WEBVTT - Making a Board Game - Mondo's The Thing

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<v Speaker 1>Text technology with tech Stuff from stuff works dot Com.

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<v Speaker 1>Hey there, and welcome to tex Stuff. I'm your host,

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<v Speaker 1>Jonathan Strickland. I'm an executive producer here at how Stuff Works,

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<v Speaker 1>and you guys know me. You know what I do

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<v Speaker 1>for a living talk about technology. I'm the best of

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<v Speaker 1>what I do, and what I do isn't pretty. I can't.

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<v Speaker 1>I can't back up either of those things. I want

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<v Speaker 1>to take a little departure from the way we normally

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<v Speaker 1>do text stuff. I've got an interview that I'm gonna

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<v Speaker 1>insert into this episode, and today I'm going to talk

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<v Speaker 1>about the process of making a board game. Now, I

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<v Speaker 1>know that's kind of a step away from what I

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<v Speaker 1>normally do, but but stick with me. I promise you that,

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<v Speaker 1>at least to me, it's really interesting and I hope

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<v Speaker 1>it will be for you as well. Later on this episode,

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<v Speaker 1>i'll have that interview. It's gonna be with a couple

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<v Speaker 1>of folks from Mondo. That's a company that has done

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<v Speaker 1>a lot of pop culture merchandizing, posters, artwork, and all albums,

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<v Speaker 1>whole bunch of different stuff. But they've also recently published

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<v Speaker 1>a board game that's based off a true classic. In

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<v Speaker 1>my mind, it is John Carpenter's remake of The Thing

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<v Speaker 1>spoiler alert. I am a big fan of that film. Now.

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<v Speaker 1>I know some of you are thinking board games are

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<v Speaker 1>more than a little bit of a reach for tech stuff,

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<v Speaker 1>but I argue that it still counts. It may, in

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<v Speaker 1>your mind, stretch the meaning of technology a little bit,

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<v Speaker 1>as most board games require very little in the form

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<v Speaker 1>of tech. If we're being really strict with the definition

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<v Speaker 1>of technology, however, then I would say that board games

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<v Speaker 1>totally count because what technology is is the practical application

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<v Speaker 1>of knowledge in a particular area. Practical application of knowledge.

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<v Speaker 1>Technology is the embodiment of the things we learned. So

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<v Speaker 1>when you look at technology, it is proof that science works. Right,

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<v Speaker 1>that we understand that science and engineering these are are

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<v Speaker 1>scientific disp lens that then can have this practical application

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<v Speaker 1>and technology. If science didn't work, our technology wouldn't work.

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<v Speaker 1>And I guess this is where we insert lots of

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<v Speaker 1>jokes about Blue Screen of Death, but you get what

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<v Speaker 1>I'm saying, Like, if we didn't have science under a

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<v Speaker 1>good understanding, then there's no way we would have all

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<v Speaker 1>the stuff that we've got, the stuff what beeps, and

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<v Speaker 1>I certainly wouldn't have a show. Now I argue that

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<v Speaker 1>a board game represents that it is a practical application

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<v Speaker 1>of our understanding of human psychology and also of game theory,

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<v Speaker 1>and at least in some types of games, the relationship

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<v Speaker 1>between strategic decision making and random events. Now, first we

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<v Speaker 1>have to acknowledge that not all board games are equal. Right.

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<v Speaker 1>Some games rely way more heavily upon strategy than other

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<v Speaker 1>types of games. Chess, for example, is a strategic game.

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<v Speaker 1>There are no elements of random chance in chess. All

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<v Speaker 1>moves are stemming from player decisions. All the pieces have

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<v Speaker 1>very specific ways they hand and cannot move, and how

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<v Speaker 1>they can take other pieces. And while one player cannot

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<v Speaker 1>predict the moves made by his or her opponent, none

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<v Speaker 1>of the moves that are made in a game are

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<v Speaker 1>truly random. They are the result of choices made by

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<v Speaker 1>the players. Now, on the flip side of that is

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<v Speaker 1>a game like candy Land. Now there's no strategy, and

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<v Speaker 1>candy Land all moves are dictated by a deck of

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<v Speaker 1>cards which acts sort of like a random number generator,

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<v Speaker 1>and drawing a card reveals a color which tells the

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<v Speaker 1>respective player where to move his or her player piece.

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<v Speaker 1>The outcome of the game is completely up to the

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<v Speaker 1>whims of chance, which is why my niece can beat

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<v Speaker 1>me every single time. It's not really true. My niece

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<v Speaker 1>is three years old. She can also beat me in

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<v Speaker 1>trivial pursuit. I am not proud of this fact, but

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<v Speaker 1>she is a very intelligent young lady. Candy Land is

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<v Speaker 1>a game meant to entertain young kids and teach them

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<v Speaker 1>about rules. It's kind of a gateway game, if you will. Now,

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<v Speaker 1>many games combine elements of both strategy and random chance.

