Tuesday, August 25, 2015

YOU PLAY NOW! Risk Legacy


NOTE: What's done can never be undone. This is the ominous message on the sticker that seals every game of Risk Legacy. It is a warning, but also a promise of an amazing experience.


When I was in high school, me and my friends used to play weekend long sessions of Risk. We would put together two boards and try to assault this double world. Invariably by Saturday night, I would lose and spend the rest of Sunday waiting for the game to end. I never played another game of Risk again... until I heard about Risk Legacy.

 

While the heart of the game is the same - use troops to conquer the world, that's where the resemblance ends. The troops are all different and unique - there are mechs and Mad Max-esque troops on dune buggies and even barbarians who ride badgers. These troops can be upgraded with abilities and advantages every time you play.
In fact, unlike most board games, Risk Legacy is meant to be played about 12 - 15 times to get the whole experience... which starts when everyone who plays signs the board. Write on a game board!? Sacrilege! Every time a game is played, the winner writes on the board. The player with the most signatures on the board gets advantages at the start of the next game.
 
 
The designer Rob Davieau had a brilliant realization that players bring history to the table and yet games never reflect this truth. Risk Legacy does. Winners and losers, grudges and rivalries all help form the game as player add permanent stickers to the board, change rules in the rule book, even tear up cards. Seeing a life-long gamer tear up a card is worth the price of admission alone.
 
 
 The greatest innovation is the ramping of the game. There are several envelopes that are not opened until certain game conditions are met - much like achievements in video games. Once these are opened, new rules are added, factions change and the game play morphs in unpredictable ways.
 

 Risk Legacy is a masterwork and no matter what your history with Risk has been in the past, should be played. All games should try to be like Risk Legacy, even if a little bit.

1-2 hours to play (per session)
66.97 on Amazon.com

Monday, August 24, 2015

YOU PLAY THIS! Imperial Assault

Scott says YOU PLAY THIS!

If you've ever played Fantasy Flight's fantasy adventure game Descent, then you'll have no trouble with Star Wars Imperial Assault.


Intrepid Rebel heroes battle against the ceaseless forces of the Empire in this action strategy game. Can be scaled from a simple skirmish game to a complex multi-session campaign.

 

Includes a two-player skirmish battle game too! Lots of great miniatures available with more on the way.

 

$64.99 on Amazon.com
Takes 2 to 4 hours to play

Sunday, August 23, 2015

YOU PLAY THIS! Guillotine

Scott says YOU PLAY THIS!


GUILLOTINE. A mean-spirited and hilarious card game where you screw with your fellow players to chop the most heads off of French aristocrats.


Takes about 15 - 30 minutes to play...
$11.99 on Amazon.com


https://www.boardgamegeek.com/boardgame/116/guillotine

YOU PLAY THIS! Formula D

Scott says YOU PLAY THIS!


Formula D is the best roll and move game I've ever played and it has the best use for polyhedronal die since D&D. Check out these awesome little shifter that you use with the dice!


I don't even like auto racing and I love this game. (Although I've been thinking about reskinning it as the Star Wars Pod Race)


There are tons of expansion race tracks available too.

Plays in an hour. ...
$38.99 @ amazon.com


https://boardgamegeek.com/boardgame/37904/formula-d
 

YOU PLAY THIS! Betrayal At House on the Hill

I've had a life-long love affair with boardgames, but the recent boom in board gaming (thanks to the internet, Kickstarter and the recession) has fired my obsession into hyper-space.

To share my obsession, I've been posting recommendations on Facebook. But why should Facebook have all of the fun?


Scott says YOU PLAY THIS!
Betrayal at House on the Hill. You are ghost investigators exploring a haunted house. What is it haunted by? One of FIFTY different endings where one of your companions becomes the betrayer.


2 hours to play. $34.45 on amazon.com

https://boardgamegeek.com/boardgame/10547/betrayal-house-hill

Thursday, May 14, 2015

The Six Card Games in One Year Challenge!




Hey all,

Last year I challenged myself to create 12 playable games in one year. I created 7 (and got a start on three more) so I'm hoping to do better this year. You can read all about them here: http://mrbossdesign.blogspot.com/2015/01/a-board-game-month-one-year-later-how.html


Ever since I discovered PrinterStudio (http://www.printerstudio.com/), I've fallen in love with making quick and fast card games. So this time, I'm shooting for six card games within the year.


