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Ignacy Trzewiczek's Blog - Boardgames that tell stories
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I recommend

Hearthstone

21 kwietnia, 2014 by Ignacy Trzewiczek 2 komentarze

7903-6221302753-HeartIt was for free so I downloaded the app and decided to give it a chance. I wasn’t impressed with the first game, but what the hell, it was quick, so I played again. I felt it was very random, with no real choices and stupid names for cards but I played again. And then just one last time…

I put Ipad on the shelf and… OK, few minutes later I took it back and played again. Hey! I had spare weekend, sir! Don’t blame me! I played a couple of more time and that was it!

That was it, because… I mean, battery got dead so I had to recharge my Ipad…

***

This is not reason to boast, but I was never into Magic. I do believe this is flaw for designer. Every game designer should know Magic. I don’t know. I played it few times, I got frustrated that I draw Land card when I don’t need it and that’s it for my whole turn and I refused to play it. I am 100% sure that I am missing something in Magic and as I said, I find it a flaw in my resume.

For the past three days HearthStone is like Magic for me. New cards, new abilities, direct combat, creating deck, everything I would love in Magic and what is more – it has very simple fix for the only one thing that I hate in Magic – Mana system. You don’t have Lands here. You just get 1 Mana each round. Brilliant.

I don’t know how long it will last. I know that at this point I have so much fun. This game is fast. It gives me new cards after every few wins. It let’s me kick real people in online mode. It has cool animations. It let’s me tweak with my deck.

I was never into Magic. Will I be into Hearthstone?

We will see…

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From office

Short promotion of Portal Games ;)

18 kwietnia, 2014 by Ignacy Trzewiczek 2 komentarze

Today we opened online store at Portal Games. You can no only buy our games, but also buy gadgets and promos. We will add new products when here feedback from you, so please, don’t hesitate to tell us what you want to buy! 🙂

here is a link to the store: http://portalgames.pl/shop/

sklep eng

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Fashion, Saturday!

How much maths used for designing the game?

17 kwietnia, 2014 by Ignacy Trzewiczek Brak komentarzy

That is question that I was asked on Twitter by RPG Edo this week. Answer is simple: it depends on the game. And it depends on the designer too. If we put in one line Stefan Feld, Ignacy Trzewiczek and Roberto Fraga and ask them this question, I bet that the answer would vary. Even if we put one guy, like me and ask this question, answer would vary too – there is not that much math behind Convoy but on the other hand there is hell of a math behind Pret-a-Porter.

So basically my answer would be something like: I don’t know, sir.

This answer sucks. So let me do what I can do best and share three short stories from my design history and math.

***

I could write plenty of funny articles about me designing Pret-a-Porter. One day I will. They would all gravitate around one simple subject – before I published PaP my reputation in Poland was more or less 'Polish Roberto Fraga’. Funny and crazy dude who plays all kinds of party games at every single convention he is at.

I do remember the very first time I brought Pret-a-Porter to convention for some testing. I asked my friends:

'Hey, I have economy strategy game to test. Would you help me?’

'Absolutely!’ Tycjan replied bursting in laugh. Ignacy and economy game prototype – this was hell of a joke!

Then I put a board on the table and began to explain rules. In a second Tycjan stopped laugh. And got this awkward impression on his face. You know, this kind of face that says: 'WTF?!’

Few years later he admitted that he was 200% sure I was going to show him my new party game prototype and I was only joking about economy and that for the whole test game he couldn’t believe what was actually happening. He couldn’t believe that I really designed economy game.

The truth is that foundations for Pret-a-Porter’s economy were built by my friend Rafal. I had the very first version of prototype prepared – everything ready to play, but without even a single number. No cost of cards, no cost of resources, no income, nothing. I knew exactly how the game should work, I knew flow of the game, I knew that these resources must be more expensive, these less, I knew everything. Everything, except the numbers.

So I asked  Rafal to help me with numbers. He lives in Gdansk, 800 km away. He took train and visited me. We played one game of Pret-a-Porter without numbers, just imitating final flow of the game, role playing it and then he sat and in a few hours wrote numbers on every single component I had. Next day he took train and got back to Gdansk. And I spent next 8 months with my most trusted testers balancing the game and polishing those numbers. But if it is not Rafal giving me a good start…

How much maths used for designing Pret-a-Porter? Much, sir!

Do designer of Pret-a-Porter is some kind of MathGod? Not at all, sir!

***

Last year we published Legacy. This is medium weight and very thematic eurogame with cute funny pictures on cards. As me tweeter feed says many of you already played the game (thank you!) and those who haven’t yet… Well, pick your copy today!

