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Ignacy Trzewiczek's Blog - Boardgames that tell stories
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I challenge you!

17 grudnia, 2015 by Ignacy Trzewiczek 7 komentarzy

I challenge you! Honest publisher manifesto!Grant Rodiek in his recent interview said: „You can make a game that is functional. It is relatively easy to make a game that works and is balanced.”

These are the most honest and true words about game designing I’ve heard in a long time. Let us talk about submitted prototypes today.

***

I have my reputation. The Trash Guy. The Delete Man. The Mad Man. The guy who will play your prototype and tear it to pieces in no time. That guy.

How did I  get myself* this reputation? I receive prototypes every single week. Every single week I find in my Inbox new messages from designers who  have a prototype and are looking for a publisher.

It’s 50+ prototypes a year.

It’s 50+ designers looking for their chance.

It’s 50+ authors who contacted me and got a 'Thank you, we are not interested’ reply.

It’s 50+ prototypes I throw in the bin every year.

Sounds drastic, huh? Well, I prefer to put it this way – it’s 50+ prototypes that failed me. Prototypes that were functional, balanced and boring as hell, prototypes that introduced nothing new to our hobby. They worked and that’s all I can say about them. There was no reason why I’d choose these prototypes over playing Bohnanza (published in 1997), Tikal (published in 1999), Tigris & Euphrates (published in 1997), Race for the Galaxy (released in 2007), Dominion (released in 2008)…

Among all prototypes sent to me in 2012 I found only one that was good enough. It was called Nobles of Paris and it was released in 2013 as Legacy: testament of duke de Crecy.

Among all prototypes sent to me in 2013 I found only one that was interesting enough. It was called Battle of York and it will be released in 2016 as Cry Havoc.

Among all prototypes sent to me in 2014 I found only one that was freaking good. It was called Tides of Time and it was released in 2015 as Tides of Time.

I looked into 50+ designs and most of them were functional. Most of them were balanced. Most of them worked. None of them had anything to offer.

***

Stop doing functional prototypes.

It’s not f… enough.

I challenge you. Surprise me. Deliver something exceptional. I want your best. I want your prototype to make my skin tingle. Give me more than a functional prototype.

Or leave my Inbox alone.

edited by Piotr, thanks!

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MY DESIGN PHILOSOPHY

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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BGG has some testimonials about AI Space Puzzle and I like them a lot! 📷

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Just had a long call with Adam Kwapiński discussing abilities and powers in the faction I designed for Nemesis: Retaliation!

I cannot wait for you to change Island setting into Space base and die again... 😉

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🌴 Robinson Crusoé - Aventures sur l’Île Maudite 🧭
Ça y est, Robinson Crusoé effectue son grand retour ce vendredi ! Suite à un naufrage… vous serez confrontés à une aventure extraordinaire, dans laquelle il va être question de gestion, construction, exploration…

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Back in the office! Excited to dig into all these "I'll do it after Essen" topics! 😉

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