam. Inspiring to see your output, given all the other things you have ongoing in your life. Wishing you all the best for Essen and hope to see you again there.
Thanks Carl! Sadly I won’t make it to Essen Spiel this year due to family commitments. I hope it goes well for you! :)
man... I'm not a game designer, but I would like to do something on the side (ikigai driven), as I have so much free time diaily... like 7,8 hours per day (🤯)... but yet I don't know where to start and how to motivate myself 😢
Here’s my ‘inspirational’ video about Making Your First Board Game 😁 czcams.com/video/y2vpRG0EbrI/video.html
speaking of other hobbies, what lego set do you plan to get next?
I’m afraid I’m totally out of room for Lego! So I haven’t made one for a while. I always get a new Christmas set each December so I’m amassing quite a Winter Village which comes out on display each year! 😊
One of my favorite games was Academia, the brazilian version of Balderdash.
I love Balderdash! It’s one of the older games which still always feels fresh :)
And yet, I think the best sellers are all mostly games that involve random choice, and are for kids, not for adults.
That is definitely true. The best sellers tend to be bought by adults for their children, and purchasing decisions are made based primarily on nostalgia, familiarity, and what’s easily available. But the picture is rapidly changing with massive sellers like Catan, Ticket to Ride, Pandemic, Wingspan, Codenames representing the new wave of modern designs.
Thanks for organizing your thoughts and sharing them for the masses.
You’re welcome! Hope it’s helpful! :)
One of my all time favorite catch-up mechanics is in the game Samurai & Katana - on the surface it looks like a Risk clone, but it's quite different. One way it's different is that you tally score through the game, and the players with the highest and lowest score gets a bonus. The Highest score is Shogun, and I don't recall what he gets. The lowest score though becomes Emperor, and the emperor dictates who goes in what order in each phase of a turn. There's several phases, and it's usually beneficial to go late since you can react to what other players are doing. It also leads to a lot of backstabbing and dealing as players try to convince the Emperor to help them.
That sounds great 😊 It reminds me of the Sheriff role in Dice Town, where whichever player currently has the Sheriff’s badge chooses who wins in any tied situation (whether they’re involved in the tie or not) … and they’re allowed to accept bribes!
Another place you can look for inspiration is digital deck builders, like Slay the Spire, Monster Train, and more varied options like Dicey Dungeons. Slay the Spire just got a physical version but there are lots of neat mechanics in each to look at, such as removal of the "market" instead tying deckbuilding to advancement through the game.
I work as a video game programmer during the day, but also design tabletop games as a hobby. One of my recent games had an extremely annoying design issue that made me halt the whole project, and then, probably a year later, I figured out a tiny rule change that would fix it instantly. In the end, I think it is a blessing to have a full time job, at least if your game design path is still not 100% clear, and you don't have a big catalogue of games on the market to be financially stable.
Inspiring! I'll come back to your video for motivation. I found the spring and summer seasons to be the least productive for me in term of game design because I've got better or more urgent things to do outside 😁
Thanks for the positive words on the roll and move concept. I have it in my game but I was thinking of taking it out because I was considering the idea of roll and move being way to overdone but I feel that it is needed at the same time. So hearing you say roll and move is good if it's used well was a relief.
Great! As long as it is utilised cleverly, I would say stick with it :) Here is my video overview of some clever Roll and Move systems: czcams.com/video/Fflv2nCikrs/video.html
would you say your career puts a... dent 😜 in your ability to create more board games? or you would probably be creating games at the same pace even if you were able to do it full-time...
I’m sure my output would be greater - perhaps 2-3 times? It would certainly require more travelling and significantly more organised playtesting setup than I currently have. But the first thing I would do would be to properly monetise the CZcams channel - more videos, a Patreon, offer paid consultancy, and more written publications.
@@AdaminWales here's to hoping you get to achieve that! 🙂
Glad to know you’re a dentist, as I’m also a medical personnel Trying to squeez time to design games. And we did alot of same things in common :O
"You're probably fast forwarding this video" - 2x speed for life, but I find I often scroll back for your videos. Thank you for spending some of your time to share these videos, instead of/alongside making games. 😉
Listen, I fully respect you're allowed to have your own opinion when it comes to game design, but you really should have titled this video, "Mondern Game Designs I Want to See". I stopped watching when you brought up the tank game. I have never played, but that game looks fucking awesome.
Yeah, Tank Battle is awesome. Just very very dated.
Honestly Monopoly is a great game, it was made to teach people how capitalism is a fundamentally broken system by itself being broken. It's great for a few playthroughs, but it isn't fun after, and wasn't meant to be.
You are talking about Magie’s The Landlord’s Game & Prosperity, which are two precursors to Darrow’s Monopoly from a different designer. When both Magie’s rulesets are played and contrasted, they do indeed serve as a lesson in economics. They are however most definitely supposed to be fun (it says as much in the rulebook). Darrow’s Monopoly stripped out pretty much all the educational content, changed almost all the rules, and was never marketed as an educational game. It was always intended as a fun pastime for families. Monopoly is undoubtedly a great game, but very, very dated.
Hey do you have any favorite horror board games? Games that you play with your family, regret it, then bring it to your friends and watch them suffer in fear?
Do you mean horror-themed board games? It’s not really a genre I enjoy, so no, I don’t have any favourites. I play cartoony spooky games, but I guess that’s not what you’re asking. I’ve never played a game which has caused me fear! I hesitate to say that it’s not possible, but I think it would be very hard to create a genuinely scary board game.