When you play Legacy you got immersed by theme and you might not even realize how much math is involved in this design. Let me show you just a glimpse. There different nationalities – certain number of cards for each. There are different occupations – certain number of each. There are two main values on cards – Income received and Prestige received and new Cards received. There are also special skills – each of them must be somehow considered in terms of its value. And from these different values we need to calculate final cost of each card. And since this is a card game about creating combinations of cards – all these values have to be considered not separately – character with Prestige 3 is worth 9 points of balancing, but considered in pattern of all cards in the game – character with Prestige 3 nationality French, occupation Artist is more valuable than character with Prestige 3 nationality British, occupation Diplomat…

This is math I can’t do.

This is math I hire people to do.

I covered this in my article. And my MathGuy in Portal Games covered it in this article and in this. If you want to see his magic tricks, read those articles. You will see a lot of things from behind the scene.

How much maths used for designing Legacy? Hell of, sir!

Did Ignacy have any idea how to keep balance in the game after introducing all changes he wanted to do in the game? Not at all, sir.

 

***

New expansion for 51st State (called Ruins) is in print. Ruins expansion has 40 cards. There are cards with super new skills and abilities, all those cards players can’t wait to have in hands. But among those super cool cards, there are also boring ones. Disappointing ones. Cards that are nearly the same like cards from the base game. Did Ignacy have no new ideas and put crap into box? Really? I had this funny discussion with one of the testers. He asked:

'Those cards that give Fuel or Gun, they suck. I have plenty of those in base game. Do I need to buy expansion to have more of this crap?’

'Yes, you have.’

'Couldn’t you design something with new abilities?’

'Yes, I could.’

'So?’

'I put them, because you need them.’

Here is a thing. Behind these all cool cards there is a math. Take 51st State and check how many Iron icons you have in Contract section. Take The New Era and do the same. Take 51st State ad check how many Fuel icons you have in Contract section. Take The New Era and do the same. And Gun, and Brick… And Spoil section. And Action section…

It all has to match. Because when you play the game, you need to have well calculated and balanced chance to draw a card that gives you Iron. Or Fuel. Or Brick…

So if you buy Ruins and you add those 40 cards to the base game, it means that chances to draw this crappy and boring card that says: ’You receive 1 Fuel’ are lower. That’s why I need to add copy of this crappy, but very important card into the expansion. Expansion will add new abilities, new powers, but will also try to not blow balance of the whole set of cards.

How much maths used for designing Ruins? Well, not that much, sir.

Did Ignacy have any problems with that? No. This time he managed to do it by himself. Yay!

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Books and movies

Lannister

14 kwietnia, 2014 by Ignacy Trzewiczek Brak komentarzy

PrintI bought the book the month it was released in Poland. I was in college, it was 1997 or 1998, I don’t remember exactly. Huge novel, well promoted. Since I was quite busy at the moment, I didn’t start to read it. I lent it to my fellow mate from our gaming club. He said it is an amazing novel. Other fellow mate asked me so I lent it again. And then I lent it again. And then, few months later I was the only person in our club who didn’t read the book. Me, the owner of the book.

When finally the copy of the book came back, I was busy again. I forgot about it. But then, few years later FFG published A Game of Thrones CCG. Man, I was into it. I played a lot. I even played in tournaments. I love that game. I was really into the story. And yet, I still couldn’t catch up with the novel, I knew the world only from cards and pictures. Book was on my to-read list. For years…

And then, few years later HBO made a TV series. What a hit! Everybody, literally everybody was talking about it. It was 2011. I had Pret-a-Porter and New Era and Convoy on my head. I had no single weekend that would be free. So everybody was talking about new episodes and I… and I was keeping GoT on my to-read and to-watch list. It was ridiculous. I was the guy who bought the book in 1998! I made all my friends fell in love with the story. And now everybody was talking about it and me… Still waiting. Still believing that one day I will catch up…

Yeah.

Finally I made it. I just watched two first episodes of GoT HBO season 1. I have many episodes to catch up, but at least I made first step.

And after watching these two first episodes my question is: How the hell it is possible anyone on that planet wants to play Lannisters kin (in CCG/LCG or board game). They are f… assholes. Pure evil. Snakes. I f… hate them. I would never play this faction. And I will always attack them, no matter what. You play Lannister? I attack you. From the very first turn.

Yeah, that’s me. Catching up with the story you all already know. I’ll have fun, will I?

 

 

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Special guest

About randomness and luck in games

11 kwietnia, 2014 by Ignacy Trzewiczek Jeden komentarz

…or why I didn’t throw out randomness from Hex and Theseus?

(this is guest post by Michal Oracz)

 

A warm, spring evening. You’re sitting comfily in front of the screen reading a game review. There’s a picture, a title and five blocks of text.

Scrolling…

At the end of the review there is a summary:

Rating: 8/10
Pluses:
– Beautiful graphic design
– 90 plastic figures = money well spent
– Innovative mechanics of city development
– Theme and humor
– The whole thing weighs over 5 kilos and makes a pleasurable sound when shaken = money well spent
Minuses:
– Non-standard card size
– Randomness
– No interaction
– The game is for 2 players only
– Play time: 10-15 minutes
– Player’s age: 12+
– The box is red and black

 

No, it’s not a summary for Her nor for Theseus, they don’t have figures, boxes are lighter and interaction level is at 200%. This is a summary of some nonexistent game taken straight from Narnia.

