Invisible City Productions is a collective of game designers, writers, and artists who provide this as a space for the creators of secret media to come together and touch antennae.
Invisible City Productions is a collective of game designers, writers, and artists who provide this as a space for the creators of secret media to come together and touch antennae.
Recent Posts
Un-sticky notes: Part 2
Inevitable: Promo video #2
Un-sticky notes: Part 1
SJG Week 22: I no longer work at SJG
And one more thing... AEG will demo Pressure Matrix at Gen Con - Yay!
Recent Comments
Kat (Un-sticky notes: Part 1)
P.D. (Un-sticky notes: Part 2)
Kevin Miller (Un-sticky notes: Part 1)
Jonathan (Un-sticky notes: Part 1)
Jens Alfke (Un-sticky notes: Part 1)
Copyright 1999 - 2010 Invisible City Productions
Published with Textpattern
« Keeping yourself busy... (Week 4 at SJG) | SJG Week 6 »
A few simple things I learned in week 5 at SJG:
1) I trained myself to make card games in multiples of 52 or 54. If you’re printing in the USA, that’s relevant. If you’re printing in China, it’s not. You can make a game with 108 cards in it, and odds are good that you’ll get the same quote to print if you make it with 110 or 120 cards in it. Why? I don’t know. I don’t even pretend to know.
2) In contrast to note (1): Keeping your component requirements to a minimum is critical. If you create a game that can be played just with cards, but could be expanded to accomodate miniatures, a fist-full of dice, etc., you’re in pretty good shape. If you’re designing a game, and you keep adding components to it, be certain that those components are essential. If they aren’t, you’re making your game less appealing to publish without adding sufficient value.
3) Get enough sleep.
4) If you’re working and working and working on a game and it’s just not coming together, take a step back. Ask yourself, “What’s this game really about?” “Who’s the audience for this game?” “What story arc do the players follow as they play the game?” If you’re fortunate enough to have mandates from your customers, take a look at those too. Now break the game down and figure out what it needs to do actualize those primal roles and meet those mandates. Strip off any extra cruft that’s attached itself to the game. Try it again. Is it better? Is anything missing?
5) Capture notes at every meeting, even the small ones.
6) Offload the math onto the components. Even if you think the math is super-simple, offload it anyway. Why? Math you think is simple may be daunting for other people. Making components that “do the math” makes the game more accessible, more fun, and is likely to improve the game play in ways you didn’t even expect it to.
7) Order enough food for play test sessions. However much you’ve ordered, increase it by 10%.
8) It is very, very easy to make a game that color-blind people can not play. Be vigilant. (Note: I am not color blind, but I know several people who are to varying degrees. This includes one person who is completely color blind (grayscale vision) and an avid gamer. This is more of a problem than you’d initially expect, but just think about it for a moment.)
— Jonathan A Leistiko :: thought : gaming
Thanks for the shout-out for the color blind. So sad to get a new game and find a color issue in it.
— Mike Haverty Apr 16, 10:47 PM #Un-sticky notes: Part 2
Inevitable: Promo video #2
Un-sticky notes: Part 1
SJG Week 22: I no longer work at SJG
And one more thing... AEG will demo Pressure Matrix at Gen Con - Yay!
SJG Week 14: What do you think you're doing?
SJG Week 12: Settling in and broadening...
The Inevitable Project - Help us out?
SJG Week 8: Targeting your game at a publisher...
SJG Week 7: Tips for artists...
Kat (Un-sticky notes: Part 1)
P.D. (Un-sticky notes: Part 2)
Kevin Miller (Un-sticky notes: Part 1)
Jonathan (Un-sticky notes: Part 1)
Jens Alfke (Un-sticky notes: Part 1)
Carl Klutzke (Un-sticky notes: Part 1)
Jonathan (SJG Week 22: I no longer work at SJG)
BGibbs (SJG Week 22: I no longer work at SJG)
Remi (SJG Week 22: I no longer work at SJG)
Fred (SJG Week 22: I no longer work at SJG)
Thanks for the shout-out for the color blind. So sad to get a new game and find a color issue in it.
— Mike Haverty Apr 16, 10:47 PM #