1 00:00:04,480 --> 00:00:12,360 Speaker 1: Text technology with tech Stuff from stuff works dot Com. 2 00:00:12,400 --> 00:00:15,040 Speaker 1: Hey there, and welcome to tex Stuff. I'm your host, 3 00:00:15,160 --> 00:00:18,799 Speaker 1: Jonathan Strickland. I'm an executive producer here at how Stuff Works, 4 00:00:18,840 --> 00:00:20,959 Speaker 1: and you guys know me. You know what I do 5 00:00:21,079 --> 00:00:25,119 Speaker 1: for a living talk about technology. I'm the best of 6 00:00:25,200 --> 00:00:27,920 Speaker 1: what I do, and what I do isn't pretty. I can't. 7 00:00:27,960 --> 00:00:30,200 Speaker 1: I can't back up either of those things. I want 8 00:00:30,200 --> 00:00:32,839 Speaker 1: to take a little departure from the way we normally 9 00:00:32,880 --> 00:00:35,200 Speaker 1: do text stuff. I've got an interview that I'm gonna 10 00:00:35,240 --> 00:00:38,040 Speaker 1: insert into this episode, and today I'm going to talk 11 00:00:38,080 --> 00:00:41,120 Speaker 1: about the process of making a board game. Now, I 12 00:00:41,200 --> 00:00:43,360 Speaker 1: know that's kind of a step away from what I 13 00:00:43,479 --> 00:00:46,520 Speaker 1: normally do, but but stick with me. I promise you that, 14 00:00:46,680 --> 00:00:48,640 Speaker 1: at least to me, it's really interesting and I hope 15 00:00:48,680 --> 00:00:51,320 Speaker 1: it will be for you as well. Later on this episode, 16 00:00:51,320 --> 00:00:53,240 Speaker 1: i'll have that interview. It's gonna be with a couple 17 00:00:53,240 --> 00:00:56,000 Speaker 1: of folks from Mondo. That's a company that has done 18 00:00:56,040 --> 00:01:00,600 Speaker 1: a lot of pop culture merchandizing, posters, artwork, and all albums, 19 00:01:00,640 --> 00:01:03,880 Speaker 1: whole bunch of different stuff. But they've also recently published 20 00:01:03,880 --> 00:01:07,520 Speaker 1: a board game that's based off a true classic. In 21 00:01:07,600 --> 00:01:11,160 Speaker 1: my mind, it is John Carpenter's remake of The Thing 22 00:01:11,720 --> 00:01:16,679 Speaker 1: spoiler alert. I am a big fan of that film. Now. 23 00:01:17,240 --> 00:01:19,160 Speaker 1: I know some of you are thinking board games are 24 00:01:19,200 --> 00:01:22,080 Speaker 1: more than a little bit of a reach for tech stuff, 25 00:01:22,080 --> 00:01:25,720 Speaker 1: but I argue that it still counts. It may, in 26 00:01:25,760 --> 00:01:28,280 Speaker 1: your mind, stretch the meaning of technology a little bit, 27 00:01:28,640 --> 00:01:31,120 Speaker 1: as most board games require very little in the form 28 00:01:31,280 --> 00:01:34,360 Speaker 1: of tech. If we're being really strict with the definition 29 00:01:34,360 --> 00:01:37,840 Speaker 1: of technology, however, then I would say that board games 30 00:01:37,880 --> 00:01:42,240 Speaker 1: totally count because what technology is is the practical application 31 00:01:42,400 --> 00:01:46,600 Speaker 1: of knowledge in a particular area. Practical application of knowledge. 32 00:01:46,880 --> 00:01:50,520 Speaker 1: Technology is the embodiment of the things we learned. So 33 00:01:50,640 --> 00:01:54,200 Speaker 1: when you look at technology, it is proof that science works. Right, 34 00:01:54,440 --> 00:01:58,880 Speaker 1: that we understand that science and engineering these are are 35 00:01:58,920 --> 00:02:02,720 Speaker 1: scientific disp lens that then can have this practical application 36 00:02:02,800 --> 00:02:06,160 Speaker 1: and technology. If science didn't work, our technology wouldn't work. 37 00:02:06,760 --> 00:02:08,440 Speaker 1: And I guess this is where we insert lots of 38 00:02:08,520 --> 00:02:10,560 Speaker 1: jokes about Blue Screen of Death, but you get what 39 00:02:10,600 --> 00:02:14,520 Speaker 1: I'm saying, Like, if we didn't have science under a 40 00:02:14,639 --> 00:02:17,440 Speaker 1: good understanding, then there's no way we would have all 41 00:02:17,440 --> 00:02:20,360 Speaker 1: the stuff that we've got, the stuff what beeps, and 42 00:02:20,400 --> 00:02:22,720 Speaker 1: I certainly wouldn't have a show. Now I argue that 43 00:02:22,760 --> 00:02:26,200 Speaker 1: a board game represents that it is a practical application 44 00:02:26,240 --> 00:02:30,480 Speaker 1: of our understanding of human psychology and also of game theory, 45 00:02:30,600 --> 00:02:33,919 Speaker 1: and at least in some types of games, the relationship 46 00:02:33,960 --> 00:02:38,960 Speaker 1: between strategic decision making and random events. Now, first we 47 00:02:39,080 --> 00:02:43,600 Speaker 1: have to acknowledge that not all board games are equal. Right. 48 00:02:43,760 --> 00:02:47,560 Speaker 1: Some games rely way more heavily upon strategy than other 49 00:02:47,639 --> 00:02:51,280 Speaker 1: types of games. Chess, for example, is a strategic game. 50 00:02:51,360 --> 00:02:55,320 Speaker 1: There are no elements of random chance in chess. All 51 00:02:55,360 --> 00:02:58,640 Speaker 1: moves are stemming from player decisions. All the pieces have 52 00:02:58,800 --> 00:03:01,360 Speaker 1: very specific ways they hand and cannot move, and how 53 00:03:01,400 --> 00:03:04,360 Speaker 1: they can take other pieces. And while one player cannot 54 00:03:04,360 --> 00:03:07,839 Speaker 1: predict the moves made by his or her opponent, none 55 00:03:07,880 --> 00:03:09,760 Speaker 1: of the moves that are made in a game are 56 00:03:09,800 --> 00:03:13,079 Speaker 1: truly random. They are the result of choices made by 57 00:03:13,120 --> 00:03:16,160 Speaker 1: the players. Now, on the flip side of that is 58 00:03:16,200 --> 00:03:19,480 Speaker 1: a game like candy Land. Now there's no strategy, and 59 00:03:19,560 --> 00:03:22,720 Speaker 1: candy Land all moves are dictated by a deck of 60 00:03:22,800 --> 00:03:26,120 Speaker 1: cards which acts sort of like a random number generator, 61 00:03:26,400 --> 00:03:29,320 Speaker 1: and drawing a card reveals a color which tells the 62 00:03:29,360 --> 00:03:31,880 Speaker 1: respective player where to move his or her player piece. 63 00:03:32,120 --> 00:03:34,720 Speaker 1: The outcome of the game is completely up to the 64 00:03:34,760 --> 00:03:37,880 Speaker 1: whims of chance, which is why my niece can beat 65 00:03:37,880 --> 00:03:41,000 Speaker 1: me every single time. It's not really true. My niece 66 00:03:41,040 --> 00:03:42,440 Speaker 1: is three years old. She can also beat me in 67 00:03:42,440 --> 00:03:44,240 Speaker 1: trivial pursuit. I am not proud of this fact, but 68 00:03:44,280 --> 00:03:46,840 Speaker 1: she is a very intelligent young lady. Candy Land is 69 00:03:46,880 --> 00:03:49,120 Speaker 1: a game meant to entertain young kids and teach them 70 00:03:49,120 --> 00:03:52,680 Speaker 1: about rules. It's kind of a gateway game, if you will. Now, 71 00:03:52,720 --> 00:03:57,240 Speaker 1: many games combine elements of both strategy and random chance. 72 00:03:57,600 --> 00:04:00,400 Speaker 1: If one wishes to get philosophical, you can say, well, 73 00:04:00,440 --> 00:04:04,160 Speaker 1: that's a lot like life, right. Some people do really 74 00:04:04,240 --> 00:04:09,120 Speaker 1: well in life despite facing adversity because they make incredibly 75 00:04:09,120 --> 00:04:13,040 Speaker 1: wise decisions. So while chance might be against them, they 76 00:04:13,120 --> 00:04:16,160 Speaker 1: are capable of making very good decisions and coming out 77 00:04:16,160 --> 00:04:19,640 Speaker 1: on top. Anyway, other people might do really well in 78 00:04:19,680 --> 00:04:23,600 Speaker 1: life despite their foolish choices, just because they happen to 79 00:04:23,640 --> 00:04:26,960 Speaker 1: be very lucky. Or you know, if you're a Jedi who, 80 00:04:27,000 --> 00:04:29,920 Speaker 1: in your experience does not believe in luck, maybe you 81 00:04:29,920 --> 00:04:32,640 Speaker 1: would just say coincidence just happens to favor that person 82 00:04:32,760 --> 00:04:35,880 Speaker 1: by chance alone. For many games, you need a really 83 00:04:35,880 --> 00:04:38,840 Speaker 1: good balance of luck and skill to do well. Consistently, 84 00:04:39,440 --> 00:04:43,200 Speaker 1: which can be both really exhilarating and also very frustrating. 85 00:04:43,240 --> 00:04:46,680 Speaker 1: If you were an expert poker player, then you might 86 00:04:46,720 --> 00:04:49,400 Speaker 1: get frustrated that occasionally you just get some bad beats, 87 00:04:49,440 --> 00:04:51,719 Speaker 1: like you just get some bad hands, and the person 88 00:04:51,800 --> 00:04:53,719 Speaker 1: that you're playing against get some really good hands, And 89 00:04:53,720 --> 00:04:55,680 Speaker 1: it may be that you're a much better poker player 90 00:04:55,720 --> 00:04:58,839 Speaker 1: than they are, and yet they're still winning. That's part 91 00:04:58,839 --> 00:05:02,080 Speaker 1: of the game. Now, there are some broad categories of 92 00:05:02,160 --> 00:05:05,920 Speaker 1: board games out there, including some card games, and they 93 00:05:05,960 --> 00:05:09,520 Speaker 1: have varying emphasis on luck versus skill, and I thought 94 00:05:09,640 --> 00:05:12,479 Speaker 1: it might be helpful to kind of do a rundown 95 00:05:12,960 --> 00:05:15,520 Speaker 1: on the different types of games that are out there 96 00:05:15,520 --> 00:05:18,800 Speaker 1: and give some examples of each for the purposes of 97 00:05:18,839 --> 00:05:23,279 Speaker 1: this entire conversation. Now, first we have the racing games 98 00:05:23,400 --> 00:05:26,919 Speaker 1: or the classic board games genre, and these are the 99 00:05:26,920 --> 00:05:30,120 Speaker 1: games that rely heavily on chance. So, like Candy land 100 00:05:30,160 --> 00:05:33,320 Speaker 1: I just mentioned, typically the goal in this game is 101 00:05:33,360 --> 00:05:36,680 Speaker 1: to be the first player to reach a finish line 102 00:05:36,839 --> 00:05:40,200 Speaker 1: of some kind. But nearly all the moves you make 103 00:05:40,240 --> 00:05:43,159 Speaker 1: in these sort of games are dependent upon some sort 104 00:05:43,279 --> 00:05:46,440 Speaker 1: of random event, So that might be rolling a die 105 00:05:46,600 --> 00:05:48,960 Speaker 1: or a pair of dice, or maybe more depending on 106 00:05:49,000 --> 00:05:52,400 Speaker 1: the game, or spinning a dial or drawing a card, 107 00:05:52,560 --> 00:05:55,240 Speaker 1: or you know, that little popper that you might have 108 00:05:55,279 --> 00:05:57,839 Speaker 1: in some games. Other games that fall into this category 109 00:05:57,880 --> 00:06:01,160 Speaker 1: include stuff like snakes and ladders or shoots and ladders 110 00:06:01,160 --> 00:06:04,840 Speaker 1: if you prefer or sorry uh. Those games are largely 111 00:06:04,920 --> 00:06:08,480 Speaker 1: social in nature. The value of the game mostly comes 112 00:06:08,480 --> 00:06:10,680 Speaker 1: from the interactions you have with the people around you, 113 00:06:11,279 --> 00:06:14,920 Speaker 1: and they tend to be kind of like family bonding experiences. 114 00:06:14,920 --> 00:06:17,280 Speaker 1: But there's not a whole lot of satisfaction in the 115 00:06:17,320 --> 00:06:20,360 Speaker 1: game itself, because again it's mostly due to random chance. 116 00:06:20,360 --> 00:06:22,360 Speaker 1: There's not really anything you can do to improve your 117 00:06:22,400 --> 00:06:24,839 Speaker 1: chances of winning in those type type of games. On 118 00:06:24,880 --> 00:06:28,839 Speaker 1: the flip side of that would be the abstract strategy games. Now, 119 00:06:28,839 --> 00:06:30,760 Speaker 1: these are the games in which you are playing some 120 00:06:30,800 --> 00:06:34,839 Speaker 1: form of strategic combat in an abstract way against your opponent. 121 00:06:35,360 --> 00:06:38,960 Speaker 1: Checkers and chess both fall into that category. Your goal 122 00:06:39,000 --> 00:06:43,360 Speaker 1: is to outthink and outmaneuver your opponent. Random elements are 123 00:06:43,360 --> 00:06:46,960 Speaker 1: almost always absent or reduced to the most minor factor 124 00:06:47,000 --> 00:06:49,719 Speaker 1: in these types of games. These are also some of 125 00:06:49,720 --> 00:06:52,960 Speaker 1: the games that have been solved by computers. Not all 126 00:06:52,960 --> 00:06:55,480 Speaker 1: of them have, but Checkers, for example, has been solved. 127 00:06:55,480 --> 00:06:59,560 Speaker 1: And when we say solved, we mean that the we 128 00:06:59,640 --> 00:07:03,400 Speaker 1: have worked out algorithms that prove that you can either 129 00:07:03,520 --> 00:07:06,760 Speaker 1: always win or always come to a draw based upon 130 00:07:07,240 --> 00:07:10,080 Speaker 1: when you play if you assume that both players in 131 00:07:10,120 --> 00:07:13,560 Speaker 1: a game are playing perfectly. So, for example, and Connect four, 132 00:07:14,240 --> 00:07:16,360 Speaker 1: if you are the first person to play a move, 133 00:07:16,840 --> 00:07:21,360 Speaker 1: and you and your opponent both play absolutely perfectly, you're 134 00:07:21,400 --> 00:07:24,680 Speaker 1: gonna win, right like, That's just the way it works. 135 00:07:24,880 --> 00:07:27,320 Speaker 1: Tic tac toe. If you both play perfectly, you're gonna 136 00:07:27,400 --> 00:07:31,920 Speaker 1: draw every time. This is, of course, again assuming perfect play. 137 00:07:32,080 --> 00:07:34,960 Speaker 1: Not every game has a solution, or at least not 138 00:07:35,040 --> 00:07:38,720 Speaker 1: every game have we worked out the solution. Some games, 139 00:07:38,720 --> 00:07:41,880 Speaker 1: like chess are very complicated, and we may find out 140 00:07:41,960 --> 00:07:45,840 Speaker 1: that there is no solution, or that it's might may 141 00:07:45,880 --> 00:07:47,960 Speaker 1: just take a really long time before we're ever able 142 00:07:48,040 --> 00:07:50,800 Speaker 1: to come up with It gets pretty complicated with games 143 00:07:50,800 --> 00:07:53,840 Speaker 1: where you've got pieces that can move and reverse their 144 00:07:53,840 --> 00:07:57,520 Speaker 1: movements and not just move in one direction. Then we 145 00:07:57,600 --> 00:08:01,040 Speaker 1: have the euros style games. Sometimes these are called German 146 00:08:01,120 --> 00:08:04,760 Speaker 1: board games. These games are slightly less abstract than the 147 00:08:04,800 --> 00:08:08,800 Speaker 1: previous category, but not as detailed or grand as strategy games. 