Remember the movie you saw last year? The one you didn’t like? Let’s face it. You will never have a chance to meet its director and tell him that he let you down.
And the book? Remember the book you read a few months ago? You’ll probably never meet the author of this book. You will never be able to discuss with him or her what you liked and what you didn’t like about it.
BTW: the game you played last week and you didn’t like? Go to GenCon or Essen and tell its designer what you think.
***
Of course not every designer attends GenCons. Not every designer is easily approachable. Not every designer is so open as to discuss and hang out with the fans. But many of us are. Many of us meet you—players—at conventions, hang out with you in pubs and talk vividly on social media platforms.
We love interaction, we love you and your feedback.
And we don’t want to fail you.
***
I always say that I am responsible not only for every game I’ve designed, but I also take full responsibility for every game Portal has ever published. I put my name—the Portal logo—on it and this means I fully recommend this design.
For years I’ve been building trust, I’ve published one title after another and I’ve never ever let myself disappoint you. I want you to know that if a game was published by Portal Games, that means I personally accepted it and I personally recommend it.
It takes years to build trust. It takes dozens of designs published year after year to build this repeating recognizable pattern of well-playtested, engaging, challenging games.
These days more and more often I read comments like ‘It’s a game from Portal Games so it tells a great story” or ‘It’s a game from Portal Games so I know it won’t disappoint me.”
It took years to build reputation and trust.
And you know what? It would take a second to lose it. But don’t worry. I put my name on these boxes. And trust me, I wouldn’t put it on anything less than the best…
In the latest #askboardgames show I answered a very interesting question about keeping my motivation high during a long process of designing a board game. In fact, this question is not only about being motivated and focused this whole time. It’s about much more than that. It’s also about frustration, despair, and being stuck with no idea how to fix the damn prototype.
I had that feeling again only yesterday. It was another test of First Martians. Another test game when everything works smoothly, everything goes well, and yet I know the game is missing something. My testers says the game is great, but I know it’s bullshit. There is something wrong withhow the gameplay works. Something I cannot name, something I cannot identify, but I know there is a problem. I am pissed off. I am playing another game, everything works, all mechanisms function well and it just drives me mad.
Don’t fucking pretend you are finished. Don’t try to look awesome. You suck. You are a bad game. I won’t publish you.
It’s not that late, sometime about 10PM but I feel like I am done for today. I am so frustrated I cannot focus on anything. I don’t want to read a book. I don’t want to watch a movie. I don’t want anything. Angry and frustrated, I go to bed. This day ends early and in an extremely bad manner.
***
It’s Friday morning. I’m standing next to my desk with a cup of hot tea. After yesterday’s test session, the prototype is like a battlefield. I look at it with anger. I think about Robinson and I try to find the mysterious thing that is missing here in First Martians. Thatfinal detail, that invisible something that makes a difference.
And then it hit me. In a split second I can see everything clearly. I grab a piece of paper. I note it down.
And then I smile.
Despair and pure happiness. Every designer’s inseparable brothers.
It’s October 2009. Outside Poland no one heard a shit about me. I am a random Polish dude with his first big game being released during the Essen Game Fair. One day I got an email from the BGG team. They were preparing the very first Essen live stream and asked me if I was interested in presenting my game.
Hell, yes, I was. I scheduled a 30-minute-long demo in front of a camera.
And then I start practicing.
I prepared the whole demo at home and I practiced, day after day. Like an actor preparing for the play, I practiced my demo over and over again.
When the Essen’s time finally arrived, I was scared as shit. My spoken English was really poor and I had never done a live recording before.
And yet, I delivered one of the best demos of that show. My video was viewed an astonishing number of times. The game’s buzz grew like crazy.
***
It’s October 2012. I have a big game for the Essen show. It is called Robinson Crusoe. The BGG team contacts me again about a live stream. I immediately reply that yes, I am interested. I schedule the date and time.
And I start practicing.
I prepare the whole demo at home. I go for explaining the essence of the game. I go for emphasizing the most awesome key selling points of the game. And I go further than that. I prepare a hand out, I prepare Wilson – a volleyball with a handprint just like in the memorable movie with Tom Hanks.
Once again I am scared as shit. Once again my spoken English is pathetic. And once again I deliver one of the best demos among those live stream videos. When we finish recording and the camera is off, John from the BGG team asks me to keep one copy of Robinson for him. He will pick it up right after he finishes all the recording. He is not going back to the U.S. without the game.
In the meantime I receive dozens of text messages from Poland with friends telling me that they watched the demo and it rocked.
Practicing like crazy before the recording clearly paid off.
***
For the past few days Eric Martin has been publishing his interviews from the Nuremberg Fair. No finger-pointing, but let me just say this – once again there were publishers who did extremely poor demos. Boring. Unprepared. Chaotic. No hooks and no selling points presented, no idea and no concept behind it.
Honestly, I don’t get it.
BGG offers you the best exposure you can ever get. It’s free advertising. It’s John and Eric flying to Germany with a camera and giving you a chance to present your game to audiences worldwide. They approach you and say: “Hey, we have a few thousands viewers and we’d like you to present your game to our community. Interested?”.