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<v Speaker 1>If one wishes to get philosophical, you can say, well,

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<v Speaker 1>that's a lot like life, right. Some people do really

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<v Speaker 1>well in life despite facing adversity because they make incredibly

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<v Speaker 1>wise decisions. So while chance might be against them, they

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<v Speaker 1>are capable of making very good decisions and coming out

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<v Speaker 1>on top. Anyway, other people might do really well in

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<v Speaker 1>life despite their foolish choices, just because they happen to

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<v Speaker 1>be very lucky. Or you know, if you're a Jedi who,

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<v Speaker 1>in your experience does not believe in luck, maybe you

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<v Speaker 1>would just say coincidence just happens to favor that person

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<v Speaker 1>by chance alone. For many games, you need a really

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<v Speaker 1>good balance of luck and skill to do well. Consistently,

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<v Speaker 1>which can be both really exhilarating and also very frustrating.

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<v Speaker 1>If you were an expert poker player, then you might

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<v Speaker 1>get frustrated that occasionally you just get some bad beats,

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<v Speaker 1>like you just get some bad hands, and the person

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<v Speaker 1>that you're playing against get some really good hands, And

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<v Speaker 1>it may be that you're a much better poker player

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<v Speaker 1>than they are, and yet they're still winning. That's part

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<v Speaker 1>of the game. Now, there are some broad categories of

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<v Speaker 1>board games out there, including some card games, and they

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<v Speaker 1>have varying emphasis on luck versus skill, and I thought

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<v Speaker 1>it might be helpful to kind of do a rundown

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<v Speaker 1>on the different types of games that are out there

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<v Speaker 1>and give some examples of each for the purposes of

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<v Speaker 1>this entire conversation. Now, first we have the racing games

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<v Speaker 1>or the classic board games genre, and these are the

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<v Speaker 1>games that rely heavily on chance. So, like Candy land

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<v Speaker 1>I just mentioned, typically the goal in this game is

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<v Speaker 1>to be the first player to reach a finish line

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<v Speaker 1>of some kind. But nearly all the moves you make

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<v Speaker 1>in these sort of games are dependent upon some sort

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<v Speaker 1>of random event, So that might be rolling a die

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<v Speaker 1>or a pair of dice, or maybe more depending on

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<v Speaker 1>the game, or spinning a dial or drawing a card,

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<v Speaker 1>or you know, that little popper that you might have

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<v Speaker 1>in some games. Other games that fall into this category

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<v Speaker 1>include stuff like snakes and ladders or shoots and ladders

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<v Speaker 1>if you prefer or sorry uh. Those games are largely

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<v Speaker 1>social in nature. The value of the game mostly comes

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<v Speaker 1>from the interactions you have with the people around you,

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<v Speaker 1>and they tend to be kind of like family bonding experiences.

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<v Speaker 1>But there's not a whole lot of satisfaction in the

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<v Speaker 1>game itself, because again it's mostly due to random chance.

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<v Speaker 1>There's not really anything you can do to improve your

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<v Speaker 1>chances of winning in those type type of games. On

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<v Speaker 1>the flip side of that would be the abstract strategy games. Now,

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<v Speaker 1>these are the games in which you are playing some

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<v Speaker 1>form of strategic combat in an abstract way against your opponent.

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<v Speaker 1>Checkers and chess both fall into that category. Your goal

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<v Speaker 1>is to outthink and outmaneuver your opponent. Random elements are

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<v Speaker 1>almost always absent or reduced to the most minor factor

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<v Speaker 1>in these types of games. These are also some of

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<v Speaker 1>the games that have been solved by computers. Not all

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<v Speaker 1>of them have, but Checkers, for example, has been solved.

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<v Speaker 1>And when we say solved, we mean that the we

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<v Speaker 1>have worked out algorithms that prove that you can either

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<v Speaker 1>always win or always come to a draw based upon

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<v Speaker 1>when you play if you assume that both players in

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<v Speaker 1>a game are playing perfectly. So, for example, and Connect four,

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<v Speaker 1>if you are the first person to play a move,

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<v Speaker 1>and you and your opponent both play absolutely perfectly, you're

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<v Speaker 1>gonna win, right like, That's just the way it works.

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<v Speaker 1>Tic tac toe. If you both play perfectly, you're gonna

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<v Speaker 1>draw every time. This is, of course, again assuming perfect play.

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<v Speaker 1>Not every game has a solution, or at least not

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<v Speaker 1>every game have we worked out the solution. Some games,

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<v Speaker 1>like chess are very complicated, and we may find out

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<v Speaker 1>that there is no solution, or that it's might may

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<v Speaker 1>just take a really long time before we're ever able

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<v Speaker 1>to come up with It gets pretty complicated with games

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<v Speaker 1>where you've got pieces that can move and reverse their

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<v Speaker 1>movements and not just move in one direction. Then we

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<v Speaker 1>have the euros style games. Sometimes these are called German

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<v Speaker 1>board games. These games are slightly less abstract than the

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<v Speaker 1>previous category, but not as detailed or grand as strategy games.

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<v Speaker 1>Which I'll describe in a little bit. These games have

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<v Speaker 1>really strong themes that find their way into game mechanics.