148 00:08:08,800 --> 00:08:11,760 Speaker 1: Which I'll describe in a little bit. These games have 149 00:08:11,840 --> 00:08:15,840 Speaker 1: really strong themes that find their way into game mechanics. 150 00:08:15,880 --> 00:08:18,880 Speaker 1: So whereas you might say candy Land, the theme is 151 00:08:18,960 --> 00:08:22,400 Speaker 1: very much it's it's very surface level. There's not really 152 00:08:22,440 --> 00:08:25,920 Speaker 1: anything about the candy Land game that translates into game 153 00:08:25,920 --> 00:08:29,120 Speaker 1: mechanics for the most part. Same thing with Sorry. But 154 00:08:29,200 --> 00:08:32,280 Speaker 1: there are other games in the in the eurostyle where 155 00:08:32,480 --> 00:08:35,040 Speaker 1: the theme is very much tied in with the game 156 00:08:35,080 --> 00:08:38,760 Speaker 1: mechanics and the way the game unfolds. There's typically some 157 00:08:39,000 --> 00:08:42,960 Speaker 1: kind of resource management factored into those types of games, 158 00:08:42,960 --> 00:08:45,920 Speaker 1: and typically players are in the game for the duration 159 00:08:45,960 --> 00:08:50,160 Speaker 1: of play. You don't typically see German board games or 160 00:08:50,200 --> 00:08:54,320 Speaker 1: eurostyle games that knock players out before the end of 161 00:08:54,400 --> 00:08:57,240 Speaker 1: the game comes about. Everyone's in it to win it 162 00:08:57,280 --> 00:08:59,240 Speaker 1: all the way to the end, and often there are 163 00:08:59,240 --> 00:09:01,800 Speaker 1: some sort of score ring elements that will allow someone 164 00:09:01,800 --> 00:09:04,160 Speaker 1: to win even if they appeared to be lagging behind 165 00:09:04,200 --> 00:09:07,200 Speaker 1: the others. You might have some secret elements to it 166 00:09:07,240 --> 00:09:10,360 Speaker 1: where you have a goal and if you reach that 167 00:09:10,440 --> 00:09:12,840 Speaker 1: goal you get bonus points, which means you could end 168 00:09:12,920 --> 00:09:15,960 Speaker 1: up winning the game. When it looked like from just 169 00:09:16,000 --> 00:09:19,000 Speaker 1: a casual glance you were in the last place. There's 170 00:09:19,000 --> 00:09:22,480 Speaker 1: a really strong emphasis on eurostyle games on strategy, so 171 00:09:22,600 --> 00:09:25,679 Speaker 1: random elements are typically limited to where resources might be 172 00:09:25,720 --> 00:09:29,160 Speaker 1: found or other minor elements in the game, but most 173 00:09:29,200 --> 00:09:32,520 Speaker 1: game events are dependent upon the choices of the players 174 00:09:32,559 --> 00:09:35,320 Speaker 1: in the game, and those games also frequently allow players 175 00:09:35,320 --> 00:09:39,280 Speaker 1: to make temporary alliances as the game progresses. The games 176 00:09:39,280 --> 00:09:44,120 Speaker 1: in this category include things like Settlers of Catan or Carcassone. 177 00:09:44,280 --> 00:09:49,160 Speaker 1: Those are two very popular German board game or eurostyle 178 00:09:49,280 --> 00:09:53,079 Speaker 1: game out there, so if you're familiar with either of those, 179 00:09:53,120 --> 00:09:57,320 Speaker 1: you know what I'm talking about. Strategy games take elements 180 00:09:57,320 --> 00:10:01,840 Speaker 1: both from abstract strategy games like Chess and eurostyle games 181 00:10:01,840 --> 00:10:04,960 Speaker 1: like Settlers of Catan, and then combine them into really deep, rich, 182 00:10:05,000 --> 00:10:08,320 Speaker 1: and often really complicated games. Sometimes their war games are 183 00:10:08,320 --> 00:10:12,079 Speaker 1: military based. These tend to be gamers games, meaning they 184 00:10:12,120 --> 00:10:16,079 Speaker 1: frequently have more complicated game mechanics that appeal to experienced 185 00:10:16,120 --> 00:10:19,600 Speaker 1: gamers and require a lot more explanation or maybe multiple 186 00:10:19,600 --> 00:10:22,000 Speaker 1: play throughs to really gain a good sense of how 187 00:10:22,040 --> 00:10:25,840 Speaker 1: the rules work. The board game rules and narrative often 188 00:10:26,200 --> 00:10:29,360 Speaker 1: drive the action, and they might include both competitive and 189 00:10:29,440 --> 00:10:33,559 Speaker 1: cooperative play, often within the same play session, and there 190 00:10:33,559 --> 00:10:36,720 Speaker 1: can be metal level playing in this game. In other words, 191 00:10:36,760 --> 00:10:39,440 Speaker 1: the game isn't just happening on the board, it's also 192 00:10:39,520 --> 00:10:44,679 Speaker 1: happening within the interactions between players outside of the confines 193 00:10:44,720 --> 00:10:48,440 Speaker 1: of the game itself. You might find yourself actively trying 194 00:10:48,480 --> 00:10:51,360 Speaker 1: to deceive other players as to the relative strength of 195 00:10:51,400 --> 00:10:54,480 Speaker 1: your position. So you might be bluffing, trying to make 196 00:10:54,520 --> 00:10:56,320 Speaker 1: them think that you're in a better position than you 197 00:10:56,400 --> 00:10:58,559 Speaker 1: really are, or you could be doing the opposite. You 198 00:10:58,559 --> 00:11:01,800 Speaker 1: could be downplaying or position in order to lull them 199 00:11:01,800 --> 00:11:04,280 Speaker 1: into a false sense of security, and then you spring 200 00:11:04,320 --> 00:11:07,160 Speaker 1: the trap and they go all Admiral Akbar on you. 201 00:11:07,960 --> 00:11:11,400 Speaker 1: These games also can take a really long time, sometimes 202 00:11:11,800 --> 00:11:14,760 Speaker 1: several hours for a play session, depending on how complicated 203 00:11:14,840 --> 00:11:18,760 Speaker 1: game is. Risk Is a style of this Civilization board game, 204 00:11:18,840 --> 00:11:21,200 Speaker 1: is the style of this a Boal Star Galactica, and 205 00:11:21,240 --> 00:11:23,920 Speaker 1: also the thing which we'll be talking about later. All 206 00:11:23,960 --> 00:11:27,080 Speaker 1: of these kind of fall into this very large category, 207 00:11:27,120 --> 00:11:29,640 Speaker 1: though obviously each of those games has very different elements 208 00:11:29,679 --> 00:11:31,880 Speaker 1: from the others, So while they all kind of belong 209 00:11:31,960 --> 00:11:35,040 Speaker 1: to the same category, that doesn't mean they're game mechanics 210 00:11:35,040 --> 00:11:39,760 Speaker 1: are necessarily similar. They're not. They're also card based games. 211 00:11:39,760 --> 00:11:42,920 Speaker 1: There are several different categories of these. Strategy based card 212 00:11:42,960 --> 00:11:45,320 Speaker 1: games still involve an element of luck, since you can't 213 00:11:45,320 --> 00:11:47,679 Speaker 1: predict which cards are going to end up in your hand. 214 00:11:48,320 --> 00:11:50,400 Speaker 1: You typically in these games will draw a certain number 215 00:11:50,440 --> 00:11:53,280 Speaker 1: of cards from a deck. Players usually play from the 216 00:11:53,320 --> 00:11:55,840 Speaker 1: same pool of cards, so it's not like you have 217 00:11:55,920 --> 00:11:58,000 Speaker 1: your own deck and they have their's. You're both playing 218 00:11:58,040 --> 00:12:00,800 Speaker 1: from the same one. These games also tend to have 219 00:12:00,840 --> 00:12:03,160 Speaker 1: a theme, though the extent to which that theme plays 220 00:12:03,160 --> 00:12:06,080 Speaker 1: a part in gameplay will vary. Some examples in this 221 00:12:06,240 --> 00:12:11,280 Speaker 1: include Munchkin or Seven Wonders. Then you've got deck building games, 222 00:12:11,559 --> 00:12:13,800 Speaker 1: in which players build out a deck from a common 223 00:12:13,840 --> 00:12:17,400 Speaker 1: pool of cards. Players may have to do something in 224 00:12:17,559 --> 00:12:21,360 Speaker 1: order to earn cards while building their respective decks, such 225 00:12:21,400 --> 00:12:24,800 Speaker 1: as purchasing individual cards within the game itself, using some 226 00:12:24,840 --> 00:12:27,640 Speaker 1: sort of end game currency not real money, or by 227 00:12:27,720 --> 00:12:33,000 Speaker 1: completing certain in game tasks. Games like Dominion and Corriers 228 00:12:33,160 --> 00:12:37,640 Speaker 1: fall into this category. Then you've got trading card games. 229 00:12:38,040 --> 00:12:40,679 Speaker 1: These are the games in which players build their individual 230 00:12:40,800 --> 00:12:44,319 Speaker 1: decks based on purchasing packs of cards. Typically, in these 231 00:12:44,320 --> 00:12:46,400 Speaker 1: style of games, you would buy a starter deck that 232 00:12:46,480 --> 00:12:49,240 Speaker 1: would have a good distribution of basic cards and then 233 00:12:49,240 --> 00:12:52,560 Speaker 1: you would supplement that with booster packs. So you go 234 00:12:52,559 --> 00:12:56,680 Speaker 1: out and buy booster packs to add more variety to 235 00:12:56,760 --> 00:13:00,440 Speaker 1: your cards and add more capabilities. Some of those booster 236 00:13:00,480 --> 00:13:04,080 Speaker 1: packs could contain particularly rare or powerful cards, and then 237 00:13:04,120 --> 00:13:06,360 Speaker 1: players would go up against each other using these cards, 238 00:13:06,440 --> 00:13:09,719 Speaker 1: kind of dueling one another in an attempt to win 239 00:13:09,760 --> 00:13:12,000 Speaker 1: a match, and typically that involves each player having an 240 00:13:12,000 --> 00:13:14,760 Speaker 1: assigned number of points kind of like health points or 241 00:13:14,840 --> 00:13:17,400 Speaker 1: hit points, and the other players trying to whittle that 242 00:13:17,520 --> 00:13:20,120 Speaker 1: down to zero. So the first player to hit zero 243 00:13:20,280 --> 00:13:23,440 Speaker 1: is out. So if you knock your opponent down to 244 00:13:23,520 --> 00:13:26,160 Speaker 1: zero and they're out, then you win. Games like Magic 245 00:13:26,200 --> 00:13:29,320 Speaker 1: the Gathering or Hearthstone, which is a video game version 246 00:13:29,360 --> 00:13:31,760 Speaker 1: of that style of card game, fall into that category. 247 00:13:32,280 --> 00:13:35,720 Speaker 1: And there are more social games out there. These games 248 00:13:35,720 --> 00:13:39,199 Speaker 1: are where your Apples to Apples or Cards against Humanity 249 00:13:39,320 --> 00:13:42,520 Speaker 1: will fall a million dollars. But is another social game 250 00:13:42,559 --> 00:13:45,160 Speaker 1: that's out there. And there are games that rely upon 251 00:13:45,240 --> 00:13:49,600 Speaker 1: expressions of creativity, such as pictionary or cranium. And then 252 00:13:49,600 --> 00:13:52,040 Speaker 1: there are games that rely heavily upon knowledge, whether it's 253 00:13:52,080 --> 00:13:54,840 Speaker 1: general or specific, like Trivial Pursuit or one of the 254 00:13:54,840 --> 00:13:57,800 Speaker 1: many themed trivia games that are out there, and that's 255 00:13:57,840 --> 00:14:01,680 Speaker 1: just a quick rundown the basic types of board game 256 00:14:01,760 --> 00:14:04,760 Speaker 1: and card games out there, excluding the more traditional card 257 00:14:04,800 --> 00:14:07,680 Speaker 1: games like poker or whist or bridge and things like that. 258 00:14:08,400 --> 00:14:11,760 Speaker 1: Each game requires designers to make very careful decisions to 259 00:14:11,960 --> 00:14:16,480 Speaker 1: ensure that the gameplay is fun and challenging without being 260 00:14:16,520 --> 00:14:20,120 Speaker 1: too frustrating or obtuse. And this is actually a pretty 261 00:14:20,120 --> 00:14:23,840 Speaker 1: tricky path to follow. Sometimes you just don't know if 262 00:14:23,840 --> 00:14:26,160 Speaker 1: a game mechanic is going to work until you actually 263 00:14:26,200 --> 00:14:29,080 Speaker 1: put players into the situation and see how it unfolds. 264 00:14:29,600 --> 00:14:32,760 Speaker 1: If the players seem confused about the mechanic or they 265 00:14:32,760 --> 00:14:35,040 Speaker 1: failed to use it properly, it could be an indication 266 00:14:35,080 --> 00:14:36,960 Speaker 1: that you need to tweak that element so that it's 267 00:14:37,000 --> 00:14:40,600 Speaker 1: more easily understood. Now, most games require a lot of 268 00:14:40,600 --> 00:14:43,360 Speaker 1: workshopping or play testing to get right. In fact, the 269 00:14:43,360 --> 00:14:46,560 Speaker 1: game of chess was created over the course of centuries. 