Now I realize the year is already half-over, but I think this could be a do-able goal. I've already got the start on three games, so I'll let you know how this turns out!

Wish me luck!

Friday, January 9, 2015

A board game a month - one year later, how did I do?

At the beginning of 2014, I set out to create a board game a month. I didn't quite hit that target, but I did get several games done and started several others. Here's what I made:



Schwarma King (playable) - A cooperative card game where each player is a waiter serving Middle Eastern food to Marvel's Avengers. Will everyone get served before the Hulk gets mad? Created during a playtest at GameHaus Café.



Esearch (playable) - A competitive party game in which players use Google Search to find a picture that best matches a description. Created at an IGDA board gaming prototyping event.


Scram! (playable) - A competitive strategy game where players try to keep tokens on their color while forcing other player's tokens off. Easy to learn, hard to master.

 
Rayguns and Rocketships (playable) - I continued play testing and refining my action game based in a 1930's pulp sci-fi universe. This one is playable complete with 3D printed miniatures.
 
 
Colorwise: Colorful Characters (playable) - Designed a party game where players have to guess the identities of pop culture characters based only on their colors. It's like "Pictionary" with pixels.
 
 
Séance (playable) - A competitive cooperative card game based in Victorian times. Players work against and with each other to summon spirits for points.
 
 
Diamonds and Dinosaurs (playable) - A fun take-that game about treasure seekers on a lost island filled with hostile dinosaurs. Uses a deck of cards, plastic dinosaurs and all the jewels you can find.
 
 
Bedbug - Worked on a cooperative/competitive game based on my comic book superhero character. Uses an innovative design where all of the players control a single Bedbug and try to balance being a single father while battling the villains of Silicon City.
 
 
Office Zombie - Continued designing a worker placement game about white collar workers trying to earn a living during the zombie apocalypse.
 
 
 
Space Station Phobos - my love letter to Betrayal at House on the Hill. A cooperative story-telling game set on a space station where something has gone horribly, horribly wrong.
 
Well, I didn't hit a dozen, but seven playable games in a year isn't bad, right?
 
Let's see how I do in 2015!
 
 
 
 
 
 
 
 
 


Saturday, November 1, 2014

Happy Day After Halloween!
 
One of my talks in my level design class is about making scary level design - the same lessons I learned from making physical haunted houses. I thought I'd share these lessons with you for your own scary levels (and haunts)!
 
 
1. Set up the scary - the line in is just as important as the haunted house. If you build a scary environment that leads up to the haunted house, you are giving the player the message that this location will be scary. Use lighting, sound and very simple atmospheric effects to build tension. Make sure the player sees the weenie of the Haunted House, so they always know where they are headed - into danger.
 
 
2. Empty rooms build tension - Haunted Houses are like roller coasters - you need to go up before you drop down. Not every room needs a scare, put a room or two between each scare to really ratchet things up. Alternate between big and small rooms to create changes in mood - tight, narrow rooms and hallways create mystery and tension, big rooms create relief, but can also cause unease due to scale. The scariest room I ever went through in a haunted house was a closet filled with hanging clothing. There were no scares, but because I had to push through the clothes and into the darkness to get through, it was terrifying - creating an environment that preyed on childhood fears.
 
 
3. Create unease with lighting - Many games forget to use basic lighting stage effects like gobos and cookies to create interesting patterns and textures. These lighting effects can be very effective to create mood. Strobes are also good but use them too much and you'll make people dizzy
 
 
4. Shadows make monsters scarier - The best monsters are the ones you can't quite see. Think about how little of the beast you saw in the movie "Alien" - that's what made it scary. However, you want to be careful with pitch darkness because that causes people to stop. You want to keep them moving by giving them something to move towards however if you want a monster to jump out of the dark, precede it with light so the darkness seems darker when they get to it
 
 
5. Use all available sense - There are two types of scary environments: Terror and Horror. Terror works on fear - fear of the unknown, of darkness of mystery. Horror works on revulsion - fear of death, fear of body, fear of filth. Terror is easy to do with lighting, sound and sight, however horror - gross things - requires touch and smell - trickier to do and not often done. In a physical haunted house, you can try simple things like alternating the textures of the surfaces on the floor or the hanging partitions (I recently went through a haunted house where the "drapes" that you passed through to get into a slaughterhouse felt like rough leather or beef jerky - it was very effective in giving the room some "feeling") - maybe once haptic controls become common, horror will be more effective.
 