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<v Speaker 1>So whereas you might say candy Land, the theme is

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<v Speaker 1>very much it's it's very surface level. There's not really

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<v Speaker 1>anything about the candy Land game that translates into game

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<v Speaker 1>mechanics for the most part. Same thing with Sorry. But

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<v Speaker 1>there are other games in the in the eurostyle where

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<v Speaker 1>the theme is very much tied in with the game

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<v Speaker 1>mechanics and the way the game unfolds. There's typically some

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<v Speaker 1>kind of resource management factored into those types of games,

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<v Speaker 1>and typically players are in the game for the duration

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<v Speaker 1>of play. You don't typically see German board games or

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<v Speaker 1>eurostyle games that knock players out before the end of

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<v Speaker 1>the game comes about. Everyone's in it to win it

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<v Speaker 1>all the way to the end, and often there are

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<v Speaker 1>some sort of score ring elements that will allow someone

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<v Speaker 1>to win even if they appeared to be lagging behind

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<v Speaker 1>the others. You might have some secret elements to it

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<v Speaker 1>where you have a goal and if you reach that

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<v Speaker 1>goal you get bonus points, which means you could end

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<v Speaker 1>up winning the game. When it looked like from just

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<v Speaker 1>a casual glance you were in the last place. There's

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<v Speaker 1>a really strong emphasis on eurostyle games on strategy, so

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<v Speaker 1>random elements are typically limited to where resources might be

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<v Speaker 1>found or other minor elements in the game, but most

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<v Speaker 1>game events are dependent upon the choices of the players

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<v Speaker 1>in the game, and those games also frequently allow players

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<v Speaker 1>to make temporary alliances as the game progresses. The games

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<v Speaker 1>in this category include things like Settlers of Catan or Carcassone.

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<v Speaker 1>Those are two very popular German board game or eurostyle

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<v Speaker 1>game out there, so if you're familiar with either of those,

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<v Speaker 1>you know what I'm talking about. Strategy games take elements

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<v Speaker 1>both from abstract strategy games like Chess and eurostyle games

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<v Speaker 1>like Settlers of Catan, and then combine them into really deep, rich,

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<v Speaker 1>and often really complicated games. Sometimes their war games are

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<v Speaker 1>military based. These tend to be gamers games, meaning they

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<v Speaker 1>frequently have more complicated game mechanics that appeal to experienced

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<v Speaker 1>gamers and require a lot more explanation or maybe multiple

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<v Speaker 1>play throughs to really gain a good sense of how

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<v Speaker 1>the rules work. The board game rules and narrative often

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<v Speaker 1>drive the action, and they might include both competitive and

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<v Speaker 1>cooperative play, often within the same play session, and there

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<v Speaker 1>can be metal level playing in this game. In other words,

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<v Speaker 1>the game isn't just happening on the board, it's also

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<v Speaker 1>happening within the interactions between players outside of the confines

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<v Speaker 1>of the game itself. You might find yourself actively trying

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<v Speaker 1>to deceive other players as to the relative strength of

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<v Speaker 1>your position. So you might be bluffing, trying to make

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<v Speaker 1>them think that you're in a better position than you

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<v Speaker 1>really are, or you could be doing the opposite. You

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<v Speaker 1>could be downplaying or position in order to lull them

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<v Speaker 1>into a false sense of security, and then you spring

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<v Speaker 1>the trap and they go all Admiral Akbar on you.

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<v Speaker 1>These games also can take a really long time, sometimes

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<v Speaker 1>several hours for a play session, depending on how complicated

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<v Speaker 1>game is. Risk Is a style of this Civilization board game,

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<v Speaker 1>is the style of this a Boal Star Galactica, and

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<v Speaker 1>also the thing which we'll be talking about later. All

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<v Speaker 1>of these kind of fall into this very large category,

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<v Speaker 1>though obviously each of those games has very different elements

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<v Speaker 1>from the others, So while they all kind of belong

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<v Speaker 1>to the same category, that doesn't mean they're game mechanics

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<v Speaker 1>are necessarily similar. They're not. They're also card based games.

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<v Speaker 1>There are several different categories of these. Strategy based card

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<v Speaker 1>games still involve an element of luck, since you can't

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<v Speaker 1>predict which cards are going to end up in your hand.

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<v Speaker 1>You typically in these games will draw a certain number

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<v Speaker 1>of cards from a deck. Players usually play from the

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<v Speaker 1>same pool of cards, so it's not like you have

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<v Speaker 1>your own deck and they have their's. You're both playing

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<v Speaker 1>from the same one. These games also tend to have

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<v Speaker 1>a theme, though the extent to which that theme plays

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<v Speaker 1>a part in gameplay will vary. Some examples in this

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<v Speaker 1>include Munchkin or Seven Wonders. Then you've got deck building games,

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<v Speaker 1>in which players build out a deck from a common

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<v Speaker 1>pool of cards. Players may have to do something in

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<v Speaker 1>order to earn cards while building their respective decks, such

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<v Speaker 1>as purchasing individual cards within the game itself, using some

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<v Speaker 1>sort of end game currency not real money, or by

0:12:27.720 --> 0:12:33.000
<v Speaker 1>completing certain in game tasks. Games like Dominion and Corriers

0:12:33.160 --> 0:12:37.640
<v Speaker 1>fall into this category. Then you've got trading card games.