Would using AI art for prototypes be okay or would that be frowned upon? Assuming you're transparent about it.
It totally depends who you ask. It’s a rapidly developing situation. I’ve used AI for placeholder images for prototypes in the past, but never for any finished or commercial product. I know many agree with that stance. But there are people out there who have gone one step further and are using AI for final images for their products (which I’m not comfortable with). There are also people out there who wouldn’t agree with using it for a prototype. So you’ll need to find your own way here.
Use it! Then it also lets play testers know the art style or design theme you’re searching for, and from there you might get artist recommendations
As an artist, I would recommend against it. While theoretically using it for just a prototype seems harmless, the fact is ai is trained off of stolen artwork, and using ai just trains it more.
So, I'm mixed in terms of opinions here. You should always make it clear that artwork is AI generated if you use it. For rapid prototyping - I would say go for it, but better to use free use (as in Creative Commons or other licensed) icons or clip art when possible, as a moral thing. Never in production, but that is something you agree with the publisher on contracts with (No AI art used and prohibit any contractors from using AI tools, talk to a lawyer how to word it). It's to cover your ass as well as to ensure a nice touch is applied and people get compensated. :)
What's your budget? I'm currently creating a few games with AI to generate some income, with the goal of investing in freelancers in the future
That's 3 things!
What are the three things?!? Do you mean three games signed? I had quite a successful Essen trip last year! :)
I just stumbled across this and the funny thing is I'm making a deck building ttrpg right now.
As I finally get to watching this video I want to say - this 'just talking to the camera' format is very charming and doesn't really take away from my enjoyment fo the video 🙂
Awesome - that’s really good to hear! :)
1:12 This is the philosophy I have been going by when creating my game. From start to finish I have been prioritizing user experience and creating something simple yet unique, prioritizing that over costs and other sacrifices. For example, to play my game you will require 4 dice towers, 4 customized deck holders, 100 custom dice, 1200 cards, AND a 60 inch by 30 inch table to play the game on. If your table is 29 inches or 31 inches you will be unable to play my game. This is because of the real-time mechanics involved. I've spent a few thousand dollars and a few thousand hours creating this game, and I have zero intentions to sell it
I think my game in innovative. It is a competitive real-time 2v2 or 1v1v1v1 battle royal game. I've never seen a competitive real-time game yet, I am making the first
Can we all take a moment to appreciate that Adam ruined a perfectly good t-shirt for this?
thanks for this video 😊 the game looks interesting and it's always nice with 2 player games
Camel up isn't roll-and-move. Roll and move is specifically about the player rolling and then moving their own piece, representing their position. Camel up is more similar to something like the birdfeeder in wingspan, a neutral form of randomness that players make decisions around, rather than being dictated to, and the mechanic is (in theory) even for all players.
It’s an interesting distinction to make - that roll and move must relate to your own playing pieces. There’s no authority on this stuff, of course. But BGG lists Camel Up as Roll and Move, and the Engelstein/Shalev definition from Building Blocks of Tabletop Design doesn’t separate games where you roll to move your own piece from games where you roll to move neutral pieces. Not authorities, but probably the closest we’ve got. I made a deep dive video about the many variants of Roll and Move a while ago: How to Design a ROLL & MOVE Board Game czcams.com/video/Fflv2nCikrs/video.html
Thanks! This is a good overview.
In relation to having to roll a 6 to start Pachisi: Why else do we call it Frustration?
Okay, to be fair, older games like Monopoly or Game of life maybe don't succeed in good game design, but they succeed in their intended message. Monopoly was designed to show how the rich get richer on cost of everyone else in a capitalistic world and game of life was designed to show how successful people usually didn't earn this, they just got lucky
Once upon a time a "minicomputer" was refrigerator size! And a home/desktop computer was considered "micro"!
Incredible informations, I'm binge watching your channel, thx a lot ! :)
I have a deep hatred of racing games
monypoly was made to be unfair, it was made to show how bad capitalism was so if you like the game, you're playing the game wrong
@11:34 If you include info in the forms of icons on the dice, your players still have to look up what those icons mean. Just use numbers, & give up the expensive custom dice. (There were a few people who said things like this in the actual video.)
@9:32 I don't remember the intro being too long.
Back in 2009, I was a dedicated RPG player attending Origins. A random table was looking for one more person for a game and I had two hours to kill. That game was Kingsburg. It was my first experience with modern board games and it blew my mind and set me on my path as a life long board gamer and even how I eventually met my wife. So I owe a lot to that silly little dice placement system.
Hey Thanks for a very entertaining video - my family play with nearly all the expansions - so it’s a (rewarding )2 hr game. We also score using pen & paper giving everyone an extra meeple.
This is a cool video! For my own interest it would have been nice to also get positive examples. I know the video is already long, but for constructive advice to be complete you need an alternative, right? Because the idea of slowing down one player's end game to give other people a chance to catch up is not a bad one, but how do you do it without a luck based hurdle? If you make it skill based then it will slow down the second in place just as much as the person before them, so they won't have a chance to catch up in practice at all. Also that said, skill based games are bad for the enjoyment of players who... well. Don't have skill. Board games are a very communal past time to many people, so do we borrow "Git gud" from the video gamers? Sometimes the illusion of conmtrol has been exactly what we wanted when we were breaking out a board game, because there is somethng light to be invested in. You roll, you do what the dice tell you to do and you get to have fun with both great grandma and the six year old. If you make it predominantly skill based you ruin into the problem I had playing Smash Bros with my friends back when. I was winning every time and they quickly lost interest, which sucked for me because I loved that game.