270 00:14:46,960 --> 00:14:49,240 Speaker 1: It seems apparent that the early form of the game 271 00:14:49,320 --> 00:14:52,440 Speaker 1: arose along the Silk Road. And I'm talking about the 272 00:14:52,480 --> 00:14:55,600 Speaker 1: real silk Road, not the black market on the deep web. 273 00:14:55,920 --> 00:14:58,880 Speaker 1: I'm talking about the pathways that merchants traveled more than 274 00:14:58,920 --> 00:15:01,840 Speaker 1: a thousand years ago when they were trading between cities, 275 00:15:02,400 --> 00:15:05,560 Speaker 1: so chess likely evolved from similar games that were played 276 00:15:05,600 --> 00:15:09,800 Speaker 1: in China, India, and Persia among other players places. So 277 00:15:09,840 --> 00:15:13,320 Speaker 1: players would bring up boards and pieces and incorporate rules 278 00:15:13,360 --> 00:15:16,200 Speaker 1: from their different cultures and their different travels into a 279 00:15:16,240 --> 00:15:20,320 Speaker 1: single game, and so the game of chess evolved over 280 00:15:20,360 --> 00:15:22,720 Speaker 1: time this way. It wasn't until the Renaissance that the 281 00:15:22,800 --> 00:15:26,560 Speaker 1: modern rules of chess really began to emerge. My point 282 00:15:26,560 --> 00:15:28,760 Speaker 1: here is that even games like chess went through a 283 00:15:28,800 --> 00:15:32,080 Speaker 1: lot of play testing, so this is not new now. 284 00:15:32,120 --> 00:15:35,080 Speaker 1: To get a better handle on what it's like designing 285 00:15:35,120 --> 00:15:38,080 Speaker 1: a game, I spoke with Jay Shaw and Joe Van 286 00:15:38,160 --> 00:15:41,480 Speaker 1: wetter Ing of Mando about making a game adaptation of 287 00:15:41,520 --> 00:15:45,120 Speaker 1: the nineteen two John Carpenter film The Thing. We'll listen 288 00:15:45,160 --> 00:15:47,800 Speaker 1: to that interview right after the short break. To thank 289 00:15:47,800 --> 00:15:57,800 Speaker 1: our sponsor, I'm really fortunate today to be joined by 290 00:15:57,840 --> 00:16:01,000 Speaker 1: a couple of guys over at Mondo really worked on 291 00:16:01,080 --> 00:16:05,360 Speaker 1: this game to make it what it was. And so, gentlemen, 292 00:16:05,400 --> 00:16:08,640 Speaker 1: if you would please introduce yourselves to the throngs of 293 00:16:08,720 --> 00:16:11,960 Speaker 1: listeners of tech stuff and uh and let us know 294 00:16:12,080 --> 00:16:14,920 Speaker 1: what it was that you did in regards to developing 295 00:16:14,920 --> 00:16:18,800 Speaker 1: this game. All right, Joe, you go first. Yeah. Sure. 296 00:16:19,200 --> 00:16:23,400 Speaker 1: My name's Joe Van Lettering and I'm the game designer. 297 00:16:24,880 --> 00:16:27,840 Speaker 1: There you go, keep it sweet. Uh. My name is 298 00:16:27,960 --> 00:16:32,960 Speaker 1: Jay Shaw. I'm a creative director at Mondo, and I 299 00:16:33,040 --> 00:16:37,120 Speaker 1: helped Joe. I like it. I like it. You know, 300 00:16:37,160 --> 00:16:41,200 Speaker 1: it's great because it's it's an accurate description of what 301 00:16:41,320 --> 00:16:44,480 Speaker 1: you've done, and yet gives us very little information to 302 00:16:44,560 --> 00:16:48,040 Speaker 1: go on at the very beginning, very much like being 303 00:16:48,120 --> 00:16:51,280 Speaker 1: in the thing, right, we were going to dig down 304 00:16:51,320 --> 00:16:54,720 Speaker 1: and discover in this process. And actually my first question 305 00:16:54,760 --> 00:16:57,320 Speaker 1: before we get into the mechanics of the game and 306 00:16:57,360 --> 00:17:00,360 Speaker 1: the development of the game is it's just the question 307 00:17:00,360 --> 00:17:04,440 Speaker 1: of why why John Carpenter's the thing? What was it? They? Where? 308 00:17:04,480 --> 00:17:07,679 Speaker 1: When did that idea kind of come into being about 309 00:17:08,119 --> 00:17:14,199 Speaker 1: developing a game based upon this classic film, which, by 310 00:17:14,200 --> 00:17:16,360 Speaker 1: the way, I actually I love that movie, so I'm 311 00:17:16,359 --> 00:17:20,360 Speaker 1: not being at all facetious here. Oh yeah, everybody loves it. 312 00:17:20,720 --> 00:17:24,359 Speaker 1: Um Yeah, it was interesting. I I started thinking about 313 00:17:24,440 --> 00:17:28,040 Speaker 1: doing board games of Mondo a few years ago and 314 00:17:28,480 --> 00:17:30,960 Speaker 1: just really kind of a as a fan of board 315 00:17:30,960 --> 00:17:33,600 Speaker 1: games type of thing where I said, man, it would 316 00:17:33,600 --> 00:17:35,560 Speaker 1: be really cool if we did a board game. That'd 317 00:17:35,560 --> 00:17:37,159 Speaker 1: be nice. We have no idea how to make a 318 00:17:37,160 --> 00:17:40,320 Speaker 1: board game, but it would be cool to do. And 319 00:17:40,400 --> 00:17:43,639 Speaker 1: that conversation just kept coming up at the office. It 320 00:17:43,720 --> 00:17:46,560 Speaker 1: kept coming up in phone calls and creative meetings and 321 00:17:46,600 --> 00:17:48,080 Speaker 1: just saying, yeah, I wish we did a board game. 322 00:17:48,080 --> 00:17:50,600 Speaker 1: I wish we did a board game. And finally it 323 00:17:50,640 --> 00:17:53,240 Speaker 1: went from which we did a board game too, we 324 00:17:53,280 --> 00:17:56,000 Speaker 1: should do a board game. Let's find somebody who knows 325 00:17:56,040 --> 00:17:59,280 Speaker 1: how to do it. Um. So, you know, the thing 326 00:17:59,359 --> 00:18:02,520 Speaker 1: was honestly the first game that I thought of, because 327 00:18:02,640 --> 00:18:05,840 Speaker 1: the movie is perfect for it. It's a it's a 328 00:18:06,000 --> 00:18:09,400 Speaker 1: it's a confined area much like a board. You've got 329 00:18:09,400 --> 00:18:11,480 Speaker 1: to you know, you've got a set group of people, 330 00:18:12,080 --> 00:18:14,760 Speaker 1: You've got conditions that feel very much like a game 331 00:18:15,040 --> 00:18:17,080 Speaker 1: of sorts. You know, it already kind of felt like 332 00:18:17,119 --> 00:18:19,640 Speaker 1: it was it didn't seem like it took a lot 333 00:18:19,680 --> 00:18:23,120 Speaker 1: to get that story from movie to board. So yeah, 334 00:18:23,240 --> 00:18:25,600 Speaker 1: I've reached out to Joe and started talking to him, 335 00:18:25,640 --> 00:18:28,840 Speaker 1: and you know, I'm lucky that he design board games 336 00:18:28,880 --> 00:18:31,639 Speaker 1: for a living. So that was really the genesis of 337 00:18:31,640 --> 00:18:33,919 Speaker 1: it was just this should be something we should do. 338 00:18:34,000 --> 00:18:37,840 Speaker 1: Let's do it. It's really cool because, as you say, 339 00:18:38,200 --> 00:18:42,080 Speaker 1: the story of the movie does lend itself to certain 340 00:18:42,160 --> 00:18:45,840 Speaker 1: game mechanics. There are certain games that that exist that 341 00:18:46,040 --> 00:18:50,160 Speaker 1: have some similarity to the mechanics in the thing. Uh, 342 00:18:50,200 --> 00:18:52,840 Speaker 1: you know, nothing that is a one to one certainly, 343 00:18:52,960 --> 00:18:55,720 Speaker 1: but there's there's certain ones that I kind of recognize, 344 00:18:55,760 --> 00:18:58,440 Speaker 1: Like there are elements to the game were Wolf. For 345 00:18:58,600 --> 00:19:01,440 Speaker 1: some people play it as afia the idea that you're 346 00:19:01,440 --> 00:19:05,240 Speaker 1: playing in a group. Some people in the group are 347 00:19:05,280 --> 00:19:08,960 Speaker 1: working at counter purposes for what the rest of the 348 00:19:08,960 --> 00:19:11,879 Speaker 1: group is trying to do, and meanwhile, the rest of 349 00:19:11,880 --> 00:19:14,080 Speaker 1: the group has no idea who they can trust and 350 00:19:14,080 --> 00:19:16,720 Speaker 1: who they cannot trust. Uh. The thing actually goes a 351 00:19:16,760 --> 00:19:19,680 Speaker 1: little bit further because even if you are on the 352 00:19:19,880 --> 00:19:22,320 Speaker 1: side of the thing, if you are one of the 353 00:19:22,320 --> 00:19:26,959 Speaker 1: the the compromised characters, you don't necessarily know if anyone 354 00:19:27,000 --> 00:19:30,359 Speaker 1: else is also compromised. So it makes it makes it 355 00:19:30,359 --> 00:19:32,080 Speaker 1: a little more tricky when you're trying to figure out 356 00:19:32,119 --> 00:19:36,000 Speaker 1: who you're trying to sabotage. But generally speaking, this is 357 00:19:36,000 --> 00:19:39,720 Speaker 1: one of those asymmetric games where you have two groups. 358 00:19:39,720 --> 00:19:43,360 Speaker 1: Originally it'll be I assume in individual versus the rest 359 00:19:43,359 --> 00:19:47,080 Speaker 1: of the group working at cross purposes, and as the 360 00:19:47,119 --> 00:19:51,080 Speaker 1: game unfolds, that dynamic continues to change. And obviously, in 361 00:19:51,200 --> 00:19:55,239 Speaker 1: order for you to have any sort of competitiveness in 362 00:19:55,280 --> 00:19:58,040 Speaker 1: this game, that means you have to make really careful 363 00:19:58,040 --> 00:20:02,760 Speaker 1: decisions about what the capabilities are of one group versus 364 00:20:02,920 --> 00:20:05,760 Speaker 1: the other. So, with all of that in mind, the 365 00:20:05,800 --> 00:20:09,040 Speaker 1: idea that you've got this hidden character who's working to 366 00:20:09,080 --> 00:20:11,760 Speaker 1: try and sabotage the rest of the group, I assumed 367 00:20:11,800 --> 00:20:15,000 Speaker 1: that meant that there was a lot of experimentation during 368 00:20:15,040 --> 00:20:17,760 Speaker 1: the entire design process to get that balance right. I mean, 369 00:20:17,800 --> 00:20:19,439 Speaker 1: you don't want you don't want the thing to be 370 00:20:19,520 --> 00:20:22,399 Speaker 1: so easy to defeat that the game is over in 371 00:20:22,440 --> 00:20:24,960 Speaker 1: ten minutes. But you don't want to make it so 372 00:20:25,160 --> 00:20:29,359 Speaker 1: difficult that there's maybe only a two percent chance that 373 00:20:29,400 --> 00:20:32,679 Speaker 1: everyone's going to get out, or even that a significant 374 00:20:32,720 --> 00:20:35,640 Speaker 1: number of people are going to get out. So take 375 00:20:35,680 --> 00:20:39,680 Speaker 1: me through. Now, you've made the decision to turn the 376 00:20:39,720 --> 00:20:43,640 Speaker 1: story of the Thing into a board game, and as 377 00:20:43,640 --> 00:20:46,440 Speaker 1: you've laid out the elements of the story lend itself 378 00:20:46,520 --> 00:20:50,120 Speaker 1: to that, where was the next step? What we're How 379 00:20:50,160 --> 00:20:54,040 Speaker 1: did you start to lay out the process of building 380 00:20:54,080 --> 00:20:59,199 Speaker 1: the game itself? Yes, so we first of all, I 381 00:20:59,240 --> 00:21:02,520 Speaker 1: watched the movie about one hundred times and just tried 382 00:21:02,680 --> 00:21:05,960 Speaker 1: to get a feel for every single aspect of the 383 00:21:06,000 --> 00:21:10,719 Speaker 1: movie and what feels right, what what's the storyline going 384 00:21:10,760 --> 00:21:13,240 Speaker 1: to be within the game, how does that translate? And 385 00:21:13,280 --> 00:21:17,600 Speaker 1: then I just started with a very very simple hidden 386 00:21:17,800 --> 00:21:19,719 Speaker 1: hitt and identity game, you know, just kind of like 387 00:21:19,760 --> 00:21:24,639 Speaker 1: a pass fail that's it, almost like a Mafia or Werewolf. 388 00:21:24,920 --> 00:21:28,280 Speaker 1: And then kind of took that base and brought in 389 00:21:28,400 --> 00:21:30,919 Speaker 1: parts from the movie, you know, brought in the outpost, 390 00:21:31,000 --> 00:21:33,320 Speaker 1: probably the flamethrower, that kind of stuff, and just kind 391 00:21:33,320 --> 00:21:35,600 Speaker 1: of built it out. And I'm going to tell you 392 00:21:35,720 --> 00:21:41,320 Speaker 1: right now, designing a hidden identity game is extremely tough 393 00:21:41,520 --> 00:21:44,840 Speaker 1: because I already have all the information here, right So 394 00:21:44,920 --> 00:21:47,480 Speaker 1: when I'm designing it, trying to go through a game 395 00:21:47,480 --> 00:21:51,399 Speaker 1: plan just by myself in my head, it's tough because 396 00:21:51,520 --> 00:21:53,840 Speaker 1: I already know all the information, that's what this game 397 00:21:53,920 --> 00:21:56,960 Speaker 1: is about. So I got a lot of help from 398 00:21:57,200 --> 00:22:01,800 Speaker 1: some co workers, some friends, lots of play testers just 399 00:22:02,040 --> 00:22:05,080 Speaker 1: to you know, see how do you play this game? 400 00:22:05,160 --> 00:22:07,600 Speaker 1: You know, what do you do at this point? So 401 00:22:07,960 --> 00:22:10,800 Speaker 1: it was a hard process, but I feel pretty good 402 00:22:10,840 --> 00:22:13,360 Speaker 1: with the results. Yeah, there were a lot of There 403 00:22:13,400 --> 00:22:16,520 Speaker 1: was a lot of testing, and I remember when as 404 00:22:16,600 --> 00:22:19,280 Speaker 1: Joe was coming up with kind of these different iterations 405 00:22:19,280 --> 00:22:22,200 Speaker 1: of the game, we would he he'd give us a 406 00:22:22,280 --> 00:22:24,600 Speaker 1: chance to play it and say, here's here's sort of 407 00:22:24,600 --> 00:22:27,040 Speaker 1: a white box version of this. Why don't you guys 408 00:22:27,040 --> 00:22:28,880 Speaker 1: try it out and see what happens. We actually went 409 00:22:28,880 --> 00:22:30,840 Speaker 1: out to San Diego a couple of times to play 410 00:22:30,840 --> 00:22:33,560 Speaker 1: with play with that team, and it was really it 411 00:22:33,640 --> 00:22:36,520 Speaker 1: was interesting because we play it, we'd all kind of go, yeah, 412 00:22:36,560 --> 00:22:38,000 Speaker 1: this is good, we like it. This is a lot 413 00:22:38,040 --> 00:22:40,800 Speaker 1: of fun. But you could almost tell the Joe Joe 414 00:22:40,800 --> 00:22:44,040 Speaker 1: go yeah, this isn't there yet, this isn't working. I 415 00:22:44,080 --> 00:22:46,160 Speaker 1: don't I don't like the flow, I don't like the pace, 416 00:22:46,280 --> 00:22:48,360 Speaker 1: I don't like the length of the game. I don't 417 00:22:48,400 --> 00:22:50,119 Speaker 1: like how this plays with six people. I don't like 418 00:22:50,160 --> 00:22:52,679 Speaker 1: how this plays with eight people. So it was just 419 00:22:52,880 --> 00:22:55,919 Speaker 1: over and over and over again, tweaking and tweaking and 420 00:22:55,920 --> 00:22:59,960 Speaker 1: tweaking until you know it's it's funny because little element 421 00:23:00,040 --> 00:23:02,960 Speaker 1: to get removed and it changes the entire game, Like 422 00:23:03,000 --> 00:23:05,080 Speaker 1: how do you decide who the captain is? Well, if 423 00:23:05,119 --> 00:23:06,840 Speaker 1: you do it this way, the game is really long. 424 00:23:06,960 --> 00:23:09,360 Speaker 1: And it takes it's just, you know, too much downtime 425 00:23:09,359 --> 00:23:11,480 Speaker 1: for people. Well what if you do this, Oh cool, 426 00:23:11,560 --> 00:23:13,600 Speaker 1: this makes it a lot easier. This is a better flow. 427 00:23:14,440 --> 00:23:15,919 Speaker 1: So it was it was it was really kind of 428 00:23:15,960 --> 00:23:17,880 Speaker 1: cool to watch from the outside of it for the 429 00:23:17,880 --> 00:23:22,360 Speaker 1: development process to see how how tricky these things are 430 00:23:22,520 --> 00:23:24,919 Speaker 1: and how how tough it is to get the perfect 431 00:23:24,960 --> 00:23:28,560 Speaker 1: balance so that you've got that like really good game experience, Right, Yeah, 432 00:23:28,600 --> 00:23:33,360 Speaker 1: I imagine that. It's it's similar in ways to I 433 00:23:33,440 --> 00:23:35,800 Speaker 1: used to play D n D quite a bit in 434 00:23:35,880 --> 00:23:40,160 Speaker 1: my youth, and I would game master and you design 435 00:23:40,840 --> 00:23:44,120 Speaker 1: really cool scenarios and you're thinking, oh, man, when they 436 00:23:44,160 --> 00:23:47,440 Speaker 1: go down this hallway, it's gonna be so great because 437 00:23:47,440 --> 00:23:49,600 Speaker 1: you know everything and you just assume you know how 438 00:23:49,600 --> 00:23:51,040 Speaker 1: it's going to work. And then they're like, yeah, we're 439 00:23:51,040 --> 00:23:55,800 Speaker 1: gonna take a right. But there's and such same sort 440 00:23:55,800 --> 00:23:58,760 Speaker 1: of thing, like you you have to it's I understand 441 00:23:58,760 --> 00:24:01,480 Speaker 1: exactly what you were saying, Joe. It's it's very difficult 442 00:24:01,520 --> 00:24:05,800 Speaker 1: to simulate ignorance so that you can understand what how 443 00:24:05,840 --> 00:24:09,719 Speaker 1: the gameplay elements will actually unfold in real situation. So 444 00:24:10,080 --> 00:24:13,800 Speaker 1: tell me a little bit about how the game actually works. 