0:12:38.040 --> 0:12:40.679
<v Speaker 1>These are the games in which players build their individual

0:12:40.800 --> 0:12:44.319
<v Speaker 1>decks based on purchasing packs of cards. Typically, in these

0:12:44.320 --> 0:12:46.400
<v Speaker 1>style of games, you would buy a starter deck that

0:12:46.480 --> 0:12:49.240
<v Speaker 1>would have a good distribution of basic cards and then

0:12:49.240 --> 0:12:52.560
<v Speaker 1>you would supplement that with booster packs. So you go

0:12:52.559 --> 0:12:56.680
<v Speaker 1>out and buy booster packs to add more variety to

0:12:56.760 --> 0:13:00.440
<v Speaker 1>your cards and add more capabilities. Some of those booster

0:13:00.480 --> 0:13:04.080
<v Speaker 1>packs could contain particularly rare or powerful cards, and then

0:13:04.120 --> 0:13:06.360
<v Speaker 1>players would go up against each other using these cards,

0:13:06.440 --> 0:13:09.719
<v Speaker 1>kind of dueling one another in an attempt to win

0:13:09.760 --> 0:13:12.000
<v Speaker 1>a match, and typically that involves each player having an

0:13:12.000 --> 0:13:14.760
<v Speaker 1>assigned number of points kind of like health points or

0:13:14.840 --> 0:13:17.400
<v Speaker 1>hit points, and the other players trying to whittle that

0:13:17.520 --> 0:13:20.120
<v Speaker 1>down to zero. So the first player to hit zero

0:13:20.280 --> 0:13:23.440
<v Speaker 1>is out. So if you knock your opponent down to

0:13:23.520 --> 0:13:26.160
<v Speaker 1>zero and they're out, then you win. Games like Magic

0:13:26.200 --> 0:13:29.320
<v Speaker 1>the Gathering or Hearthstone, which is a video game version

0:13:29.360 --> 0:13:31.760
<v Speaker 1>of that style of card game, fall into that category.

0:13:32.280 --> 0:13:35.720
<v Speaker 1>And there are more social games out there. These games

0:13:35.720 --> 0:13:39.199
<v Speaker 1>are where your Apples to Apples or Cards against Humanity

0:13:39.320 --> 0:13:42.520
<v Speaker 1>will fall a million dollars. But is another social game

0:13:42.559 --> 0:13:45.160
<v Speaker 1>that's out there. And there are games that rely upon

0:13:45.240 --> 0:13:49.600
<v Speaker 1>expressions of creativity, such as pictionary or cranium. And then

0:13:49.600 --> 0:13:52.040
<v Speaker 1>there are games that rely heavily upon knowledge, whether it's

0:13:52.080 --> 0:13:54.840
<v Speaker 1>general or specific, like Trivial Pursuit or one of the

0:13:54.840 --> 0:13:57.800
<v Speaker 1>many themed trivia games that are out there, and that's

0:13:57.840 --> 0:14:01.680
<v Speaker 1>just a quick rundown the basic types of board game

0:14:01.760 --> 0:14:04.760
<v Speaker 1>and card games out there, excluding the more traditional card

0:14:04.800 --> 0:14:07.680
<v Speaker 1>games like poker or whist or bridge and things like that.

0:14:08.400 --> 0:14:11.760
<v Speaker 1>Each game requires designers to make very careful decisions to

0:14:11.960 --> 0:14:16.480
<v Speaker 1>ensure that the gameplay is fun and challenging without being

0:14:16.520 --> 0:14:20.120
<v Speaker 1>too frustrating or obtuse. And this is actually a pretty

0:14:20.120 --> 0:14:23.840
<v Speaker 1>tricky path to follow. Sometimes you just don't know if

0:14:23.840 --> 0:14:26.160
<v Speaker 1>a game mechanic is going to work until you actually

0:14:26.200 --> 0:14:29.080
<v Speaker 1>put players into the situation and see how it unfolds.

0:14:29.600 --> 0:14:32.760
<v Speaker 1>If the players seem confused about the mechanic or they

0:14:32.760 --> 0:14:35.040
<v Speaker 1>failed to use it properly, it could be an indication

0:14:35.080 --> 0:14:36.960
<v Speaker 1>that you need to tweak that element so that it's

0:14:37.000 --> 0:14:40.600
<v Speaker 1>more easily understood. Now, most games require a lot of

0:14:40.600 --> 0:14:43.360
<v Speaker 1>workshopping or play testing to get right. In fact, the

0:14:43.360 --> 0:14:46.560
<v Speaker 1>game of chess was created over the course of centuries.

0:14:46.960 --> 0:14:49.240
<v Speaker 1>It seems apparent that the early form of the game

0:14:49.320 --> 0:14:52.440
<v Speaker 1>arose along the Silk Road. And I'm talking about the

0:14:52.480 --> 0:14:55.600
<v Speaker 1>real silk Road, not the black market on the deep web.

