Table Topics Family 63 #125-126

QUESTIONS

1. Would you rather lose or never play?

2. What’s the most important right a person has?

ANSWERS By: Austin Smith

1. That would depend on the situation, generally I’d rather lose.

2. I’d say that “rights” don’t really exist and are just the ideas of people, so in that frame of mind whatever an individual thought was most important would be the most important.

Board Game Creation Blogging Part 2 – Looking for a Manufacturer

I’m making a board game, and blogging about it. This is the second part of the process, which goes from finding a manufacturer to pricing for crowdfunding. If you are interested in the process before this, you might want to check out my earlier blog post. If something you want to know about is not covered in either part, please comment and I will try to fit it in in a future installment where I go more in depth into the process.

The process of finding a manufacturer really started before I even had the prototype, but it didn’t finish until long after. When I first went looking for manufacturers I wanted a U.S. one. I live in the U.S. and I like “made in USA” products. In this search I found very few contenders. The one that I wanted to go with was 360 Manufacturing, which makes all of the games for Hasbro, and apparently does other games, too. I say “apparently” because when I went to contact them, their “Request a Quote” form was broken. And when I emailed them I received no reply (I still haven’t gotten one and it’s been months). So I’m guessing that they either don’t care about other games (likely), don’t do them anymore (also likely) or are out of business (unlikely).

So I went back to the research board, and discovered to my dismay that making a game in the U.S. would be super expensive and have awful production times. I begrudgingly decided to have a look at Chinese manufacturers.

As you can see, China is much less attached to where I am.

As you can see, China is much less attached to where I am.

Now, there are several ways to go about having something manufactured in China. You can interface with the company directly, or going through a liaison company that will contact the manufacturer for you. Liaisoning is much easier on you, the game creator, but has a higher minimum number of games required, and higher prices overall. Interfacing with the company directly is cheaper, but puts way more work in your hands, and you can run the risk of getting a bad company that will a) Steal your game idea and take your money (or the reverse or one or the other) or b) poorly make your game and leave you with a crappy product and no legal way to get back at them.

I decided to go with directly talking to a company, because I have almost no money, and the higher order quantities would be raising the bar for my crowdfunding too far. Instead I decided to put my not-so-valuable-to-anyone-but-me time into researching what would be the best company for producing my game. I needed one that had good reviews and a tangible product set (see above for why one needs to make sure), had a relatively low minimum order, and could communicate in english relatively well (if either of us were to use google translate, that would be a mess).
In the end I decided to go with WinGo games, which had more reviews than any other company I saw (hint: if you’re reviewing a game manufacturing company, make the review easy to find) which gave me a good idea about its practices. It also had several glowing testimonials (The creator of “Gunship: First Strike” being the main one) and was relatively easy to get in contact with. It only takes one day to get emails back from them, which is amazing, and since they’re in China it’s right there when I get up in the morning. Their website is easy to navigate and fairly functional. It has a few problems but nothing too glaring. After a few emails and my idiotic showing of my lack of form-filling-out skills (they use an Excel spreadsheet) I was ready to get on to the budgeting part of the process. Really, the whole process was much easier than I thought. If I may complain, though, I’d say they do send answers back one at a time, rather than in aggregate. I know some people might be overwhelmed by a bunch of questions at once, but answering them one at a time does slow down the process.

Next time I’ll be covering the budgeting and introduction to crowdfunding parts of the process, and after that I’ll be moving into some more specific areas. Please leave comments telling me what you’d want me to write about more in depth.

 

Games That Teach – Axis & Allies and Short Term Planning

When talking about board games, games so old and still so loved as “Axis and Allies” are hard to find. With so many versions, updates, and house rules, defining the core that is “Axis and Allies” can be difficult at times. One of the core elements,though, is most definitely the controlling of factories to get points to build more units with. And while this mechanic (mechanism) might seem like it favors strategy and thinking over the long term, I’d argue that it really encourages planning in the short term, for your next turn and not for future turns.

The one I have isn't the greatest.

The one I have isn’t the greatest.

Let me try to explain before you scream at me for being wrong (or more likely just leave the page). The resources you get at the end of a turn will not be used until the beginning of your next turn or later. A player can save up for long periods of time but there is almost no point when you’re being punched in the face by you opponent’s pieces. The illusion of long-term consequences comes from this ability to save, but really the game is just about how many IPC’s (resources) a player can get at the end of this turn to have the most effective next turn. While a player deploys resources at the end of their turn, it still means that the maximum they are thinking is two turns ahead, and if they think farther than that (i.e. want a battleship or aircraft carrier, which are expensive) they are likely to get taken out by their opponent who didn’t do that and is fighting with superior strength.

This is also coupled with the fact that the ultimate goals of each side are placed only several spaces away, except for the United States, which is impossible to take and has to produce units and move them across an ocean to be effective (which is why they usually have China). Players don’t have the time to think about turns farther in the future because if they do they’ll be beaten by players who thought about the turn directly ahead.