445 00:24:13,840 --> 00:24:17,040 Speaker 1: So for those who are not familiar with the thing, 446 00:24:17,400 --> 00:24:21,480 Speaker 1: it is set in an outpost. Uh. It is completely 447 00:24:21,760 --> 00:24:26,040 Speaker 1: secluded from all civilization. There's no way of getting from 448 00:24:26,080 --> 00:24:32,320 Speaker 1: the outpost to someplace safe without taking an extensive helicopter ride. Uh. 449 00:24:32,359 --> 00:24:36,400 Speaker 1: And so you're you're pretty much stuck there. But how 450 00:24:36,440 --> 00:24:40,800 Speaker 1: does the game actually unfold? Yeah? Sure, So to start, 451 00:24:40,960 --> 00:24:44,000 Speaker 1: everyone gets a player board and it's one of the 452 00:24:44,080 --> 00:24:47,080 Speaker 1: characters from the movie. And then the next thing you 453 00:24:47,119 --> 00:24:50,879 Speaker 1: get is a hidden identity card, so you keep that 454 00:24:50,960 --> 00:24:52,960 Speaker 1: face down in front of you. Only you can look 455 00:24:53,000 --> 00:24:55,520 Speaker 1: at it, and it either says if you're a human 456 00:24:55,760 --> 00:24:59,359 Speaker 1: or if you've been compromised in your invitation. And to 457 00:24:59,400 --> 00:25:02,719 Speaker 1: start the game, there's only gonna ever be one imitation, 458 00:25:03,119 --> 00:25:05,080 Speaker 1: So you get that, and then you have a hand 459 00:25:05,200 --> 00:25:08,520 Speaker 1: of supply cards, which are items you would find at 460 00:25:08,560 --> 00:25:11,960 Speaker 1: the outpost. It's you know, got the Petrie dish, you 461 00:25:12,080 --> 00:25:16,800 Speaker 1: got copper wire, knife, gun, that kind of stuff. So 462 00:25:16,880 --> 00:25:18,960 Speaker 1: you have that in your hand. You have your identity 463 00:25:19,200 --> 00:25:22,560 Speaker 1: and then someone gets chosen as a captain. They draw 464 00:25:22,760 --> 00:25:25,920 Speaker 1: a mission card. They read it aloud. It tells you 465 00:25:26,000 --> 00:25:29,240 Speaker 1: how many people need to go on the mission with them, 466 00:25:29,400 --> 00:25:35,760 Speaker 1: and if there's any restrictions. So each player board has 467 00:25:35,800 --> 00:25:41,320 Speaker 1: a different team and you have science, maintenance, and operations. 468 00:25:41,760 --> 00:25:45,240 Speaker 1: And each mission card will say okay, I need six people. 469 00:25:45,480 --> 00:25:49,320 Speaker 1: I need to operations and one science, so you have 470 00:25:49,440 --> 00:25:53,160 Speaker 1: to take whoever those people are okay. So then the 471 00:25:53,240 --> 00:25:56,560 Speaker 1: captain will read the mission. It'll say, you know, everyone 472 00:25:56,640 --> 00:25:59,960 Speaker 1: turning cards and you need to copper wire to pass. 473 00:26:00,880 --> 00:26:03,600 Speaker 1: So he goes around and says, okay, do you have 474 00:26:03,640 --> 00:26:05,560 Speaker 1: copper wire? Do you have copper wire? You kind of 475 00:26:05,560 --> 00:26:08,119 Speaker 1: get a feel for who he wants to bring on 476 00:26:08,160 --> 00:26:11,520 Speaker 1: the mission, and you choose a room on the map, 477 00:26:11,720 --> 00:26:14,080 Speaker 1: and each room has a tile face down in it, 478 00:26:14,880 --> 00:26:18,480 Speaker 1: and once you go in a room, you do the 479 00:26:18,520 --> 00:26:21,199 Speaker 1: mission and if it everyone's gonna turn in cards, the 480 00:26:21,240 --> 00:26:24,400 Speaker 1: captain is gonna secretly look at them. So the captain 481 00:26:24,480 --> 00:26:27,520 Speaker 1: is the one with all the information here, so he'll know, oh, 482 00:26:27,600 --> 00:26:29,359 Speaker 1: you told me you have copper wire, but you were 483 00:26:29,400 --> 00:26:34,240 Speaker 1: actually lying. So he but again he has all the information. 484 00:26:34,359 --> 00:26:36,520 Speaker 1: He could say, oh, you said you had copper wire, 485 00:26:36,560 --> 00:26:38,960 Speaker 1: but I didn't get any from you. But you know, again, 486 00:26:39,040 --> 00:26:41,560 Speaker 1: the captain could be the one who's you know, the 487 00:26:41,560 --> 00:26:46,480 Speaker 1: imitation and trying to throw suspicion on other people, so 488 00:26:46,480 --> 00:26:49,240 Speaker 1: save the mission passes. The captain reveals all the cards. 489 00:26:49,440 --> 00:26:53,040 Speaker 1: Everything's great, all humans. You flip the tile over in 490 00:26:53,040 --> 00:26:56,679 Speaker 1: the room and under the room tiles um you have 491 00:26:56,760 --> 00:27:01,440 Speaker 1: certain things you're looking for, and each and the outpost 492 00:27:01,520 --> 00:27:04,040 Speaker 1: is broken out into sectors, so you start with sector one. 493 00:27:04,640 --> 00:27:07,240 Speaker 1: You need a rope and you need to defeat a 494 00:27:07,359 --> 00:27:10,359 Speaker 1: thing that's on the board. So at some point you're 495 00:27:10,400 --> 00:27:12,680 Speaker 1: gonna flip over a room tile and the thing's gonna 496 00:27:12,680 --> 00:27:14,719 Speaker 1: pop up, and you have to do this big battle 497 00:27:15,240 --> 00:27:18,240 Speaker 1: where the captain takes everyone on the that's already on 498 00:27:18,280 --> 00:27:21,320 Speaker 1: the team and collects more cards and rolls dice tried 499 00:27:21,359 --> 00:27:24,639 Speaker 1: to see it m So once you defeat it, you 500 00:27:24,680 --> 00:27:26,879 Speaker 1: go back and you kind of have a discussion like, hey, 501 00:27:26,920 --> 00:27:29,800 Speaker 1: what what happened there? Like I thought I trusted you 502 00:27:29,960 --> 00:27:34,240 Speaker 1: this and that um. All the while, the captain will 503 00:27:34,280 --> 00:27:36,760 Speaker 1: move to the next person and you just keep going 504 00:27:36,800 --> 00:27:41,760 Speaker 1: on missions and the actual gameplay itself. You kind of 505 00:27:41,800 --> 00:27:44,159 Speaker 1: can pick up after a couple of times, but the 506 00:27:44,160 --> 00:27:46,800 Speaker 1: game is gonna be different every time depending on who 507 00:27:46,840 --> 00:27:50,199 Speaker 1: you play it with, because certain people are gonna, you know, 508 00:27:50,600 --> 00:27:53,200 Speaker 1: maybe play it pretty cool until the end, or some 509 00:27:53,240 --> 00:27:56,600 Speaker 1: people are just gonna go hard because there's uh these 510 00:27:56,640 --> 00:28:00,000 Speaker 1: red sabotage cards in there that it's in the Supply 511 00:28:00,000 --> 00:28:02,879 Speaker 1: I deck that you could secretly turn in and purposely 512 00:28:02,920 --> 00:28:06,920 Speaker 1: sabotage a mission. So once you go through the entire 513 00:28:06,960 --> 00:28:13,480 Speaker 1: outposts and you clear a certain nine tiles you find rope, imitation, dynamite, 514 00:28:13,480 --> 00:28:16,600 Speaker 1: and the flamethrower, you get to go towards the escape phase. 515 00:28:16,640 --> 00:28:19,439 Speaker 1: So the goal there is there's a helicopter on the 516 00:28:19,440 --> 00:28:21,159 Speaker 1: board and you want to try to get to the 517 00:28:21,200 --> 00:28:25,160 Speaker 1: helicopter and escape, so that there's a final captain. Everyone's 518 00:28:25,160 --> 00:28:27,399 Speaker 1: gonna vote on this final captain, like, oh, do you 519 00:28:27,480 --> 00:28:30,320 Speaker 1: do you trust this person to make the team that's 520 00:28:30,320 --> 00:28:33,000 Speaker 1: going to try to escape? And everyone votes and it's 521 00:28:33,119 --> 00:28:37,440 Speaker 1: yes or no. And Finn captain. Once he's chosen, he's 522 00:28:37,480 --> 00:28:40,920 Speaker 1: just gonna go through and he's gonna pick in uh, 523 00:28:41,040 --> 00:28:44,520 Speaker 1: let's say six player game, he's gonna pick three other 524 00:28:44,560 --> 00:28:47,880 Speaker 1: people to come with him. He chooses his people, they go, 525 00:28:48,080 --> 00:28:53,800 Speaker 1: they placed their movers on the helicopter tile, and one 526 00:28:53,840 --> 00:28:57,000 Speaker 1: by one everyone reveals their identities and if you have 527 00:28:57,040 --> 00:29:00,760 Speaker 1: all humans, you win game over. Great if a single 528 00:29:00,800 --> 00:29:04,440 Speaker 1: imitation makes it onto helicopter. They've made into the rest 529 00:29:04,480 --> 00:29:08,080 Speaker 1: of the world. Game over imitations when right, you've just 530 00:29:08,280 --> 00:29:13,680 Speaker 1: infected the entire world by unleashing this horrendous beast outside 531 00:29:13,680 --> 00:29:18,520 Speaker 1: of the secluded area. Yeah, and what's what's kind of fun. Um, 532 00:29:18,520 --> 00:29:21,280 Speaker 1: what's interesting is that as you clear out these sectors, 533 00:29:21,280 --> 00:29:24,920 Speaker 1: so in between each sector, uh, there's an infection phase 534 00:29:24,960 --> 00:29:27,880 Speaker 1: that happens. So you know, there can be more imitations. 535 00:29:28,040 --> 00:29:29,680 Speaker 1: So you know, somebody who started the game as a 536 00:29:29,760 --> 00:29:32,760 Speaker 1: human playing perfectly fine, Um, they may at the end 537 00:29:32,760 --> 00:29:36,400 Speaker 1: of the game being imitation. So there's there is kind 538 00:29:36,400 --> 00:29:38,720 Speaker 1: of an interesting dynamic there where you start off with 539 00:29:38,760 --> 00:29:40,920 Speaker 1: this one limitation, you end up with three, you know, 540 00:29:41,040 --> 00:29:43,120 Speaker 1: at the end of the game, and you really don't 541 00:29:43,120 --> 00:29:45,680 Speaker 1: know who's who at what point. I mean, you maybe 542 00:29:45,720 --> 00:29:47,640 Speaker 1: have built complete trust in the person next to you, 543 00:29:48,120 --> 00:29:51,040 Speaker 1: but every time a sector gets cleared, that trust just 544 00:29:51,320 --> 00:29:53,800 Speaker 1: has to vanish because you really have no idea what's 545 00:29:53,840 --> 00:29:57,200 Speaker 1: going on. And then the imitations. While the humans have 546 00:29:57,320 --> 00:30:00,400 Speaker 1: to get out with the perfect number of humans on 547 00:30:00,440 --> 00:30:03,440 Speaker 1: the helicopter, the invitations have a few ways to actually 548 00:30:03,440 --> 00:30:05,360 Speaker 1: win the game. They can't they don't just get on 549 00:30:05,400 --> 00:30:10,600 Speaker 1: the helicopter they can move this tracker up. For every 550 00:30:10,640 --> 00:30:14,200 Speaker 1: failed mission, for everything that goes terribly wrong, this tracker 551 00:30:14,240 --> 00:30:17,200 Speaker 1: moves up. And what as the tracker moves up, there 552 00:30:17,200 --> 00:30:20,600 Speaker 1: are more and more consequences to the humans. And once 553 00:30:20,680 --> 00:30:22,600 Speaker 1: that tracker moves all the way to the end, the 554 00:30:22,680 --> 00:30:25,960 Speaker 1: game's over. The invitations of one. They can destroy the base, 555 00:30:26,080 --> 00:30:29,560 Speaker 1: they can catch rooms on fire, they can absolutely you know, 556 00:30:29,720 --> 00:30:31,800 Speaker 1: make it so that there aren't enough resources to win. 557 00:30:31,960 --> 00:30:35,560 Speaker 1: So it really is kind of a it's a multi 558 00:30:35,760 --> 00:30:39,640 Speaker 1: kind of multifaceted thing where you know, as the invitations play, 559 00:30:39,880 --> 00:30:42,440 Speaker 1: some might play it, like Joe said, totally clean and 560 00:30:42,520 --> 00:30:44,520 Speaker 1: just pretend to be human and hope to get on 561 00:30:44,560 --> 00:30:47,040 Speaker 1: the helicopter by the end. But that's not always gonna 562 00:30:47,040 --> 00:30:49,800 Speaker 1: work because they haven't they haven't messed the game up 563 00:30:49,920 --> 00:30:52,800 Speaker 1: enough to really kind of make that make that work. 564 00:30:52,920 --> 00:30:56,560 Speaker 1: So you know, some imitations may play very destructive, and 565 00:30:56,920 --> 00:30:58,720 Speaker 1: you know, by the time you get through sector to 566 00:30:59,320 --> 00:31:02,480 Speaker 1: the base is most completely destroyed. So there's a there 567 00:31:02,320 --> 00:31:04,920 Speaker 1: are there are a hundred different ways to kind of 568 00:31:05,040 --> 00:31:07,280 Speaker 1: plot and out of the you know, million times I've 569 00:31:07,280 --> 00:31:09,720 Speaker 1: played the game of you know which, most of that 570 00:31:09,720 --> 00:31:12,480 Speaker 1: time of limitation, I found all these different ways to 571 00:31:12,520 --> 00:31:15,400 Speaker 1: play it, and some are really effective against some players, 572 00:31:15,400 --> 00:31:18,160 Speaker 1: some are not effective at all. It's it's it's really interesting. 