0:14:55.920 --> 0:14:58.880
<v Speaker 1>I'm talking about the pathways that merchants traveled more than

0:14:58.920 --> 0:15:01.840
<v Speaker 1>a thousand years ago when they were trading between cities,

0:15:02.400 --> 0:15:05.560
<v Speaker 1>so chess likely evolved from similar games that were played

0:15:05.600 --> 0:15:09.800
<v Speaker 1>in China, India, and Persia among other players places. So

0:15:09.840 --> 0:15:13.320
<v Speaker 1>players would bring up boards and pieces and incorporate rules

0:15:13.360 --> 0:15:16.200
<v Speaker 1>from their different cultures and their different travels into a

0:15:16.240 --> 0:15:20.320
<v Speaker 1>single game, and so the game of chess evolved over

0:15:20.360 --> 0:15:22.720
<v Speaker 1>time this way. It wasn't until the Renaissance that the

0:15:22.800 --> 0:15:26.560
<v Speaker 1>modern rules of chess really began to emerge. My point

0:15:26.560 --> 0:15:28.760
<v Speaker 1>here is that even games like chess went through a

0:15:28.800 --> 0:15:32.080
<v Speaker 1>lot of play testing, so this is not new now.

0:15:32.120 --> 0:15:35.080
<v Speaker 1>To get a better handle on what it's like designing

0:15:35.120 --> 0:15:38.080
<v Speaker 1>a game, I spoke with Jay Shaw and Joe Van

0:15:38.160 --> 0:15:41.480
<v Speaker 1>wetter Ing of Mando about making a game adaptation of

0:15:41.520 --> 0:15:45.120
<v Speaker 1>the nineteen two John Carpenter film The Thing. We'll listen

0:15:45.160 --> 0:15:47.800
<v Speaker 1>to that interview right after the short break. To thank

0:15:47.800 --> 0:15:57.800
<v Speaker 1>our sponsor, I'm really fortunate today to be joined by

0:15:57.840 --> 0:16:01.000
<v Speaker 1>a couple of guys over at Mondo really worked on

0:16:01.080 --> 0:16:05.360
<v Speaker 1>this game to make it what it was. And so, gentlemen,

0:16:05.400 --> 0:16:08.640
<v Speaker 1>if you would please introduce yourselves to the throngs of

0:16:08.720 --> 0:16:11.960
<v Speaker 1>listeners of tech stuff and uh and let us know

0:16:12.080 --> 0:16:14.920
<v Speaker 1>what it was that you did in regards to developing

0:16:14.920 --> 0:16:18.800
<v Speaker 1>this game. All right, Joe, you go first. Yeah. Sure.

0:16:19.200 --> 0:16:23.400
<v Speaker 1>My name's Joe Van Lettering and I'm the game designer.

0:16:24.880 --> 0:16:27.840
<v Speaker 1>There you go, keep it sweet. Uh. My name is

0:16:27.960 --> 0:16:32.960
<v Speaker 1>Jay Shaw. I'm a creative director at Mondo, and I

0:16:33.040 --> 0:16:37.120
<v Speaker 1>helped Joe. I like it. I like it. You know,

0:16:37.160 --> 0:16:41.200
<v Speaker 1>it's great because it's it's an accurate description of what

0:16:41.320 --> 0:16:44.480
<v Speaker 1>you've done, and yet gives us very little information to

0:16:44.560 --> 0:16:48.040
<v Speaker 1>go on at the very beginning, very much like being

0:16:48.120 --> 0:16:51.280
<v Speaker 1>in the thing, right, we were going to dig down

0:16:51.320 --> 0:16:54.720
<v Speaker 1>and discover in this process. And actually my first question

0:16:54.760 --> 0:16:57.320
<v Speaker 1>before we get into the mechanics of the game and

0:16:57.360 --> 0:17:00.360
<v Speaker 1>the development of the game is it's just the question

0:17:00.360 --> 0:17:04.440
<v Speaker 1>of why why John Carpenter's the thing? What was it? They? Where?

0:17:04.480 --> 0:17:07.679
<v Speaker 1>When did that idea kind of come into being about

0:17:08.119 --> 0:17:14.199
<v Speaker 1>developing a game based upon this classic film, which, by

0:17:14.200 --> 0:17:16.360
<v Speaker 1>the way, I actually I love that movie, so I'm

0:17:16.359 --> 0:17:20.360
<v Speaker 1>not being at all facetious here. Oh yeah, everybody loves it.

0:17:20.720 --> 0:17:24.359
<v Speaker 1>Um Yeah, it was interesting. I I started thinking about

0:17:24.440 --> 0:17:28.040
<v Speaker 1>doing board games of Mondo a few years ago and

0:17:28.480 --> 0:17:30.960
<v Speaker 1>just really kind of a as a fan of board

0:17:30.960 --> 0:17:33.600
<v Speaker 1>games type of thing where I said, man, it would

0:17:33.600 --> 0:17:35.560
<v Speaker 1>be really cool if we did a board game. That'd

0:17:35.560 --> 0:17:37.159
<v Speaker 1>be nice. We have no idea how to make a

0:17:37.160 --> 0:17:40.320
<v Speaker 1>board game, but it would be cool to do. And

0:17:40.400 --> 0:17:43.639
<v Speaker 1>that conversation just kept coming up at the office. It

0:17:43.720 --> 0:17:46.560
<v Speaker 1>kept coming up in phone calls and creative meetings and

0:17:46.600 --> 0:17:48.080
<v Speaker 1>just saying, yeah, I wish we did a board game.

