Speak Your Mind 200 #996-1000

QUESTIONS

1. Do you have bony knees?

2. What do you think would be fun about having a little puppy?

3. Have you ever touched a real horse?

4. How old do you think your English teacher is?

5. Does your family usually use a tablecloth for meals?

ANSWERS By: Austin Smith

1. Yes, they are quite bony.

2. Its cuteness, its playfulness.

3. Yes, I have ridden a real horse too.

4. I no longer go to school.

5. No, we trust ourselves to not destroy the table and clean afterward.

Review – Pilot Precise v5 Black, Blue, and Red

Times are tough if one wants to write smoothly and precisely on a budget. Technical pens wear out fast, and fountain pens cost money and time to maintain. I use both, but sometimes I just want to write easily and precisely without all of the maintenance and hassle. This is where the Pilot Precise series of pens come in. Today I’ll be looking at the v5 set in black, red, and blue.

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The cap and barrel are simple and straight. The cap has nothing on it but a simple metal clip that does its job well but can bend easily. The barrel has the necessary info about the product and an ink window so that if ink starts to run low you can get a general idea. Removing the cap shows a transparent section and feed system, which is more for being cool looking than any sort of functionality regarding ink level. At the end of the section is a series of plastic step downs that lead to a metal rolling ball tip. At the bottom of the section is a small clear plastic window that allows one to easily see if there is little or no ink left in the pen. The transparent section and barrel are both a slick plastic, but provide enough surface area that slipping off or letting go of the pen is not an issue.

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The tips of the pens write fairly smoothly. Older ones get a bit stiffer, but even on the extra-fine v5 they are never scratchy. The rolling ball delivers a nice “precise” line to the paper. Although it does have more variation than a technical pen in width, it has less than a standard ballpoint does, and it doesn’t blob. Like I said, writing is smooth: almost as smooth as a fountain pen, but not quite there. I’d say they are wonderful for writing (especially if ballpoints cramp one’s hands) but are not as good for drawing. Still better than a ballpoint, though.

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The three colors I have are Black, Blue, and Red: fairly standard colors with a fairly standard execution. The black is a warm black (this is an older pen, and Pilot may have changed formulas. The other two are brand new.) and noticeably less saturated than the thicker v7. The blue is quite dark, darker than most other Pilot inks, and quite work-appropriate. It’s almost a deep water blue, but not quite as dark as, say, Bic blue. The red is bright, bright to the point of being aggressive. Don’t grade papers with it unless you really want to say they’re wrong. It shows up almost from across the room and is quite a contrast to the deep red body of the pen. I’d say it has the fewest practical applications of the bunch. All of these inks are liquid-based and soak into the paper, meaning that they take a bit of moisture to run, but when they do they never stop. The red is the worst in this case.

In the end I’d say simply that these pens are great for writing, and all right for drawing. They aren’t the best but are great and ubiquitous for what they are.

Speak Your Mind 199 #991-995

QUESTIONS

1. Would you rather print or write in cursive?

2. How many students are in your science class?

3. do you think drugs and alcohol were a problem in pioneer days?

4. Do you have a computer at home?

5. Do you think kids who are well behaved in school like school better than naughty kids?

ANSWERS By: Austin Smith

1. It would depend on the writing instrument; with a pencil, ballpoint, or technical pen I’ll do print, with a fountain pen or rollerball cursive.

2. I no longer go to school.

3. Yes, I be they were a terrible problem that is likely under-recorded.

4. People reading this could guess the answer to that quite easily.

5. No, I was well-behaved and hated school.

 

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.)