573 00:31:18,200 --> 00:31:20,760 Speaker 1: There's a lot of there's a lot of dynamic there. 574 00:31:21,360 --> 00:31:24,200 Speaker 1: Unlike other games where you know it's just a quick 575 00:31:24,280 --> 00:31:26,880 Speaker 1: like pass fail and you're just trying to fail fail things, 576 00:31:28,040 --> 00:31:29,840 Speaker 1: this one's got that. There's a lot of nuance and 577 00:31:29,920 --> 00:31:33,600 Speaker 1: how this one's played. I imagine there's also a great 578 00:31:33,680 --> 00:31:35,880 Speaker 1: challenge on the part of players. Let's say that you 579 00:31:35,920 --> 00:31:38,480 Speaker 1: start off as human and you end up being imitation 580 00:31:38,640 --> 00:31:43,280 Speaker 1: after clearing out a sector. Uh, then the the the 581 00:31:43,360 --> 00:31:45,760 Speaker 1: onus is on you as the player to try and 582 00:31:45,800 --> 00:31:48,520 Speaker 1: make sure you're not playing so differently than you were 583 00:31:48,600 --> 00:31:52,560 Speaker 1: before that. Immediately everyone is keyed into what has happened 584 00:31:53,360 --> 00:31:56,680 Speaker 1: the strategy there. Yeah, if you react to anything, or 585 00:31:56,800 --> 00:31:58,560 Speaker 1: you kind of all of a sudden you're just yeah, 586 00:31:58,600 --> 00:32:02,200 Speaker 1: you're acting a little squirrelly, people are gonna instantly I 587 00:32:02,280 --> 00:32:04,400 Speaker 1: think there's something wrong with you. I mean, there's even 588 00:32:04,440 --> 00:32:07,200 Speaker 1: a there's even a deeper kind of level of play 589 00:32:07,240 --> 00:32:10,120 Speaker 1: for imitations where I played one game where I got 590 00:32:10,120 --> 00:32:13,520 Speaker 1: ahold of the Flamethrower and I was an imitation and 591 00:32:13,640 --> 00:32:17,800 Speaker 1: I actually knew who another imitation was, So I killed 592 00:32:17,800 --> 00:32:20,280 Speaker 1: the other imitation. We all voted on it. They said 593 00:32:20,280 --> 00:32:23,400 Speaker 1: I could do it. I torched another imitation. At the table, 594 00:32:23,400 --> 00:32:26,040 Speaker 1: They're gone forever. They revealed their cards. Sure enough, they're 595 00:32:26,040 --> 00:32:28,760 Speaker 1: in imitation. I had the trust of the entire table. 596 00:32:28,800 --> 00:32:31,640 Speaker 1: There was no way they believed that I was an imitation. 597 00:32:32,280 --> 00:32:35,320 Speaker 1: Sure enough, I was got out on the help helicopter. 598 00:32:35,400 --> 00:32:38,000 Speaker 1: I was voted the captain, got out of helicopter as 599 00:32:38,000 --> 00:32:40,320 Speaker 1: the captain. Uh. And that was great. It was like 600 00:32:40,360 --> 00:32:42,400 Speaker 1: the most It was super cathartic because you know, I 601 00:32:42,520 --> 00:32:45,840 Speaker 1: murdered another imitation. But that's what That's what a imitation 602 00:32:45,880 --> 00:32:48,720 Speaker 1: would do. It's all part of one organism. So why 603 00:32:48,080 --> 00:32:50,240 Speaker 1: not why not cut off an arm to be able 604 00:32:50,240 --> 00:32:53,280 Speaker 1: to get out and infect the world. Well, so, how 605 00:32:53,320 --> 00:32:56,760 Speaker 1: long did this development process take from the point where 606 00:32:57,200 --> 00:32:59,840 Speaker 1: you know, Joe, you came on board to win. It 607 00:33:00,120 --> 00:33:02,520 Speaker 1: was a game that had gone through playtesting and you 608 00:33:02,560 --> 00:33:05,120 Speaker 1: guys were feeling good about ready to go into production. 609 00:33:07,400 --> 00:33:13,880 Speaker 1: Yeah one did we start on that? Yeah? Exactly. Um, 610 00:33:14,000 --> 00:33:16,320 Speaker 1: I'd say it was probably a year and a half total. 611 00:33:17,040 --> 00:33:22,360 Speaker 1: And for design a game that's pretty quick, especially one 612 00:33:22,400 --> 00:33:25,440 Speaker 1: that has so many little complicated factors. I mean, every 613 00:33:25,480 --> 00:33:28,760 Speaker 1: individual game mechanic when you just look at it, you know, 614 00:33:29,000 --> 00:33:32,600 Speaker 1: sequestered from everything else, is fairly simple. But then you 615 00:33:32,640 --> 00:33:34,800 Speaker 1: start adding them all together, and it adds this level 616 00:33:34,840 --> 00:33:37,200 Speaker 1: of complexity where you are going to get very different 617 00:33:37,200 --> 00:33:40,640 Speaker 1: play experiences every time you go through it. So, uh, 618 00:33:40,960 --> 00:33:44,240 Speaker 1: I imagine that, you know, again playing through and making sure, oh, 619 00:33:44,360 --> 00:33:46,920 Speaker 1: did the new thing that we just added to the game, 620 00:33:47,120 --> 00:33:50,680 Speaker 1: not literally thing necessarily, but the new element we just 621 00:33:50,720 --> 00:33:52,840 Speaker 1: added to the game, did that just break the game? 622 00:33:53,480 --> 00:33:55,400 Speaker 1: I imagine there was a lot of that. For example, 623 00:33:55,640 --> 00:33:58,320 Speaker 1: you like in I know that in the game, as 624 00:33:58,360 --> 00:34:03,040 Speaker 1: in the movie, you have that that ability to test 625 00:34:03,760 --> 00:34:06,760 Speaker 1: someone like you can choose another player to test if 626 00:34:06,800 --> 00:34:10,279 Speaker 1: you have the right equipment to test their blood, and 627 00:34:10,280 --> 00:34:12,960 Speaker 1: then they have to reveal to you whether or not 628 00:34:13,280 --> 00:34:16,040 Speaker 1: they are human or imitation. But at that point of course, 629 00:34:16,080 --> 00:34:18,440 Speaker 1: then it's up to you, the person who just did 630 00:34:18,440 --> 00:34:21,600 Speaker 1: the testing, to convince everybody else that what you saw 631 00:34:21,760 --> 00:34:24,440 Speaker 1: was real or maybe not real if you are in 632 00:34:24,440 --> 00:34:27,319 Speaker 1: fact in imitation and trying to trick everybody. Uh. I 633 00:34:27,320 --> 00:34:29,120 Speaker 1: imagine that was one of those things where you you 634 00:34:29,160 --> 00:34:31,759 Speaker 1: saw that scene in the film it's iconic that moment 635 00:34:31,760 --> 00:34:35,200 Speaker 1: where they're all together and they're being forced to test 636 00:34:35,239 --> 00:34:38,280 Speaker 1: their blood to prove whether or not they are human. 637 00:34:39,040 --> 00:34:40,440 Speaker 1: I imagine that was one of those things that you 638 00:34:40,520 --> 00:34:42,040 Speaker 1: knew you had to have in the game, but at 639 00:34:42,040 --> 00:34:44,319 Speaker 1: the same time, you can't. You can't have it be 640 00:34:44,400 --> 00:34:46,359 Speaker 1: something that can happen all the time or else the 641 00:34:46,480 --> 00:34:50,600 Speaker 1: imitations are revealed immediately. So how did those considerations come about? 642 00:34:50,719 --> 00:34:53,600 Speaker 1: Was that just sort of trial and error or was 643 00:34:53,640 --> 00:34:57,560 Speaker 1: there some other approach? Oh? Yeah, lots lots and lots 644 00:34:57,560 --> 00:34:59,959 Speaker 1: of play testing, ton of help from a lot of people. 645 00:35:00,800 --> 00:35:05,080 Speaker 1: Um so that I think that started off where there 646 00:35:05,160 --> 00:35:08,719 Speaker 1: was a flamethrower in the actual supply deck cards, and 647 00:35:08,840 --> 00:35:11,160 Speaker 1: there might have been like one or two in there. 648 00:35:11,560 --> 00:35:14,800 Speaker 1: So it's originally, if you've got the flamethrower, a copper wire, 649 00:35:15,200 --> 00:35:18,400 Speaker 1: and a Petri dish, you can choose to test someone. 650 00:35:18,480 --> 00:35:22,160 Speaker 1: But that was so random. It would not happen in 651 00:35:22,200 --> 00:35:24,560 Speaker 1: a single game, and then the next game would happen 652 00:35:24,640 --> 00:35:28,880 Speaker 1: three times, and it I just like to be able 653 00:35:28,920 --> 00:35:33,560 Speaker 1: to control when something like that happens, right, Um So 654 00:35:33,719 --> 00:35:36,719 Speaker 1: that's why when we finally figured it out. Okay, the 655 00:35:36,719 --> 00:35:39,040 Speaker 1: flamethrower will just be its own thing. It'll be a tile. 656 00:35:39,880 --> 00:35:42,920 Speaker 1: And at one point all the titles were random, you know, 657 00:35:43,040 --> 00:35:46,120 Speaker 1: you could just go anywhere on the board. So again, 658 00:35:46,320 --> 00:35:49,840 Speaker 1: like it made the games vastly different and that you 659 00:35:49,880 --> 00:35:54,200 Speaker 1: couldn't really control the gameplay experience. How you know, you 660 00:35:54,239 --> 00:35:58,920 Speaker 1: wanted it to feel similar to the movie. So when 661 00:35:58,960 --> 00:36:01,799 Speaker 1: we finally figured out, okay, you have sector one, sector two, 662 00:36:01,840 --> 00:36:05,000 Speaker 1: sector three, and there will be different items and the tiles. 663 00:36:05,440 --> 00:36:08,040 Speaker 1: So that's why we put the flamethrower in sector three. 664 00:36:08,400 --> 00:36:11,080 Speaker 1: So once you get to sector three, that's pretty much 665 00:36:11,080 --> 00:36:13,120 Speaker 1: the end of the game and you have to find 666 00:36:13,120 --> 00:36:17,880 Speaker 1: a flamethrower. So we're gonna make it so people will 667 00:36:18,320 --> 00:36:21,600 Speaker 1: you know, want to use this before the game ends, 668 00:36:21,640 --> 00:36:24,600 Speaker 1: and it's the end of the game. So if someone 669 00:36:24,680 --> 00:36:27,960 Speaker 1: kind of gets revealed, that's okay because you're not kind 670 00:36:27,960 --> 00:36:29,880 Speaker 1: of just sitting around for the rest of the game, 671 00:36:30,000 --> 00:36:34,600 Speaker 1: you know, being accused or whatever. So, um, it was 672 00:36:34,640 --> 00:36:39,880 Speaker 1: all about controlling when certain things happened. Yeah, and that 673 00:36:40,000 --> 00:36:42,239 Speaker 1: was like, oh and that was actually I was gonna 674 00:36:42,239 --> 00:36:44,040 Speaker 1: say that was that was one of the most eye 675 00:36:44,040 --> 00:36:46,680 Speaker 1: opening parts of watching the development of this game, because 676 00:36:47,280 --> 00:36:50,200 Speaker 1: you know, on the on the Mondo side on this, um, 677 00:36:50,239 --> 00:36:52,440 Speaker 1: you know, I mean ro Amando now. But you know, 678 00:36:52,600 --> 00:36:55,319 Speaker 1: at the when we were doing the development, I mean 679 00:36:55,320 --> 00:36:57,240 Speaker 1: we were really responsible for the art in the design, 680 00:36:57,440 --> 00:37:01,759 Speaker 1: and Joe was you know, completely took over just doing 681 00:37:01,760 --> 00:37:05,319 Speaker 1: the game design. So our contribution would be things like, hey, 682 00:37:05,400 --> 00:37:07,000 Speaker 1: what if we did this, would this be cool? This 683 00:37:07,080 --> 00:37:09,040 Speaker 1: is from the movie. I watched the movie again last night, 684 00:37:09,080 --> 00:37:11,319 Speaker 1: Can we please do this? And you know you could 685 00:37:11,360 --> 00:37:14,360 Speaker 1: see poor Joe's head explode because it would be something 686 00:37:14,400 --> 00:37:17,120 Speaker 1: that was so mechanically difficult to put into a board game. 687 00:37:17,600 --> 00:37:20,920 Speaker 1: But there was this this moment where Joe got it 688 00:37:20,960 --> 00:37:24,640 Speaker 1: all into this, into the sectors and with the tiles 689 00:37:24,640 --> 00:37:26,840 Speaker 1: that are in the sectors and the supplies that you're afforded. 