Where did Andrew go? Doesn’t he normally introduce The Village Square?
My sources tell me he’s at some sort of “board game convention” called IndyCon.
Who’s going to mingle in town while he’s gone then?
I’ll do it! How hard could it be?
Who does Andrew normally talk to around here?
Hi, I’m JR Honeycutt, and I’m the Community Manager at Level 99 Games. Like many of us who work in gaming, I started as a fan of games, and gradually found opportunities to help my favorite companies until I secured a permanent job.
Every person’s “origin story” is different, and there’s certainly not just one way to make it in the gaming industry. However, I’ve benefited from some great advice, and I want to pass on these five tips on to you.
How to Work in the Gaming Industry
League of Gamemakers
He sure was friendly, who else is feeling chatty today?
That’s something that makes games interesting, to have several conflicting goals. You want to build your military but you want to build your civilian engine that will keep that military going. You want to go for a VP victory but you want to go for the Tech-victory as well. You want to build a new building but you want to save money for a better building later.
Designing Contradictory Choices
Dead time is what most people think about when they think about downtime, a period of time that’s dead. You can’t do anything, you’re not engaged in the game and yet you can’t step away from the table either. Plan time is the positive aspect of dead time: you can’t do anything, you can’t step away from the table but you’re still engaged in the game. Rest time is the opposite: you can’t do anything but you can step away from the table (either physically or mentally).
Downtime vs. Dead Time
And there’s plenty more where that came from at the new Wiltgren estate. It seems Filip came back from his break with plenty to say!
Branching is when you put a fork in your design, you zig (instead of zag), and pair a new layer with your original kernel. This kernel can be a thematic one, like “I want to be a pirate on a ship,” or a mechanism, like “I want to assign workers, but each can be promoted to have a higher output,” or a combination of that, or you might be trying to improve upon a previous design you’ve played.
Branching and Experimentation in Design
Excellent thoughts on game design as always Grant! I’m just about worn out from all this chatting. Maybe I can kick back and take a break with the latest issue of Game Nite.
We have several new contributions for this issue. I’d like to salute John Anthony Gulla for Part One of his History of Boardgames, John Andrews for his comparison of the Carcassonne app to the actual board game, Bill Braun’s review of Golem Arcana – as as his accompanying photographs, and for Games Precipice (Matt Pavlovich and Alex Harkey) for their awesome article on Variation in Game Design.
Game Nite Magazine issue 2
Make sure to check back in again next week for the latest from our hard working cardboard community!
Games On Our Table
I was indeed at IndyCon this past weekend and had an absolute blast playing games and visiting old friends for three glorious days. There isn’t quite enough room (or time) to share what I played at IndyCon here but I’m hoping to put up a recap later this week. Until then you can catch up on my report from last year or head over to my Twitter (@UpliftAndrew) to see some picture from #IndyCon.