The question is different: when did you notice that something was wrong with this whole summary? Was it the game time or the player’s age or the red and black box? If so, not bad.

But maybe it was earlier, where randomness and lack of interaction were mentioned as minuses? Really? It’s hard to believe since we’re used to treating randomness and lack of interaction as obvious defects and evident mistakes in games.

Who didn’t hear about a „stupid, random game”?

I personally like a bit of randomness, which even may – focus here! – influence the result of the game!

Sometimes I’m asked if Hex wouldn’t be better off without the random element. If everything would be in front of the player and accessible from the very beginning, turning the game into a real contest of the minds. Similar situation takes place with Theseus. Hmmm…

It is said that Theseus is a difficult game. The rules are very simple but during the game itself you really need to flex your brain in all directions to put all that you got into a game winning, asskickin’ combo machine. Phew, tough sport. Is it good? No. In commercial sense it is absolutely a flaw. But there is something instead. Theseus is very fast, experienced players can deal with it in about 20-25 minutes. Secondly all games are unique, each time there are different combos on the board composed from different cards and in different locations of the game. Finally: Theseus includes an element of RANDOMNESS. It’s not major but it’s enough – same as in Hex, you simply don’t know what will come next to your hand, that’s it. But IT IS THERE.

Oh yes, the short play time and the random element were kept in the game as a painkiller for the general brain consuming factor of the gameplay.

I wanted to make a game that would involve a huge amount of brain work while thinking about all these combos yet it would forgive the player the mistakes he makes. So that if you lose you wouldn’t leave the table feeling your brain is somehow worse than that of your opponent’s. So that you could always cheer yourself saying: This time you had some luck, let’s see how you’ll do in the next game. Let’s play again.

As a player I hate to lose because my brain was worse than somebody else’s. There surely are people who enjoy such level of competition. But I’m not one of them.

Adding the element of randomness to my games is not a result of tests, nor demand of the players, nor even a fashion. It’s the effect of the player I am, of what I enjoy in board games and of what I don’t enjoy, of what annoys me and of what I miss. Many players love to engage in heavy games with no randomness at all, logical and ruthless. I unfortunately don’t, I’m a different type of a player. I wrote earlier that I try to be honest and polish the gameplay while feeling it 100%, so I design games as if they were for myself. It’s the easiest way for me to evaluate the fun that comes from the gameplay. I’m not starting to design a complicated eurogame only because they are appreciated and a popular genre. I won’t make a game for kids only because it’s a huge and great target and a lot of players want to play with their little ones. I prefer to be honest as a designer and work only on what I know and what I feel. I like games with a well-placed and well-choses element of randomness, that’s why randomness will be present in my games.

Randomness, while anticipating the occurrence of new tiles or cards in the game, be it ours or the opponent’s, is also connected with a special type of emotion, totally different than the ones that we feel while anticipating opponent’s move. We know what may come to the opponent and what may come to us. But we don’t know when. We prepare a certain situation on the board, calculating in our heads the chances for drawing and playing more or less fortunate elements of the game in the upcoming turns. We create a flexible machine to overpower our opponent, we update it as the elements appear and we modify our plans. Sometimes we pray for a Bomb or a Sniper; sometimes we pray so that our opponent wouldn’t get a fast unit or a net-fighter or Move. We pray for him not to place the Duplicate or Safeguard. We beg our luck for the opponent not to draw Battle this turn! Not now! He got it… damn… Hurray, it’s a Bomb! I did it! A shooter, yay! I’ll close the combo! Phew, that was close, just one Push and I’m saved.

For the whole gameplay the player digests wishes and prayers in his mind, he keeps his fingers crossed and holds his breath. There is another game taking place in his mind, next to the board. Satisfaction and frustration occur, one after the other, anger and happiness. The gameplay is short and intense, the tactic is short-distanced so these emotions are also very temporal, the anger is very short and disappointment after a lost battle can be easily wiped with a rematch.

All this without feeling that your brain is somehow inferior because there always is light in the dark tunnel, a simple fact at our hand: “if I had the proper token back then everything would have been different. You were lucky!”. So what if luck or bad luck are just a minor element of the whole gameplay? What is important is the fact that we can always blame our defeat on fate.

Of course I don’t like „stupid, random games”. But I also don’t like ruthless, logical monster without the faintest trace of randomness in it. A minor and well placed element of fate is like a well-chosen spice. The game just tastes better.

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Kindle Edition

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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Retweet on Twitter Ignacy Trzewiczek at Portal Games Retweeted
9 paź 1843979237730263474

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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1/3
🌴 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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