690 00:37:27,120 --> 00:37:30,239 Speaker 1: What that ended up doing is it actually became this 691 00:37:30,760 --> 00:37:33,759 Speaker 1: really really really tight narrative in a game where you 692 00:37:33,760 --> 00:37:35,480 Speaker 1: can go anywhere you want to do what you want 693 00:37:35,480 --> 00:37:37,839 Speaker 1: to do, choose who you want to choose to trust, 694 00:37:37,880 --> 00:37:40,840 Speaker 1: who you want to trust. It's it's so controlled in 695 00:37:40,880 --> 00:37:42,919 Speaker 1: the pacing. I mean, in the beginning of the game, 696 00:37:43,040 --> 00:37:45,560 Speaker 1: it's kind of it's easy and everybody's getting along and 697 00:37:45,600 --> 00:37:48,880 Speaker 1: doing just fine. By the middle of the game, all 698 00:37:48,920 --> 00:37:50,799 Speaker 1: of a sudden, you've got a rope, and you know, 699 00:37:50,880 --> 00:37:53,000 Speaker 1: you can tie somebody up to the couch for that 700 00:37:53,040 --> 00:37:55,680 Speaker 1: turn so that they don't, you know, come with you 701 00:37:55,719 --> 00:37:57,919 Speaker 1: and mess something up. So all of a sudden, there's 702 00:37:58,000 --> 00:38:00,319 Speaker 1: like that that the bigness trust starts to happen, and 703 00:38:00,320 --> 00:38:03,359 Speaker 1: then by the end it's complete chaos and everybody's yelling 704 00:38:03,360 --> 00:38:05,279 Speaker 1: at each other and somebody got a flamethrough and oh 705 00:38:05,280 --> 00:38:07,120 Speaker 1: my god, what if the thing got a flamethrower? What 706 00:38:07,160 --> 00:38:09,560 Speaker 1: are we gonna do? So there's this really kind of 707 00:38:09,600 --> 00:38:14,120 Speaker 1: neat uh, like you said, this control of the moments 708 00:38:14,400 --> 00:38:17,160 Speaker 1: that were really important, to beats that were super important 709 00:38:17,160 --> 00:38:20,319 Speaker 1: to the to the narrative there that I was. I 710 00:38:20,360 --> 00:38:22,280 Speaker 1: was really blown away once it once it all started 711 00:38:22,280 --> 00:38:24,799 Speaker 1: to come together, and every time we played it it 712 00:38:24,840 --> 00:38:29,040 Speaker 1: was different, but just as thrilling every time. Well and 713 00:38:29,040 --> 00:38:33,279 Speaker 1: and again that goes back to being evocative of the 714 00:38:33,920 --> 00:38:37,000 Speaker 1: film itself, which is all about paranoia. I mean, that's 715 00:38:37,200 --> 00:38:41,640 Speaker 1: ultimately what the thing is. It's the bit about this 716 00:38:41,640 --> 00:38:45,759 Speaker 1: this alien creature that is infecting people. That's you know, 717 00:38:45,840 --> 00:38:50,480 Speaker 1: that's the the the instigating factor. But the drama, of 718 00:38:50,480 --> 00:38:53,439 Speaker 1: course comes from all these different characters not knowing who 719 00:38:53,480 --> 00:38:56,799 Speaker 1: they can trust, and that playing out throughout the rest 720 00:38:56,840 --> 00:38:59,400 Speaker 1: of the movie to the point where even at the 721 00:38:59,480 --> 00:39:03,239 Speaker 1: very end there's some questions that remain. So it's, um, 722 00:39:03,320 --> 00:39:07,239 Speaker 1: it's fantastic to see that being incorporated into gameplay so 723 00:39:07,280 --> 00:39:10,960 Speaker 1: that you you can have that experience. If there weren't uh, 724 00:39:11,120 --> 00:39:14,080 Speaker 1: these elements that would cause players to start screaming at 725 00:39:14,080 --> 00:39:17,440 Speaker 1: each other, that you wouldn't really have the thing. Maybe 726 00:39:17,440 --> 00:39:20,600 Speaker 1: a different John Carpenter movie, maybe I don't know, Big 727 00:39:20,600 --> 00:39:24,400 Speaker 1: Trouble and Little China or something. But so you mentioned 728 00:39:24,840 --> 00:39:28,760 Speaker 1: the Mondo working on the art. I mean, obviously Mondo 729 00:39:28,880 --> 00:39:32,480 Speaker 1: is known for art design and for incredible posters and 730 00:39:33,400 --> 00:39:36,719 Speaker 1: other types of of tie ins with various types of 731 00:39:36,719 --> 00:39:39,560 Speaker 1: pop culture. What were some of the was the John 732 00:39:39,600 --> 00:39:42,200 Speaker 1: Carverter film? Was that the like the one and only 733 00:39:42,239 --> 00:39:44,560 Speaker 1: influence or were there other influences when it came to 734 00:39:44,600 --> 00:39:48,520 Speaker 1: the art design for this game. Well, it's interesting because 735 00:39:48,880 --> 00:39:53,319 Speaker 1: we we hired Justin Ericsson to to do the art 736 00:39:53,440 --> 00:39:56,399 Speaker 1: and you know, Justin is one of those artists who 737 00:39:56,640 --> 00:40:00,000 Speaker 1: he'll do he does the best stuff with large product 738 00:40:00,040 --> 00:40:03,480 Speaker 1: jicks like he he really loves to dive in and 739 00:40:03,520 --> 00:40:05,799 Speaker 1: get into the details, get into the tiny stuff. He 740 00:40:05,840 --> 00:40:09,160 Speaker 1: did this really phenomenal Batman, the animated series box set 741 00:40:09,200 --> 00:40:11,279 Speaker 1: for us, the vinyl box set that we put out, 742 00:40:11,840 --> 00:40:14,480 Speaker 1: um and it's just head to toe gorgeous. Every piece 743 00:40:14,480 --> 00:40:17,239 Speaker 1: of that is is its own piece of art. So 744 00:40:17,320 --> 00:40:19,360 Speaker 1: when we were doing our first game, I mean, it 745 00:40:19,400 --> 00:40:23,399 Speaker 1: was almost a default kind of artist selection. Who said, 746 00:40:23,440 --> 00:40:25,680 Speaker 1: Justin Rickson, that's the person that we trust right now. 747 00:40:25,760 --> 00:40:27,879 Speaker 1: We can have him do this for our first game. 748 00:40:27,920 --> 00:40:29,520 Speaker 1: We need him to do it. He'll take this thing 749 00:40:29,719 --> 00:40:32,080 Speaker 1: and go nuts with it. And so he and I 750 00:40:32,120 --> 00:40:36,200 Speaker 1: really dove in and we we looked at the not 751 00:40:36,280 --> 00:40:39,560 Speaker 1: only the aesthetic of the movie, but a lot of 752 00:40:39,560 --> 00:40:42,920 Speaker 1: it is the aesthetic of you know, what would Outpost 753 00:40:42,960 --> 00:40:45,799 Speaker 1: thirty one? What would things from Outpost thirty one look like? 754 00:40:46,200 --> 00:40:49,319 Speaker 1: Things you don't really see necessarily, like, you know, I uh, 755 00:40:49,680 --> 00:40:53,000 Speaker 1: like an operations manual, So what would it? What would 756 00:40:53,000 --> 00:40:56,920 Speaker 1: an arctic you know, kind of research station in two? 757 00:40:57,000 --> 00:40:59,560 Speaker 1: What would their ops manual look like? That's what our 758 00:41:00,040 --> 00:41:01,959 Speaker 1: manual should look like. That's what a rule book should 759 00:41:01,960 --> 00:41:04,800 Speaker 1: look like for the game. And you know what would 760 00:41:04,920 --> 00:41:07,279 Speaker 1: what would an employee file look like? There is there 761 00:41:07,280 --> 00:41:08,960 Speaker 1: anything we can add to that that would be kind 762 00:41:08,960 --> 00:41:11,000 Speaker 1: of cool. How can we do personnel files and how 763 00:41:11,000 --> 00:41:13,839 Speaker 1: do we So we were really trying to extract from 764 00:41:13,880 --> 00:41:17,840 Speaker 1: a bit of the utilitarian design that would exist in 765 00:41:17,960 --> 00:41:23,120 Speaker 1: a US Antarctic research station. You know, there's it's it's 766 00:41:23,160 --> 00:41:26,279 Speaker 1: fortunate and unfortunate. But unfortunately the film, you know, it 767 00:41:26,280 --> 00:41:29,560 Speaker 1: takes place in snow, there isn't there isn't really this 768 00:41:29,640 --> 00:41:32,000 Speaker 1: kind of lush like, you know, there's not a lot 769 00:41:32,040 --> 00:41:35,400 Speaker 1: of color other than blue and white. Um, you know, 770 00:41:35,680 --> 00:41:40,080 Speaker 1: the location itself is very unsexy. It's not it's not 771 00:41:40,160 --> 00:41:42,200 Speaker 1: some cool sci fi thing with a bunch of chrome 772 00:41:42,280 --> 00:41:44,759 Speaker 1: and all this neat stuff. It's just this really kind 773 00:41:44,760 --> 00:41:47,560 Speaker 1: of bland base. So that was one of the biggest 774 00:41:47,640 --> 00:41:50,279 Speaker 1: challenges was you know, kind of making this still look 775 00:41:50,400 --> 00:41:53,400 Speaker 1: really really cool. So diving into a lot of the 776 00:41:54,080 --> 00:41:57,120 Speaker 1: you know, let's have fun with taking real artifacts out 777 00:41:57,160 --> 00:41:59,520 Speaker 1: of this base and seeing how we would design those. 778 00:41:59,640 --> 00:42:02,120 Speaker 1: That's that's where it started to really come together, and 779 00:42:02,160 --> 00:42:04,360 Speaker 1: it you know, it feels like something from the film, 780 00:42:04,360 --> 00:42:08,600 Speaker 1: but also just feels like something very real cool. Well, 781 00:42:08,800 --> 00:42:12,000 Speaker 1: were there any elements that you were hoping to include 782 00:42:12,120 --> 00:42:14,760 Speaker 1: in the game that just didn't make it in. Maybe 783 00:42:14,800 --> 00:42:18,320 Speaker 1: there was something that just it just could not work 784 00:42:18,400 --> 00:42:22,520 Speaker 1: within the components that you had designed, or uh, something 785 00:42:22,520 --> 00:42:25,439 Speaker 1: that that you just could not really figure out how 786 00:42:25,480 --> 00:42:30,520 Speaker 1: to make that a gameplay mechanic. Joe, did you have anything? Um, 787 00:42:30,560 --> 00:42:32,799 Speaker 1: I'm trying to think. I mean, we had a ton 788 00:42:32,880 --> 00:42:35,520 Speaker 1: that was the thing. We really we threw everything at 789 00:42:35,560 --> 00:42:37,680 Speaker 1: it in the very beginning, and you know, you've got 790 00:42:37,680 --> 00:42:39,759 Speaker 1: to you have to scale back, and you've got to 791 00:42:39,880 --> 00:42:43,399 Speaker 1: you definitely need to kind of pull things away more 792 00:42:43,440 --> 00:42:46,080 Speaker 1: than add things. Um, but I don't know if there 793 00:42:46,120 --> 00:42:48,760 Speaker 1: was anything huge that we completely missed that we didn't 794 00:42:48,760 --> 00:42:51,920 Speaker 1: get to do. There is one element and that element 795 00:42:51,960 --> 00:42:55,399 Speaker 1: will be uh will be revealed as a as an 796 00:42:55,400 --> 00:42:59,600 Speaker 1: expansion to this game. So yeah, there is that. We 797 00:42:59,640 --> 00:43:01,799 Speaker 1: did have one big one um that we all just 798 00:43:01,840 --> 00:43:03,239 Speaker 1: sort of went, God, it would be so cool if 799 00:43:03,239 --> 00:43:06,560 Speaker 1: this happened, and then it was turned into no, wait, 800 00:43:06,640 --> 00:43:08,840 Speaker 1: let's just make that happen. That's cool, it's we'll do 801 00:43:08,880 --> 00:43:10,759 Speaker 1: an ad on. That's fine, we can actually do this. 802 00:43:11,480 --> 00:43:14,480 Speaker 1: But yes, aside from you know, I think everything was 803 00:43:14,520 --> 00:43:16,160 Speaker 1: in there. I mean, I honestly I can't think of 804 00:43:16,200 --> 00:43:20,000 Speaker 1: anything that we left out or just regrettably weren't able 805 00:43:20,040 --> 00:43:22,000 Speaker 1: to put in. I mean, we've been got the you know, 806 00:43:22,120 --> 00:43:25,359 Speaker 1: McCready's chess computer is a you know, is a three 807 00:43:25,440 --> 00:43:27,400 Speaker 1: D piece that you move along the tracker. I mean 808 00:43:27,440 --> 00:43:29,640 Speaker 1: it's little stuff like that where you go. Wouldn't it 809 00:43:29,640 --> 00:43:31,480 Speaker 1: be good if we could do this? And then somebody says, well, 810 00:43:31,480 --> 00:43:34,839 Speaker 1: why don't we nice? Good, Yeah, let's actually do it. 811 00:43:35,320 --> 00:43:37,600 Speaker 1: I love that all the pieces are are you know, 812 00:43:37,640 --> 00:43:39,560 Speaker 1: those are the actual characters. It's not like a little 813 00:43:39,600 --> 00:43:42,960 Speaker 1: generic marker. You've got the actual characters that you get 814 00:43:43,000 --> 00:43:45,960 Speaker 1: to play with, uh, which I mean I would have 815 00:43:46,000 --> 00:43:50,120 Speaker 1: expected that from Mondo, so totally makes sense. But uh. Yeah, 816 00:43:50,520 --> 00:43:53,840 Speaker 1: the designs that I've looked at, and full disclosure, I 817 00:43:53,880 --> 00:43:56,200 Speaker 1: haven't seen this in person. I've only I've watched a 818 00:43:56,200 --> 00:43:58,080 Speaker 1: lot of videos and looked at a lot of art. 819 00:43:58,520 --> 00:44:02,000 Speaker 1: Uh and uh, I love the design. Also, I feel 820 00:44:02,400 --> 00:44:05,600 Speaker 1: very very strongly as a John Carpenter fan, that if 821 00:44:05,640 --> 00:44:08,080 Speaker 1: you are to play this game, especially for the first time, 822 00:44:08,120 --> 00:44:13,280 Speaker 1: you need to have just that that synth soundtrack playing 823 00:44:13,320 --> 00:44:17,160 Speaker 1: in the background. Absolutely, yeah, you really do. Um And 824 00:44:17,239 --> 00:44:19,000 Speaker 1: to give it to give a shout out to uh 825 00:44:19,080 --> 00:44:21,879 Speaker 1: one of our partners out there, Waxwork Records actually put 826 00:44:21,880 --> 00:44:25,400 Speaker 1: out The Thing on vinyl and it's a stellar release. 827 00:44:25,560 --> 00:44:28,000 Speaker 1: So when you go out and buy your Thing board game, 828 00:44:28,280 --> 00:44:30,800 Speaker 1: please make it a point to get the John Carpenter's 829 00:44:30,840 --> 00:44:36,680 Speaker 1: The Thing on vinyl to listen to it alongside. Absolutely. Yeah, 830 00:44:36,760 --> 00:44:39,759 Speaker 1: Justin Ericson actually did Dark as well. Yeah, this was 831 00:44:39,800 --> 00:44:42,680 Speaker 1: a great kind of crossover. We had no idea, you know, 832 00:44:42,680 --> 00:44:45,040 Speaker 1: because we don't it's not like we share what we're 833 00:44:45,040 --> 00:44:48,840 Speaker 1: working on behind the scenes with everybody. But yeah, when, um, 834 00:44:49,040 --> 00:44:51,839 Speaker 1: when Waxwork announced that they had that they were doing 835 00:44:51,880 --> 00:44:54,399 Speaker 1: the Thing and they showed the fantastic artwork and it's 836 00:44:54,440 --> 00:44:58,200 Speaker 1: really cool package design. I called Ericson and I was like, 837 00:44:58,239 --> 00:45:00,000 Speaker 1: how in the world were you working on the same 838 00:45:00,120 --> 00:45:02,239 Speaker 1: property at the same time for two different companies And 839 00:45:02,280 --> 00:45:04,960 Speaker 1: you said nothing, And that guy is just's he's a 840 00:45:05,080 --> 00:45:07,680 Speaker 1: he's a total h he's a total pro. And he said, no, 841 00:45:07,800 --> 00:45:09,319 Speaker 1: it was cool. It was really good. I got to 842 00:45:09,400 --> 00:45:12,640 Speaker 1: just do two completely different ideas for the same movie. 843 00:45:12,680 --> 00:45:15,319 Speaker 1: But yeah, Ericson was in Thingville for a long time there. 844 00:45:15,960 --> 00:45:20,120 Speaker 1: That's fantastic. Guys, Jay and Joe, thank you so much 845 00:45:20,239 --> 00:45:23,040 Speaker 1: for joining me on the show and talking about this 846 00:45:23,040 --> 00:45:25,719 Speaker 1: this project. I look forward to playing it. I've got 847 00:45:25,719 --> 00:45:27,560 Speaker 1: a lot of friends who are big into board games. 