0:17:48.080 --> 0:17:50.600
<v Speaker 1>I wish we did a board game. And finally it

0:17:50.640 --> 0:17:53.240
<v Speaker 1>went from which we did a board game too, we

0:17:53.280 --> 0:17:56.000
<v Speaker 1>should do a board game. Let's find somebody who knows

0:17:56.040 --> 0:17:59.280
<v Speaker 1>how to do it. Um. So, you know, the thing

0:17:59.359 --> 0:18:02.520
<v Speaker 1>was honestly the first game that I thought of, because

0:18:02.640 --> 0:18:05.840
<v Speaker 1>the movie is perfect for it. It's a it's a

0:18:06.000 --> 0:18:09.400
<v Speaker 1>it's a confined area much like a board. You've got

0:18:09.400 --> 0:18:11.480
<v Speaker 1>to you know, you've got a set group of people,

0:18:12.080 --> 0:18:14.760
<v Speaker 1>You've got conditions that feel very much like a game

0:18:15.040 --> 0:18:17.080
<v Speaker 1>of sorts. You know, it already kind of felt like

0:18:17.119 --> 0:18:19.640
<v Speaker 1>it was it didn't seem like it took a lot

0:18:19.680 --> 0:18:23.120
<v Speaker 1>to get that story from movie to board. So yeah,

0:18:23.240 --> 0:18:25.600
<v Speaker 1>I've reached out to Joe and started talking to him,

0:18:25.640 --> 0:18:28.840
<v Speaker 1>and you know, I'm lucky that he design board games

0:18:28.880 --> 0:18:31.639
<v Speaker 1>for a living. So that was really the genesis of

0:18:31.640 --> 0:18:33.919
<v Speaker 1>it was just this should be something we should do.

0:18:34.000 --> 0:18:37.840
<v Speaker 1>Let's do it. It's really cool because, as you say,

0:18:38.200 --> 0:18:42.080
<v Speaker 1>the story of the movie does lend itself to certain

0:18:42.160 --> 0:18:45.840
<v Speaker 1>game mechanics. There are certain games that that exist that

0:18:46.040 --> 0:18:50.160
<v Speaker 1>have some similarity to the mechanics in the thing. Uh,

0:18:50.200 --> 0:18:52.840
<v Speaker 1>you know, nothing that is a one to one certainly,

0:18:52.960 --> 0:18:55.720
<v Speaker 1>but there's there's certain ones that I kind of recognize,

0:18:55.760 --> 0:18:58.440
<v Speaker 1>Like there are elements to the game were Wolf. For

0:18:58.600 --> 0:19:01.440
<v Speaker 1>some people play it as afia the idea that you're

0:19:01.440 --> 0:19:05.240
<v Speaker 1>playing in a group. Some people in the group are

0:19:05.280 --> 0:19:08.960
<v Speaker 1>working at counter purposes for what the rest of the

0:19:08.960 --> 0:19:11.879
<v Speaker 1>group is trying to do, and meanwhile, the rest of

0:19:11.880 --> 0:19:14.080
<v Speaker 1>the group has no idea who they can trust and

0:19:14.080 --> 0:19:16.720
<v Speaker 1>who they cannot trust. Uh. The thing actually goes a

0:19:16.760 --> 0:19:19.680
<v Speaker 1>little bit further because even if you are on the

0:19:19.880 --> 0:19:22.320
<v Speaker 1>side of the thing, if you are one of the

0:19:22.320 --> 0:19:26.959
<v Speaker 1>the the compromised characters, you don't necessarily know if anyone

0:19:27.000 --> 0:19:30.359
<v Speaker 1>else is also compromised. So it makes it makes it

0:19:30.359 --> 0:19:32.080
<v Speaker 1>a little more tricky when you're trying to figure out

0:19:32.119 --> 0:19:36.000
<v Speaker 1>who you're trying to sabotage. But generally speaking, this is

0:19:36.000 --> 0:19:39.720
<v Speaker 1>one of those asymmetric games where you have two groups.