Now I’m not going to say that this makes for a bad game, or an un-educational game. In fact, the game is quite fun and in certain cases even has the player going for historical objectives. I do think, though, that the idea of Axis and Allies being a grand strategy game is silly. It’s a tactical game on a strategic board, which in and of itself is quite a good way to teach people about proper resource uses in the short term. And saving a few IPCs each turn will lead to getting some more powerful units in the future if done right. I quite like the short-term resource management that Axis and Allies has. And I also like the fact that it has the realism of a series of tactical victories leading to a strategic victory. It definitely isn’t like chess where a series of tactical blunders could stumble you into a strategic success. I like games that reward short-term victories with long-term benefits, even if in some, if not most, will make you second-best to the person who thought through the whole game.

Really, though, “Axis and Allies” is just a good game for dice chucking and pretending to be some foreign super-power for a night with some friends. Even if it isn’t as deep as it looks, it still lasts for some time and holds one’s interest the whole way though (if the players like WWII.)

Board Game Creation Blogging Part 1 – Inception to Prototyping

I’m making a board game, and I run this blog, so I thought I could combine the two to write this blog post about making a board game.

I don’t know why I thought making a board game would be a good idea, but it seemed the most do-able project in my project lineup, aside from what I was already doing. In hindsight, this might not have been the case, but I think that making a board game might be one of the more rewarding things I’ll be doing for a bit, because it has immediate and highly tangible results. I like being near the end of a project and looking over the things I made and saying “Yes, I made these”. (Which, with the smallest number of games being 1000, might put me in a little over my head, but that’s a good thing.)

I’d say I started about a year and half ago. I’d graduated from high school two years early, and no longer had a chess partner (one of the few benefits of my forced interaction with people my age) and I wasn’t planning to go to college for a while. So I was just looking online a lot and drawing a bunch of comics, which I still consider my primary occupation. I had gotten on the fringes of the board game world when I had been looking up chess variants and other abstract strategy games (which I still love but getting only one other person to play them is kinda awkward). I decided to dive full into board games and got some of the most recommended beginner games (Pandemic) and some not so recommended games (Diplomacy). Quickly I discovered that while I was thinking about board games a lot, I didn’t have much time to play them. (My poker group was still a poker group and not the mini-gaming-group it is today. So I made up a bunch of designs for board games. The first was one I made for my mother’s birthday, which will show up later. But the main one was a historical game inspired by the Roman Empire. I had been learning quite a lot about the Romans (another hobby), and really wanted a game that captured the feeling of a late republican setting, which I found to my dismay during research was not available, at least how I wanted it.

So in the summer of 2013 I quickly made a prototype of my Roman game (Original code name) which at the time was really just cobbled together from other games that I’d played (Battlestar Galactica, Pandemic, Risk), seen (Eight Minute Empire, Cosmic Encounter), or had an idea of making (The board specifically was cannibalized from a Roman conquest game I still have plans for, although the boards are now quite different and will only get more so with development). I played it a few times with my family and friends, to which to response was a general “meh”. But I took “meh” on a first time prototype (a seriously bad one filled with inconstancies, spelling errors, and having almost no artwork for a very thematic game) by a guy who had absolutely no idea what he was doing as a sign that I had something good to work with here.

Seriously I played on this board several times.

Seriously I played on this board several times.

So I spent the next few months working on the game on and off. I had to stop several times because of important dates in my not-at-all lucrative comics business, and I tried building websites with no advertising plan in a small town. I heavily refined the game’s mechanics (mechanisms for snobs), wrote down actual rules, moved into a workable office space, made a good-looking board, and was just about to make better looking cards in January. I declared that I would playtest the game and have a Kickstarter launched by the end of February. My body’s immediate response to that plan was a month’s worth of migraines. At the middle of March I barely had the artwork done, so I decided to just order a prototype and see what information I could dig up. I did get to re-introduce the game to my friends, whose response went from “meh” to “man this is really cool!”. Unfortunately after that I got hit with a very bad cold and didn’t do my research (i.e. Why there isn’t a preview of my game by some well-watched game reviewers, etc.). But I did get a wonderful prototype at the end of it. Which I made a video about.

I think the new board might have helped

I went with the Game Crafter (www.thegamecrafter.com) to make my prototype for several reasons. The first and foremost is that it is very well known, and generally the most well-known producers make the most money and can afford to have the little touches it takes to make a high-quality product. Also, I considered the possibility of the planned Kickstarter failing, and me simply publishing the game through the already-uploaded files on the Game Crafter website, a proposition that seems less and less attractive, but might end up being the case if things go particularly badly. For these two reasons that are highly intertwined, I used the Game Crafter and only took a tiny glance at other platforms I could use for prototyping. I think, though, with the quality of components I got that I made the right decision.

I got several copies of the game, one of which is still wrapped and one is currently with me, being played by friends who now really like the game (of course it has negotiation elements, which can leave a sour taste in people’s mouths if played too much or in too long a game). I also got some other people to play-test it, to which to response was (and from my friends as well) “this is good, but the rules need some work”, which is what that phase of the process is for, so I can’t say it was a failure.

With this little bit of information in hand I dove in to the “Looking for a Manufacturer” phase which will be covered in the next post. I know I didn’t cover everything there is to cover here and I hope to cover some of the details more in-depth in later posts. If there is any particular part of the process you’d like to know about please leave a comment and I’ll move that closer to the top of my “to get done” list.