848 00:45:27,560 --> 00:45:31,920 Speaker 1: They're also colossal geeks like myself. I say that with 849 00:45:32,080 --> 00:45:35,680 Speaker 1: love that we we love games, we love pop culture, 850 00:45:35,719 --> 00:45:38,680 Speaker 1: and uh, there's more than a few like die hard 851 00:45:38,760 --> 00:45:41,279 Speaker 1: John Carpenter fans. Also, more than a few of them 852 00:45:41,320 --> 00:45:42,920 Speaker 1: here at How Stuff Works. Two of them are in 853 00:45:42,960 --> 00:45:46,080 Speaker 1: this very room that I'm sitting in. So uh so 854 00:45:46,360 --> 00:45:48,279 Speaker 1: this is this is definitely the game that's made for 855 00:45:48,360 --> 00:45:51,520 Speaker 1: folks like myself. If people want to pick up a 856 00:45:51,520 --> 00:45:54,279 Speaker 1: copy of the thing, where would they go? So it's 857 00:45:54,360 --> 00:45:57,920 Speaker 1: arriving right now actually on local game store shelves. Um, 858 00:45:58,000 --> 00:46:00,680 Speaker 1: so we've got it's everything has come in and it's 859 00:46:00,760 --> 00:46:03,759 Speaker 1: just making its way out to shelves now. Um we 860 00:46:03,800 --> 00:46:08,600 Speaker 1: will have our Mondo Edition of this game. And that's uh, 861 00:46:08,920 --> 00:46:12,040 Speaker 1: that's the special edition of it. It's limited to one 862 00:46:12,640 --> 00:46:16,040 Speaker 1: two copies. Um, it's got different box are a slip case, 863 00:46:16,280 --> 00:46:20,640 Speaker 1: some additional pieces and some some goodies inside that will 864 00:46:20,640 --> 00:46:24,360 Speaker 1: be available for the first time at Mondo Con next weekend, 865 00:46:24,560 --> 00:46:27,720 Speaker 1: and then whatever we have left over from that we'll 866 00:46:27,719 --> 00:46:30,880 Speaker 1: put online shortly after. But right now, you can you know, 867 00:46:30,960 --> 00:46:35,000 Speaker 1: call your local game store and go pick it up. Sweet. Well, guys, 868 00:46:35,040 --> 00:46:38,000 Speaker 1: thank you so much for joining the show. Yeah, thank 869 00:46:38,040 --> 00:46:41,040 Speaker 1: you very much, and then we'll take another quick break 870 00:46:41,160 --> 00:46:54,719 Speaker 1: to thank our sponsor. Thanks again to Jay and Joe 871 00:46:54,760 --> 00:46:56,719 Speaker 1: for joining our show to talk about their work on 872 00:46:56,760 --> 00:46:59,200 Speaker 1: the game. Now, as you heard, figuring out exactly how 873 00:46:59,200 --> 00:47:02,200 Speaker 1: to create a game be challenging. One thing that really 874 00:47:02,280 --> 00:47:04,919 Speaker 1: helps is having a specific theme in mind. In this case, 875 00:47:05,080 --> 00:47:08,560 Speaker 1: Mondo wanted to capture that feeling of paranoia and isolation 876 00:47:08,600 --> 00:47:11,799 Speaker 1: that defines the thing. Now, that can help a great 877 00:47:11,840 --> 00:47:14,200 Speaker 1: deal when you're working on the game mechanics. Anything that 878 00:47:14,239 --> 00:47:17,840 Speaker 1: contributes to that feeling and allows players to progress or 879 00:47:17,880 --> 00:47:22,279 Speaker 1: perhaps encounter setbacks is a potential keeper. Anything that detracts 880 00:47:22,280 --> 00:47:25,279 Speaker 1: from that experience needs to be tweaked or tossed. So 881 00:47:25,360 --> 00:47:27,120 Speaker 1: let's say you decide you want you want to make 882 00:47:27,160 --> 00:47:29,920 Speaker 1: a game. You've you've got the itch. You're like thinking, 883 00:47:29,960 --> 00:47:31,759 Speaker 1: I've got a great idea for a game. How would 884 00:47:31,760 --> 00:47:35,400 Speaker 1: you go about doing this? Well, one thing I recommend 885 00:47:35,520 --> 00:47:38,799 Speaker 1: is looking up an article written by David Silverman, and 886 00:47:38,840 --> 00:47:42,240 Speaker 1: that article is titled how to learn Board Game Design 887 00:47:42,360 --> 00:47:45,480 Speaker 1: and Development. If you google David Silverman and how to 888 00:47:45,600 --> 00:47:48,000 Speaker 1: learn board game design and development. It will pop right up. 889 00:47:48,480 --> 00:47:50,560 Speaker 1: That article has got some great tips in it. I'm 890 00:47:50,600 --> 00:47:52,920 Speaker 1: going to share a few here, but it really do 891 00:47:53,040 --> 00:47:55,120 Speaker 1: suggest you check out the full article to learn more, 892 00:47:55,120 --> 00:47:57,200 Speaker 1: because I'm just going to kind of highlight some stuff 893 00:47:57,200 --> 00:48:00,719 Speaker 1: that Mr Silverman points out in his article how One 894 00:48:00,840 --> 00:48:03,279 Speaker 1: tip is to do something similar to what the guys 895 00:48:03,280 --> 00:48:05,239 Speaker 1: at Mondo did, which is to pick a theme for 896 00:48:05,280 --> 00:48:08,000 Speaker 1: your game and use that theme to help determine which 897 00:48:08,080 --> 00:48:11,719 Speaker 1: game mechanics should be included. In the case of the Thing, 898 00:48:11,800 --> 00:48:13,839 Speaker 1: the designers knew they need to have an element of 899 00:48:13,880 --> 00:48:17,440 Speaker 1: distrust and suspicion built right into the game mechanics, and 900 00:48:17,480 --> 00:48:20,759 Speaker 1: having one player secretly working at cross purposes against all 901 00:48:20,760 --> 00:48:25,080 Speaker 1: the others does the trick nicely. Silverman also suggests that 902 00:48:25,200 --> 00:48:27,640 Speaker 1: you look at some games that you really enjoy playing 903 00:48:28,120 --> 00:48:31,400 Speaker 1: and then at that point either add in new mechanics 904 00:48:31,520 --> 00:48:35,719 Speaker 1: or try removing certain existing mechanics from that game and 905 00:48:35,760 --> 00:48:38,360 Speaker 1: see how that affects the gameplay of the game. This 906 00:48:38,440 --> 00:48:42,680 Speaker 1: helps you understand which gameplay mechanic elements are critical to 907 00:48:42,760 --> 00:48:46,120 Speaker 1: making it work and how they fit together. So it's 908 00:48:46,200 --> 00:48:49,839 Speaker 1: kind of playing through experience and learning how these game 909 00:48:49,840 --> 00:48:54,120 Speaker 1: mechanics actually affect gameplay. Again, taking the Thing as an example, 910 00:48:54,320 --> 00:48:57,120 Speaker 1: we can look at an identity game like Werewolf and 911 00:48:57,160 --> 00:48:59,279 Speaker 1: see how that applies. So let's say we take the 912 00:48:59,280 --> 00:49:01,520 Speaker 1: game Werewolf and we say, how could we adapt this 913 00:49:02,040 --> 00:49:04,120 Speaker 1: to make it the Thing. Well, for those of you 914 00:49:04,120 --> 00:49:06,279 Speaker 1: who do not know what Werewolf is, the game is 915 00:49:06,320 --> 00:49:09,560 Speaker 1: pretty simple. It's played with a group of people. You 916 00:49:09,600 --> 00:49:13,279 Speaker 1: typically have a moderator who is kind of judging what's 917 00:49:13,320 --> 00:49:15,799 Speaker 1: happening and watching what's happening at the entire time, and 918 00:49:15,840 --> 00:49:18,480 Speaker 1: then everyone else is a player. Uh. You usually want 919 00:49:18,480 --> 00:49:22,160 Speaker 1: to have around seven players or more. Odd number is 920 00:49:22,239 --> 00:49:26,080 Speaker 1: better than an even number. Typically, within that group of players, 921 00:49:26,160 --> 00:49:29,399 Speaker 1: one or more of the people are designated as werewolves 922 00:49:29,680 --> 00:49:32,680 Speaker 1: and the other players are villagers, and they don't know 923 00:49:32,880 --> 00:49:36,120 Speaker 1: who is a werewolf versus who is a villager. The 924 00:49:36,200 --> 00:49:40,440 Speaker 1: game has two major segments to each turn. There's a 925 00:49:40,560 --> 00:49:45,080 Speaker 1: nighttime segment and a daytime segment. Let's take daytime first. 926 00:49:45,160 --> 00:49:48,400 Speaker 1: During the daytime, the players, all the players, the villagers, 927 00:49:48,400 --> 00:49:51,040 Speaker 1: and the werewolves included, and remember the villagers don't know 928 00:49:51,080 --> 00:49:54,040 Speaker 1: who is a werewolf. They all try to suss out 929 00:49:54,239 --> 00:49:56,839 Speaker 1: who amongst them is a werewolf. The people who are 930 00:49:56,880 --> 00:50:00,960 Speaker 1: werewolves are obviously trying to push suspect away from them 931 00:50:00,960 --> 00:50:05,600 Speaker 1: and toward innocent players. At the end of the day turn, 932 00:50:06,080 --> 00:50:08,760 Speaker 1: they can vote to put someone to death, upon which 933 00:50:09,239 --> 00:50:11,360 Speaker 1: that person who has put to death would reveal his 934 00:50:11,480 --> 00:50:13,799 Speaker 1: or her identity and reveal whether or not they were 935 00:50:13,800 --> 00:50:16,160 Speaker 1: a werewolf. Or you could also just try and gather 936 00:50:16,239 --> 00:50:19,480 Speaker 1: information and wait to see what happens at the night turn. 937 00:50:20,280 --> 00:50:22,920 Speaker 1: So at night, including the very first turn of the game, 938 00:50:23,280 --> 00:50:25,480 Speaker 1: the werewolves are allowed to make their move. So at 939 00:50:25,480 --> 00:50:28,600 Speaker 1: the first turn, everyone is supposed to close their eyes 940 00:50:28,640 --> 00:50:31,440 Speaker 1: and the moderator says, werewolves, open your eyes, and the 941 00:50:31,440 --> 00:50:34,439 Speaker 1: werewolves can all look at it around and see who 942 00:50:34,440 --> 00:50:37,400 Speaker 1: else as their eyes open, and thus identify one another 943 00:50:38,040 --> 00:50:42,400 Speaker 1: on that first turn. Then they decide which innocent villager 944 00:50:42,440 --> 00:50:46,480 Speaker 1: they want to eliminate that evening, and assuming that villager 945 00:50:46,600 --> 00:50:49,800 Speaker 1: is not saved by someone else's actions during the night turn, 946 00:50:50,640 --> 00:50:54,200 Speaker 1: that person is dead come morning, and then the villagers 947 00:50:54,239 --> 00:50:55,880 Speaker 1: have to try and figure out who is the werewolf. 948 00:50:56,080 --> 00:50:59,560 Speaker 1: There are some special villager types that can actually save someone, 949 00:50:59,600 --> 00:51:03,360 Speaker 1: but they have to do it without really knowing who 950 00:51:03,520 --> 00:51:06,680 Speaker 1: they're who they should, you know, protect so there's a 951 00:51:06,760 --> 00:51:09,840 Speaker 1: character type called the doctor, and the doctor can heal 952 00:51:10,800 --> 00:51:15,239 Speaker 1: one person per night, and after the werewolf after their 953 00:51:15,239 --> 00:51:17,800 Speaker 1: turn is over and they close their eyes, the moderator 954 00:51:17,800 --> 00:51:20,920 Speaker 1: would say, all right, doctor, open your eyes, and whoever 955 00:51:21,040 --> 00:51:22,880 Speaker 1: is playing the doctor would open his or her eyes 956 00:51:23,280 --> 00:51:27,040 Speaker 1: pick someone in the group to save, and if they're lucky, 957 00:51:27,160 --> 00:51:30,279 Speaker 1: they're saving the person that the werewolves have attacked. And 958 00:51:30,320 --> 00:51:32,680 Speaker 1: then the doctor closes his or her eyes. And then 959 00:51:32,680 --> 00:51:36,000 Speaker 1: there's one last character called the Seer, and the Seer 960 00:51:36,160 --> 00:51:39,319 Speaker 1: is able to point at any other character and look 961 00:51:39,320 --> 00:51:41,480 Speaker 1: at the moderator, and the moderator essentially gives a thumbs 962 00:51:41,560 --> 00:51:43,239 Speaker 1: up saying yes, that person is a werewolf, or a 963 00:51:43,239 --> 00:51:45,200 Speaker 1: thumbs down saying no, that person is not a werewolf. 964 00:51:46,160 --> 00:51:48,759 Speaker 1: Play continues, So the werewolves their goal. They want to 965 00:51:48,840 --> 00:51:50,919 Speaker 1: try and eliminate the Seer and the doctor as early 966 00:51:50,960 --> 00:51:53,960 Speaker 1: as possible so that the villagers don't have any protection. 967 00:51:54,320 --> 00:51:57,359 Speaker 1: The villagers obviously want to identify the werewolves, and it's 968 00:51:57,440 --> 00:51:59,839 Speaker 1: during the daytime when everyone gets to accuse everybody else 969 00:51:59,880 --> 00:52:03,080 Speaker 1: in try the werewolves trying to capitalize on that paranoia 970 00:52:03,120 --> 00:52:06,960 Speaker 1: and suspicion. Very similar gameplay element that would play out 971 00:52:07,000 --> 00:52:09,880 Speaker 1: in the Thing, although obviously in the board game of 972 00:52:09,880 --> 00:52:12,799 Speaker 1: the Thing they tweaked this gameplay element quite a bit 973 00:52:13,200 --> 00:52:15,480 Speaker 1: and they add a lot more to it. But it's 974 00:52:15,520 --> 00:52:17,839 Speaker 1: kind of taking that approach that Silverman said. You take 975 00:52:17,880 --> 00:52:21,040 Speaker 1: this game element that you find really compelling, and then 976 00:52:21,080 --> 00:52:22,840 Speaker 1: you say, all right, well, how can I use this 977 00:52:23,000 --> 00:52:25,560 Speaker 1: same sort of idea but in a new transformative way, 978 00:52:25,600 --> 00:52:28,160 Speaker 1: so I'm not just treading the same ground someone else 979 00:52:28,160 --> 00:52:30,359 Speaker 1: has already done. And of course even in where Wolf 980 00:52:30,400 --> 00:52:33,440 Speaker 1: there are more advanced rules, there's some other special types 981 00:52:33,480 --> 00:52:36,879 Speaker 1: of villagers have been added into variations of Werewolf, and 982 00:52:37,080 --> 00:52:39,120 Speaker 1: just like that, you could see the same sort of 983 00:52:39,800 --> 00:52:43,400 Speaker 1: complexity creeping into the Thing, although again the Thing adds 984 00:52:43,440 --> 00:52:46,080 Speaker 1: even more elements with rooms and missions and things like 985 00:52:46,120 --> 00:52:49,960 Speaker 1: that that are not in Werewolf at all. Um with 986 00:52:50,080 --> 00:52:53,000 Speaker 1: the way things unfolding the Thing game, it's probably a 987 00:52:53,040 --> 00:52:56,080 Speaker 1: good idea to avoid having all of the impostors know 988 00:52:56,239 --> 00:52:59,360 Speaker 1: for certain which other players are bad guys. So in 989 00:52:59,440 --> 00:53:02,520 Speaker 1: were Wolf, all the werewolves know who is a werewolf 990 00:53:02,520 --> 00:53:06,640 Speaker 1: and who isn't. And the Thing, the the impostors, the 991 00:53:06,640 --> 00:53:09,959 Speaker 1: the actual aliens that are posing as human, they don't 992 00:53:10,000 --> 00:53:13,000 Speaker 1: know who any you know, they don't know if there 993 00:53:13,040 --> 00:53:15,920 Speaker 1: are any other impostors there. They don't know the identity 994 00:53:16,000 --> 00:53:19,240 Speaker 1: of them. They're working without that knowledge. But that's probably 995 00:53:19,239 --> 00:53:21,279 Speaker 1: a good idea because they already have a lot of 996 00:53:21,320 --> 00:53:24,760 Speaker 1: advantages over the human players. There are so many different 997 00:53:24,760 --> 00:53:26,880 Speaker 1: steps the humans have to take in order to score 998 00:53:26,920 --> 00:53:29,480 Speaker 1: a win, so adding even more challenge with a united 999 00:53:29,600 --> 00:53:33,120 Speaker 1: enemy might make the game all but impossible for the humans. 