 
6. Don't overdo the gross - this is my personal opinion, but too much guts and blood becomes numbing. In video games, we don't have the two senses - smell and touch - available that makes horror gross. After a while all those severed hanging torsos start to look like macabre Christmas decorations. To have a greater effect, use gore sparingly.
 
 
7. Corners are the scariest places - Corners not only obscure vision but hide things. It's a spot where the player will slow down, but you will also build the tension. It's even better if you can have a sound or a shadow cast on the wall to let the player know their worst fears are confirmed and there IS something lurking around the corner.
 
 
 
8. Let them know it's coming - jump scares are fine, but they tend to wear down victims... er players. I find it's just as scary to have something sitting in the middle of the room that the player thinks might do something, but they are not quite sure if it will or not. These are things like beds or chairs with figures sitting in them. The player knows the character is going to sprung up and the tension of having to pass by or move around it can create an excellent scare. Even better, in video games we can use alternate cameras to show what is coming from behind them or we can use alternate viewing interfaces like motion detectors (like in Alien: Isolation) or special senses (like in the Last of Us) to show us that the baddie is almost on top of us.
 
Some essential games to play: Dead Space 1 and 2, Resident Evil 2, The Last of Us, The original Alone in the Dark, Fatal Frame II: Crimson Butterfly, Silent Hill, Haunting Ground, Luigi's Mansion
 

Thursday, March 20, 2014

Second Edition of Level Up! available for pre-order!

Super-exciting! The second edition of Level Up! The Guide to Great Video Game Design is now available for PRE-ORDER at Amazon.com.

 
You'll notice right away something different about Level Up! 2nd Edition - that's right, the cover is ORANGE!
 
Why the color change? I wanted to let Level Up! readers know that this new edition isn't just a few corrections or a couple of pages of content updates - there is a lot of NEW content throughout the entire book! The gaming industry has changed quite a bit since I wrote Level Up! in 2009 and I wanted the new edition to reflect that. Here's a few of the new topics covered in the second edition:
  • Designing for mobile games
  • Monetization strategies
  • Free to Play and other publishing models
  • Touch screen controls
  • In-depth look at Game Genres
  • In-depth look at combat (and non-combat) mechanics
  • New illustrations!
  • An introduction by God of War creative director David Jaffe
  • and yes... a BRAND NEW CHILI RECIPE!!!
 
Now before you rush over to Amazon.com buy your copy of Level Up! 2nd edition, I ask that you please consider ordering through the link on this blog. You'll find it located on the right. Just look for the ORANGE cover to Level Up! 2nd edition. 
 
As a brand-spanking new member of Amazon's Author Affiliate program, I get a small percentage on every book sold this using the link. In fact, I have several links to great items sold on Amazon and I'd appreciate your business when you use the link to pre-order your copy of Level Up! 2nd edition.

Speaking of Amazon, if you like Level Up! 2nd edition and want to write a review on Amazon about the book, I would really really really appreciate it. Every review helps spread the word about the book and I was honored to receive so many great reviews for Level Up! the first time around, I hope you all do it again for Level Up! 2nd edition.

Thanks and happy reading!

Tuesday, February 4, 2014

PRESENTING LEVEL UP! SECOND EDITION!



Wiley & Sons is publishing a SECOND EDITION of Level Up!

Since Level Up!'s release in 2010, the game industry has evolved with the rise of mobile gaming, social gaming, monetization and touch controls. (to name a few) Level Up! 2nd edition has been completely revised to address these topics and more - expanding on everything in the first edition. There's even a new introduction by God of War's David Jaffe, new artwork and a delicious new chili recipe! I hope you'll find Level Up! 2nd edition a home on your game design bookshelf.

Level Up! Second Edition will be released this summer everywhere books and e-books are sold.