0:19:39.720 --> 0:19:43.360
<v Speaker 1>Originally it'll be I assume in individual versus the rest

0:19:43.359 --> 0:19:47.080
<v Speaker 1>of the group working at cross purposes, and as the

0:19:47.119 --> 0:19:51.080
<v Speaker 1>game unfolds, that dynamic continues to change. And obviously, in

0:19:51.200 --> 0:19:55.239
<v Speaker 1>order for you to have any sort of competitiveness in

0:19:55.280 --> 0:19:58.040
<v Speaker 1>this game, that means you have to make really careful

0:19:58.040 --> 0:20:02.760
<v Speaker 1>decisions about what the capabilities are of one group versus

0:20:02.920 --> 0:20:05.760
<v Speaker 1>the other. So, with all of that in mind, the

0:20:05.800 --> 0:20:09.040
<v Speaker 1>idea that you've got this hidden character who's working to

0:20:09.080 --> 0:20:11.760
<v Speaker 1>try and sabotage the rest of the group, I assumed

0:20:11.800 --> 0:20:15.000
<v Speaker 1>that meant that there was a lot of experimentation during

0:20:15.040 --> 0:20:17.760
<v Speaker 1>the entire design process to get that balance right. I mean,

0:20:17.800 --> 0:20:19.439
<v Speaker 1>you don't want you don't want the thing to be

0:20:19.520 --> 0:20:22.399
<v Speaker 1>so easy to defeat that the game is over in

0:20:22.440 --> 0:20:24.960
<v Speaker 1>ten minutes. But you don't want to make it so

0:20:25.160 --> 0:20:29.359
<v Speaker 1>difficult that there's maybe only a two percent chance that

0:20:29.400 --> 0:20:32.679
<v Speaker 1>everyone's going to get out, or even that a significant

0:20:32.720 --> 0:20:35.640
<v Speaker 1>number of people are going to get out. So take

0:20:35.680 --> 0:20:39.680
<v Speaker 1>me through. Now, you've made the decision to turn the

0:20:39.720 --> 0:20:43.640
<v Speaker 1>story of the Thing into a board game, and as

0:20:43.640 --> 0:20:46.440
<v Speaker 1>you've laid out the elements of the story lend itself

0:20:46.520 --> 0:20:50.120
<v Speaker 1>to that, where was the next step? What we're How

0:20:50.160 --> 0:20:54.040
<v Speaker 1>did you start to lay out the process of building

0:20:54.080 --> 0:20:59.199
<v Speaker 1>the game itself? Yes, so we first of all, I

0:20:59.240 --> 0:21:02.520
<v Speaker 1>watched the movie about one hundred times and just tried

0:21:02.680 --> 0:21:05.960
<v Speaker 1>to get a feel for every single aspect of the

0:21:06.000 --> 0:21:10.719
<v Speaker 1>movie and what feels right, what what's the storyline going

0:21:10.760 --> 0:21:13.240
<v Speaker 1>to be within the game, how does that translate? And

0:21:13.280 --> 0:21:17.600
<v Speaker 1>then I just started with a very very simple hidden

0:21:17.800 --> 0:21:19.719
<v Speaker 1>hitt and identity game, you know, just kind of like

0:21:19.760 --> 0:21:24.639
<v Speaker 1>a pass fail that's it, almost like a Mafia or Werewolf.

0:21:24.920 --> 0:21:28.280
<v Speaker 1>And then kind of took that base and brought in

0:21:28.400 --> 0:21:30.919
<v Speaker 1>parts from the movie, you know, brought in the outpost,

0:21:31.000 --> 0:21:33.320
<v Speaker 1>probably the flamethrower, that kind of stuff, and just kind

0:21:33.320 --> 0:21:35.600
<v Speaker 1>of built it out. And I'm going to tell you

0:21:35.720 --> 0:21:41.320
<v Speaker 1>right now, designing a hidden identity game is extremely tough

0:21:41.520 --> 0:21:44.840
<v Speaker 1>because I already have all the information here, right So

0:21:44.920 --> 0:21:47.480
<v Speaker 1>when I'm designing it, trying to go through a game

0:21:47.480 --> 0:21:51.399
<v Speaker 1>plan just by myself in my head, it's tough because

0:21:51.520 --> 0:21:53.840
<v Speaker 1>I already know all the information, that's what this game

0:21:53.920 --> 0:21:56.960
<v Speaker 1>is about. So I got a lot of help from

0:21:57.200 --> 0:22:01.800
<v Speaker 1>some co workers, some friends, lots of play testers just

0:22:02.040 --> 0:22:05.080
<v Speaker 1>to you know, see how do you play this game?

0:22:05.160 --> 0:22:07.600
<v Speaker 1>You know, what do you do at this point? So

0:22:07.960 --> 0:22:10.800
<v Speaker 1>it was a hard process, but I feel pretty good

0:22:10.840 --> 0:22:13.360
<v Speaker 1>with the results. Yeah, there were a lot of There

0:22:13.400 --> 0:22:16.520
<v Speaker 1>was a lot of testing, and I remember when as

0:22:16.600 --> 0:22:19.280
<v Speaker 1>Joe was coming up with kind of these different iterations

0:22:19.280 --> 0:22:22.200
<v Speaker 1>of the game, we would he he'd give us a

0:22:22.280 --> 0:22:24.600
<v Speaker 1>chance to play it and say, here's here's sort of

0:22:24.600 --> 0:22:27.040
<v Speaker 1>a white box version of this. Why don't you guys

0:22:27.040 --> 0:22:28.880
<v Speaker 1>try it out and see what happens. We actually went

0:22:28.880 --> 0:22:30.840
<v Speaker 1>out to San Diego a couple of times to play

0:22:30.840 --> 0:22:33.560
<v Speaker 1>with play with that team, and it was really it