1000 00:53:33,120 --> 00:53:36,839 Speaker 1: So Silverman suggests a game designers should also write down 1001 00:53:36,880 --> 00:53:39,680 Speaker 1: all their ideas for the game, including notes that this 1002 00:53:40,360 --> 00:53:43,960 Speaker 1: described the intent for those ideas. So, for example, if 1003 00:53:43,960 --> 00:53:45,640 Speaker 1: you were to say that you know, you can't allow 1004 00:53:45,680 --> 00:53:48,600 Speaker 1: people to just leave the confines of the board, the 1005 00:53:48,719 --> 00:53:50,960 Speaker 1: intent of that rule might be that you want to 1006 00:53:51,040 --> 00:53:53,840 Speaker 1: keep that sense of confinement in the game, And it 1007 00:53:53,880 --> 00:53:56,520 Speaker 1: may turn out later on in development that you want 1008 00:53:56,560 --> 00:53:58,560 Speaker 1: to change the game design, but you still want to 1009 00:53:58,600 --> 00:54:00,600 Speaker 1: stay true to the intent. You don't want people to 1010 00:54:00,600 --> 00:54:04,120 Speaker 1: feel confined, But you perhaps have found a different way 1011 00:54:04,160 --> 00:54:07,520 Speaker 1: to be true to that intent that works better for 1012 00:54:07,560 --> 00:54:09,719 Speaker 1: the game as a game mechanic, and that's a good thing. 1013 00:54:10,440 --> 00:54:13,080 Speaker 1: So that's something you actually want to strive for. Some 1014 00:54:13,160 --> 00:54:14,640 Speaker 1: of the other things you'll need to think about will 1015 00:54:14,680 --> 00:54:17,359 Speaker 1: be pretty basics, such as how many people should be 1016 00:54:17,400 --> 00:54:19,839 Speaker 1: involved in a play session. It's often best to aim 1017 00:54:19,880 --> 00:54:21,680 Speaker 1: for a range of players, because if you create a 1018 00:54:21,680 --> 00:54:23,840 Speaker 1: game that has to be played with a specific number, 1019 00:54:24,520 --> 00:54:26,400 Speaker 1: that limits your audience, and it can also lead to 1020 00:54:26,520 --> 00:54:28,719 Speaker 1: very frustrating experiences, like if you're at a party and 1021 00:54:28,760 --> 00:54:31,040 Speaker 1: you realize, oh, this game is for four players and 1022 00:54:31,080 --> 00:54:33,720 Speaker 1: we have five people, someone has to sit out. Figuring 1023 00:54:33,719 --> 00:54:36,520 Speaker 1: out how players act, how they are meant to interact 1024 00:54:36,560 --> 00:54:38,360 Speaker 1: with one another, and how long the game should be 1025 00:54:38,400 --> 00:54:41,759 Speaker 1: are also basic questions that are worth asking, you know. Um, 1026 00:54:42,280 --> 00:54:44,440 Speaker 1: keep in mind that players can and will choose to 1027 00:54:44,440 --> 00:54:47,120 Speaker 1: do things that you didn't anticipate. So it's your job 1028 00:54:47,120 --> 00:54:50,400 Speaker 1: as game designer to create the framework within which players 1029 00:54:50,400 --> 00:54:53,480 Speaker 1: can enjoy the game. That might include creating some strict rules, 1030 00:54:53,880 --> 00:54:56,759 Speaker 1: perhaps even some rules that some players might think are 1031 00:54:56,880 --> 00:55:00,360 Speaker 1: arbitrarily restrictive. But if you leave a game's rules super 1032 00:55:00,400 --> 00:55:02,759 Speaker 1: open and flexible, that puts so much more pressure on 1033 00:55:02,800 --> 00:55:05,480 Speaker 1: everyone who's playing the game to keep things working properly, 1034 00:55:05,840 --> 00:55:08,040 Speaker 1: and it can lead to a lot of ambiguous game events, 1035 00:55:08,040 --> 00:55:11,360 Speaker 1: which is not terribly satisfying. You might feel the temptation 1036 00:55:11,840 --> 00:55:14,880 Speaker 1: to make your game incredibly complicated and rich with detail. 1037 00:55:15,280 --> 00:55:17,920 Speaker 1: That's not necessarily a bad thing. You may want it 1038 00:55:17,960 --> 00:55:20,799 Speaker 1: so that the feeling is more closely aligned to what 1039 00:55:20,880 --> 00:55:23,040 Speaker 1: you had in mind when you came up with the concept. 1040 00:55:23,360 --> 00:55:26,799 Speaker 1: Let's say it's a weird fiction game that's set in 1041 00:55:26,840 --> 00:55:29,960 Speaker 1: a Cathulu like universe. There might be a lot of 1042 00:55:30,000 --> 00:55:33,960 Speaker 1: complex rules to dictate how characters interact with that world. 1043 00:55:34,360 --> 00:55:37,760 Speaker 1: But complexity also adds in a tougher learning curve for players, 1044 00:55:38,040 --> 00:55:40,279 Speaker 1: and it can end up being too restrictive and frustrating 1045 00:55:40,280 --> 00:55:43,640 Speaker 1: if it's not dealt with properly. Silverman actually suggests simplifying 1046 00:55:43,680 --> 00:55:46,719 Speaker 1: your game as you develop it, streamlining elements so that 1047 00:55:46,760 --> 00:55:48,839 Speaker 1: you end up with the most important and fun game 1048 00:55:48,880 --> 00:55:52,000 Speaker 1: mechanics and you toss aside anything that's laborious or detracts 1049 00:55:52,040 --> 00:55:55,000 Speaker 1: from the feel of the game. Silverman also suggests that 1050 00:55:55,040 --> 00:55:58,040 Speaker 1: you go easy on the prototypes, so when you're making 1051 00:55:58,040 --> 00:56:01,560 Speaker 1: your first prototype game, don't go all out. Make sure 1052 00:56:01,600 --> 00:56:05,160 Speaker 1: you create items that will represent the actual game mechanics. 1053 00:56:05,200 --> 00:56:07,799 Speaker 1: You do want to have those things there, but don't 1054 00:56:07,800 --> 00:56:10,359 Speaker 1: spend too much time on designs when there's the very 1055 00:56:10,400 --> 00:56:13,320 Speaker 1: real possibility that you'll need to do revisions and perhaps 1056 00:56:13,360 --> 00:56:16,719 Speaker 1: even extensive revisions when you're ready to make the next iteration. 1057 00:56:17,239 --> 00:56:20,680 Speaker 1: If you spend hours and hours meticulously designing game tiles 1058 00:56:20,719 --> 00:56:23,359 Speaker 1: like you're illustrating them and they look beautiful, and you've 1059 00:56:23,400 --> 00:56:25,920 Speaker 1: done all the sketches and the color and all of that, 1060 00:56:26,040 --> 00:56:28,360 Speaker 1: and then you find out the tile system you created 1061 00:56:28,480 --> 00:56:31,399 Speaker 1: isn't much fun, well, that was a lot of time 1062 00:56:31,440 --> 00:56:33,359 Speaker 1: you could have spent on other elements of the game, 1063 00:56:33,600 --> 00:56:36,520 Speaker 1: and it's time you're not going to get back. Playtesting 1064 00:56:36,560 --> 00:56:39,040 Speaker 1: is also obviously a very big part of this process. 1065 00:56:39,080 --> 00:56:41,399 Speaker 1: Sometimes you just can't tell how well a mechanic will 1066 00:56:41,400 --> 00:56:43,400 Speaker 1: hold up until you see it put in use by 1067 00:56:43,440 --> 00:56:46,320 Speaker 1: real players, and it really is easy for one additional 1068 00:56:46,400 --> 00:56:48,880 Speaker 1: element to mess up something that had been part of 1069 00:56:48,920 --> 00:56:52,240 Speaker 1: the game's design from the very beginning. Q A testers 1070 00:56:52,239 --> 00:56:54,760 Speaker 1: are familiar with the idea that with every new feature 1071 00:56:54,840 --> 00:56:56,680 Speaker 1: you have the potential to break a lot of the 1072 00:56:56,680 --> 00:56:59,520 Speaker 1: old ones. This is also true with board games, just 1073 00:56:59,560 --> 00:57:03,360 Speaker 1: as it is with websites and other things, So something 1074 00:57:03,360 --> 00:57:06,520 Speaker 1: that seemed like a great idea after a playtest session 1075 00:57:06,600 --> 00:57:08,960 Speaker 1: might turn out to be a game breaking device when 1076 00:57:08,960 --> 00:57:12,120 Speaker 1: you put it into practice. Playtesting also helps you identify 1077 00:57:12,239 --> 00:57:14,680 Speaker 1: the features that are working and the ones that are not. 1078 00:57:15,400 --> 00:57:18,920 Speaker 1: Silverman also recommends recording playtest sessions so that you can 1079 00:57:19,040 --> 00:57:22,600 Speaker 1: reference specific times when something important happens during a game. 1080 00:57:22,840 --> 00:57:25,240 Speaker 1: It might be something that's good and you'll want to 1081 00:57:25,280 --> 00:57:27,920 Speaker 1: figure out how to make that more important and prominent 1082 00:57:27,960 --> 00:57:29,360 Speaker 1: in the game. You might think, well, this was a 1083 00:57:29,400 --> 00:57:32,280 Speaker 1: really special moment. I want to make sure that this 1084 00:57:32,320 --> 00:57:36,120 Speaker 1: special moment happens more frequently, not so frequently as to 1085 00:57:36,200 --> 00:57:40,600 Speaker 1: lose its special ness, but to happen enough so that 1086 00:57:40,640 --> 00:57:43,080 Speaker 1: it's not you know, a once in a million kind 1087 00:57:43,080 --> 00:57:47,120 Speaker 1: of chance. Or maybe that a playtesting session leads to 1088 00:57:47,200 --> 00:57:49,760 Speaker 1: questions that don't have answers yet and you realize, oh, 1089 00:57:49,800 --> 00:57:52,720 Speaker 1: I need to address this. Recording the sessions really makes 1090 00:57:52,720 --> 00:57:55,120 Speaker 1: it a lot easier to focus on the important aspects. 1091 00:57:55,960 --> 00:57:58,600 Speaker 1: Silverman also walks you through how to get a game published, 1092 00:57:59,000 --> 00:58:02,520 Speaker 1: whether it's self publication or otherwise. Now, I feel that 1093 00:58:02,640 --> 00:58:05,240 Speaker 1: goes beyond the scope of what I'm trying to do here, 1094 00:58:05,320 --> 00:58:09,640 Speaker 1: so again I recommend you go find David Silverman's article again. 1095 00:58:09,680 --> 00:58:12,960 Speaker 1: It's titled how to learn Board Game Design and Development. 1096 00:58:13,320 --> 00:58:15,800 Speaker 1: It's quite well written and has a lot more information 1097 00:58:15,800 --> 00:58:18,680 Speaker 1: on the subject there. I do not know David Silverman, 1098 00:58:19,120 --> 00:58:22,120 Speaker 1: I have no connection with him at all, but I 1099 00:58:22,160 --> 00:58:25,160 Speaker 1: really did like the article quite a bit. Games, I 1100 00:58:25,200 --> 00:58:28,200 Speaker 1: feel are experiencing a real surge in popularity these days. 1101 00:58:28,200 --> 00:58:31,280 Speaker 1: It's been happening over the last several years. Particularly games 1102 00:58:31,280 --> 00:58:33,360 Speaker 1: that bring people together in the same place at the 1103 00:58:33,400 --> 00:58:36,280 Speaker 1: same time, so board games and card games. And even 1104 00:58:36,320 --> 00:58:40,000 Speaker 1: if you have no intention of ever making a game yourself, 1105 00:58:40,360 --> 00:58:42,200 Speaker 1: I think it's pretty fascinating to look at all the 1106 00:58:42,280 --> 00:58:45,000 Speaker 1: things that go into making a game come together and 1107 00:58:45,040 --> 00:58:47,960 Speaker 1: to make it work. And I hope you enjoyed this episode, 1108 00:58:47,960 --> 00:58:51,200 Speaker 1: whether you're an avid gamer, a casual game player, maybe 1109 00:58:51,200 --> 00:58:53,320 Speaker 1: you're a game developer, or maybe you really never gave 1110 00:58:53,360 --> 00:58:56,040 Speaker 1: the subject much thought before. I want to thank Joe 1111 00:58:56,040 --> 00:58:58,640 Speaker 1: and j from Mondo again for taking the time to 1112 00:58:58,760 --> 00:59:02,280 Speaker 1: chat with me. Mondo may some really cool stuff, including 1113 00:59:02,320 --> 00:59:04,560 Speaker 1: some killer posters that I love to collect, so you 1114 00:59:04,560 --> 00:59:06,880 Speaker 1: should go and check them out. If you have any 1115 00:59:06,920 --> 00:59:10,800 Speaker 1: suggestions for future episodes of tech Stuff, whether it's a company, 1116 00:59:10,880 --> 00:59:13,600 Speaker 1: a technology, a person. Maybe there's someone you want me 1117 00:59:13,640 --> 00:59:16,160 Speaker 1: to have on as either a guest to interview or 1118 00:59:16,200 --> 00:59:19,280 Speaker 1: a guest co host, let me know send me a message. 1119 00:59:19,360 --> 00:59:22,400 Speaker 1: The email address is tech Stuff at how stuff works 1120 00:59:22,440 --> 00:59:24,600 Speaker 1: dot com, or you can drop me a line on 1121 00:59:24,600 --> 00:59:26,920 Speaker 1: Facebook or Twitter. The handle of both of those is 1122 00:59:27,000 --> 00:59:30,920 Speaker 1: text stuff hs W. Remember I record episodes live on 1123 00:59:31,000 --> 00:59:34,920 Speaker 1: Wednesdays and Friday's on twitch dot tv slash tech Stuff. 1124 00:59:35,200 --> 00:59:37,160 Speaker 1: Just go to that link and you can find the 1125 00:59:37,240 --> 00:59:40,120 Speaker 1: schedule there. I hope to see you in the chat room. 1126 00:59:40,160 --> 00:59:42,600 Speaker 1: I always like to chat with you people whenever I 1127 00:59:42,680 --> 00:59:46,160 Speaker 1: have ad brakes and and before and after shows. So 1128 00:59:46,560 --> 00:59:48,400 Speaker 1: hope to see you there and I'll talk to you 1129 00:59:48,480 --> 00:59:57,720 Speaker 1: again really soon. For more on this and thousands of 1130 00:59:57,720 --> 01:00:05,560 Speaker 1: other topics because it hou stoff works dot com. Wond