Can’t you prepare a good demo? Can’t you find in your company a person who speaks fluent English, performs well in front of a camera and knows what he or she is going to talk about? Can’t you show some respect both to the BGG and to their viewers by preparing for the demo? Is it that hard to do a good show and promote your game?
Why are you so lazy? I don’t get it. Really.
***
Anyway, when contacted by the BGG before the Nuremberg Fair I did the same thing I had done a couple of times before. I told them I was interested. I scheduled the recording’s date and time. And then I began to practice. I noted down all the major key selling points and unique mechanisms we had in Cry Havoc – one of our big Gen con releases. I prepared every minute of this monologue.
And then I did the same thing for my game about Mars. I noted down a dozen of real life examples from the First Martians gameplay to show all players who were anxious about the app integrated with the boardgame that this was nothing to be afraid of. In short, during a few-minute-long video I was shooting with one example after another, like a freaking machine gun to convince the viewers that the app and First Martians combine into the most immerse experience they’ve ever had in their boardgaming history.
You won’t believe how many tweets, emails and text messages I already received after this video was published. All of them said: „I was skeptical. Now I am excited.”
I did my homework. I took the time to prepare. And I won a few hearts over.
So my message to my fellow publishers today is – show some respect. Prepare your demos. Make me excited about the game you are presenting.
At some point she – out of nowhere actually – says something like: ‘This weekend we played Robinson, me and my family. We had a great time. My mom was so excited that she was standing next to the table, because she just couldn’t sit still. And you know, she is not a gamer, she never plays board games. We won. I know, I know, we played a few rules wrong, I double checked the rulebook after we finished the game. We had an amazing time together, though. It was great.’
This is my oxygen. This is why I work. This is why I stay up till 1AM cutting out prototype pieces and trying to playtest the shit out of this mess. This is why I have the strength to struggle with a prototype that is not working the way I want it to work. This is why I will trash bad ideas and look for good ones over and over again. This is why I am ready for sleepless nights and for long weeks of bad mood when I can’t find a solution and the prototype is not working.
I am ready for all this mess.
Because at the end of this struggle there is a family somewhere out there that will have a great time together.
I’ve been there. I wrote Neuroshima RPG, put my heart and soul into it, made the game successful in Poland and then I became the main enemy of the fans of the game.
I couldn’t understand this. I was really shocked when I was reading mean comments on the Internet about me ruining the game. Fans were disappointed with the game’s expansions, or with the lack of expansions, or with the price of expansions, or with the artwork, or whatever. There was always–always!–a reason to complain about the Neuroshima series.
I was their main enemy. That jerk. That fucker. That Trzewiczek-the-asshole. The guy who ruined their beloved game.
I was sitting in front of my computer and I wanted to scream. Hey, guys! I am the one who created the game. I am the one who wrote the book you love. I am the one who gave you hundreds of hours of great RPG sessions. Why do you hate me?
That was tough. I learned the lesson. This year I’ll turn 40. A wise man, this Trzewiczek, has now become.
***
We are afraid of change. Change is always something unknown and we don’t like the unknown. We like the stuff we know. We feel safe with the stuff we know. There is this famous quote from a Polish movie that goes: 'The songs I like the most are the songs I already know’. Pretty accurate, huh?
Announcing a new edition of the game is announcing a change. A publisher is telling you that the game you know, the game you love, the game you spent hundreds of hours with is going to change.
Let’s face it. These changes cannot be good. It’s obvious that they will ruin the game. Why would they change it in the first place?! Leave the game alone, you [redacted]!
***
A couple of days ago we announced a new edition of 51st State. The famous Master Set. The BGG threads went hot.
„F**k, this is the one thing I wished they kept”
„Horrible changes, the hype for me is dead.”
„It just sounds like they gutted all the things I found most interesting”
and so on and so forth.
First of all: it’s not 'they’. It’s me. There is no Smoking Man who stays in the shadow and is ruining your game. It’s me. The guy who created the game in the first place in 2010.
I spent the last few months polishing the game and making it better. I removed a ton of rules that were not necessary. I rebalanced the cards. I made it quicker and more riveting. It’s either me or you now, there is no time for a 'we have five rounds’ stroll as in Imperial Settlers. Just this weekend Merry crushed me at the end of the third round. That was something I did not see coming. You feel the pressure from the very first turn. Either you make your engine going or you are out. It’s a gamer’s game for real.
But even though I know the game is better, I know I will disappoint many fans of the game. I have no doubts about that. Because…
***
I’ve been there. I designed 51st State, put my heart and soul into it, made it the game successful worldwide and then I became the main…
I strongly believe that good board game is the one that tells a good story. You play it and suddenly you are sucked into it, you feel chills on the skin. Emotions grow. In a moment you defend castle. You hear roar of warriors. You smell boiling oil. You are into it.
That's how I design my games. I always want to tell a good story. I want players to be into it. As deep as possible.
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