Friday, 23 February 2024
Hegemony: Lead Your Class to Victory
Friday, 16 February 2024
Why gamers are lousy game makers
As gamers we are the consumer. A game maker is a producer. These are completely different games. We may have played hundreds of games, and we feel we are experts. We judge other people's games. We scoff at mass market games. We think we can do better than many games which are being released. However the consumer and the producer are two very different perspectives. As a consumer, playing games is a hobby. We are the customers and we pay to be entertained. When we are the producer, it's not about enjoying designing or creating games we like. It's about making games which enough other people will buy. "Enough" is a keyword. If not enough people want to buy our games, this whole exercise is a hobby. We are not really a game maker (based on the definition above).
"Buy" is also a keyword.
We spend much time designing a good game and not enough time designing a marketable product. As a gamer, what is most important to me is the game mechanism. Whenever I see yet another published game which feels samey, I feel it doesn't deserve to exist. That's a gamer perspective. Not to say a game doesn't need to have good gameplay, but if we don't know how to create a marketable product, that wonderful game of ours will not sell. People won't even try our games. So art, choice of setting, choice of genre, price point, how are we going to market the game, who is the target audience, does the market want this game - all of these are important. We make games we like, not games that sell. This is something difficult to get past.
We think we can do this too. When we examine the popular games out there, we find them simple. We think we can easily come up with something similar. Anyone can design a boardgame. It's easy. You don't need to be a programmer like in the case of digital games. What we don't fully appreciate are the design thinking and thought processes behind the successful games. They feel easy to us consumers precisely because they have been designed well. That ease makes us underestimate the intricacies behind creating a good game product.
Why do you want to design games? What do you want to achieve from it? I sometimes ask myself these questions. I'm pretty new in game design. It's challenging. It's not very profitable - at least I have not learned or worked enough to make it so. I'm still at it because I do enjoy the process. I enjoy the challenge. I enjoy watching people have fun with my games. I get satisfaction from bringing joy to people. I can stop here - make some games, let people play them and watch them have fun. I don't need to get my games published. I don't need to make money from it. But I pursue this - making marketable games - because I want more people to enjoy my games, and I like the challenge. It's a different ballgame. The market is honest with us. Not brutally honest. Just honest. The market does not have a will to want to hurt our feelings. If we can't sell our games, it means there are things we are not doing right. Maybe our games are not good enough. Maybe we have not defined our target market clearly enough.
This is mostly a note-to-self post. I started getting into game design in 2019. I have been gaming since 2003, and blogging since 2007. When getting into game design, I knew I had to treat myself as starting from scratch. I had, and still have, a lot to learn. Thousands of games are being published every year now. The game industry does not need more games to be made. Gamers already have plenty of options. But I still want to do this, because as my slogan for Cili Padi Games says, I want to taste something new.
Join me for the ride!
Tuesday, 13 February 2024
Dominion - digital version
Friday, 9 February 2024
Five Three Five / Oh! Meow! Bow!
Thursday, 8 February 2024
Snow White roadshow at Book Xcess
Wednesday, 7 February 2024
Ikat Tepi x Game On Lah 2024
Tuesday, 6 February 2024
nana / Trio
The Game
Nana is a card game from Japan. The first edition is called nana (without capitalisation). The second more widely distributed version is called Trio. Lately I tried quite a number of card games, mostly courtesy of Han. I've played some trick-taking games and some climbing games (i.e. the Big 2 / Cho Dai Dee type). Nana is not in either of these common categories. It is a simpler game. You can call it a set collection game. You have to collect sets of three cards of the same number.
During game setup, you create a 3x3 grid of 9 face-down cards at the centre of the table. The rest of the cards are dealt out to all players. When you get your cards, you must arrange them in order. The basic idea is you want to collect sets of cards. A set is three cards with the same number. If you manage to collect three sets, you win. In addition to that, if you collect numbers which add up to 7 or have a difference of 7, you also win. E.g. 6 and 1, 11 and 4. If you collect the set with 7, you win too.
On your turn, you may reveal up to three cards. You reveal cards one by one. If the second card you reveal is of the same number as the first, you may reveal the third card. If all three cards have the same number, you claim the set. The moment you reveal a number that is different from the previous card, your turn ends and the cards are turned face-down or returned to the hands of the owners. When picking cards to reveal, you may pick any card at the centre of the table or the leftmost or rightmost card in a player's hand, including your own.
Let's say I reveal a card at the centre of the table, and it's a 1. That's the smallest number. If I happen to have a 1 in my hand, I know there is another 1 out there. It might be with one of my opponents, or it might be among the other yet-to-be-revealed cards on the table. I will try to find the 1 from my opponents' hands. If they have it, it would be their leftmost card. I will try to reveal two 1's out there, before finally revealing my own 1. Then I can claim the set.
This game has a memory element. You want to remember the cards you have seen, both those on the table and in your opponents' hands.
Saturday, 3 February 2024
Snow White fan art #1
Friday, 2 February 2024
Snow White coming to Book Xcess
Snow White and the Eleven Dwarfs will soon be available at Book Xcess bookstores in Malaysia! Sun 4 Feb 2024 2pm - 5pm I will be doing a roadshow at the Book Xcess store in KL Pavilion. If you are in the area, come visit me!
Thursday, 1 February 2024
Game On Lah! 2024
We have another Game On Lah! event on Sat 3 Feb 2024! This time it is in Putrajaya. The main event is Ikat Tepi (1). It is a local cultural event not specifically about boardgames. Game On Lah! is one of the segments of the event. The overall theme is school sports days. I bet there will be a Milo truck.
This time I will be promoting not just Dancing Queen but also Snow White and the Eleven Dwarfs. I will also be bringing a number of games still in development to showcase and playtest. Romeo & Juliet, Ali Baba & the Forty Thieves and Pinocchio have been showcased at other events. First timer games are Winter Solstice and The Ice Queen.
Come play with me!
Details here
(1) "Ikat Tepi" is Malay for "tied on the side". In Malaysia, when you buy a drink to-go at roadside stalls, they give you your drink in a sturdy transparent plastic bag, and ask whether you want to "ikat tepi" or "ikat mati". "Ikat mati" (tied with a dead knot) means they will tie a very tight knot to make sure the drink will not spill. When you get home you can untie and enjoy your drink. "Ikat tepi" means they will tie a string to only one of the top corners of the bag, leaving the other top corner open. They'll give you a straw too (plastic). This way you can have your drink as you go about. Gosh this explanation is longer than the blog post itself.