0:22:33.640 --> 0:22:36.520
<v Speaker 1>was interesting because we play it, we'd all kind of go, yeah,

0:22:36.560 --> 0:22:38.000
<v Speaker 1>this is good, we like it. This is a lot

0:22:38.040 --> 0:22:40.800
<v Speaker 1>of fun. But you could almost tell the Joe Joe

0:22:40.800 --> 0:22:44.040
<v Speaker 1>go yeah, this isn't there yet, this isn't working. I

0:22:44.080 --> 0:22:46.160
<v Speaker 1>don't I don't like the flow, I don't like the pace,

0:22:46.280 --> 0:22:48.360
<v Speaker 1>I don't like the length of the game. I don't

0:22:48.400 --> 0:22:50.119
<v Speaker 1>like how this plays with six people. I don't like

0:22:50.160 --> 0:22:52.679
<v Speaker 1>how this plays with eight people. So it was just

0:22:52.880 --> 0:22:55.919
<v Speaker 1>over and over and over again, tweaking and tweaking and

0:22:55.920 --> 0:22:59.960
<v Speaker 1>tweaking until you know it's it's funny because little element

0:23:00.040 --> 0:23:02.960
<v Speaker 1>to get removed and it changes the entire game, Like

0:23:03.000 --> 0:23:05.080
<v Speaker 1>how do you decide who the captain is? Well, if

0:23:05.119 --> 0:23:06.840
<v Speaker 1>you do it this way, the game is really long.

0:23:06.960 --> 0:23:09.360
<v Speaker 1>And it takes it's just, you know, too much downtime

0:23:09.359 --> 0:23:11.480
<v Speaker 1>for people. Well what if you do this, Oh cool,

0:23:11.560 --> 0:23:13.600
<v Speaker 1>this makes it a lot easier. This is a better flow.

0:23:14.440 --> 0:23:15.919
<v Speaker 1>So it was it was it was really kind of

0:23:15.960 --> 0:23:17.880
<v Speaker 1>cool to watch from the outside of it for the

0:23:17.880 --> 0:23:22.360
<v Speaker 1>development process to see how how tricky these things are

0:23:22.520 --> 0:23:24.919
<v Speaker 1>and how how tough it is to get the perfect

0:23:24.960 --> 0:23:28.560
<v Speaker 1>balance so that you've got that like really good game experience, Right, Yeah,

0:23:28.600 --> 0:23:33.360
<v Speaker 1>I imagine that. It's it's similar in ways to I

0:23:33.440 --> 0:23:35.800
<v Speaker 1>used to play D n D quite a bit in

0:23:35.880 --> 0:23:40.160
<v Speaker 1>my youth, and I would game master and you design

0:23:40.840 --> 0:23:44.120
<v Speaker 1>really cool scenarios and you're thinking, oh, man, when they

0:23:44.160 --> 0:23:47.440
<v Speaker 1>go down this hallway, it's gonna be so great because

0:23:47.440 --> 0:23:49.600
<v Speaker 1>you know everything and you just assume you know how

0:23:49.600 --> 0:23:51.040
<v Speaker 1>it's going to work. And then they're like, yeah, we're

0:23:51.040 --> 0:23:55.800
<v Speaker 1>gonna take a right. But there's and such same sort

0:23:55.800 --> 0:23:58.760
<v Speaker 1>of thing, like you you have to it's I understand

0:23:58.760 --> 0:24:01.480
<v Speaker 1>exactly what you were saying, Joe. It's it's very difficult

0:24:01.520 --> 0:24:05.800
<v Speaker 1>to simulate ignorance so that you can understand what how

0:24:05.840 --> 0:24:09.719
<v Speaker 1>the gameplay elements will actually unfold in real situation. So

0:24:10.080 --> 0:24:13.800
<v Speaker 1>tell me a little bit about how the game actually works.

0:24:13.840 --> 0:24:17.040
<v Speaker 1>So for those who are not familiar with the thing,

0:24:17.400 --> 0:24:21.480
<v Speaker 1>it is set in an outpost. Uh. It is completely

0:24:21.760 --> 0:24:26.040
<v Speaker 1>secluded from all civilization. There's no way of getting from

0:24:26.080 --> 0:24:32.320
<v Speaker 1>the outpost to someplace safe without taking an extensive helicopter ride. Uh.

0:24:32.359 --> 0:24:36.400
<v Speaker 1>And so you're you're pretty much stuck there. But how

0:24:36.440 --> 0:24:40.800
<v Speaker 1>does the game actually unfold? Yeah? Sure, So to start,

0:24:40.960 --> 0:24:44.000
<v Speaker 1>everyone gets a player board and it's one of the

0:24:44.080 --> 0:24:47.080
<v Speaker 1>characters from the movie. And then the next thing you

0:24:47.119 --> 0:24:50.879
<v Speaker 1>get is a hidden identity card, so you keep that

0:24:50.960 --> 0:24:52.960
<v Speaker 1>face down in front of you. Only you can look

0:24:53.000 --> 0:24:55.520
<v Speaker 1>at it, and it either says if you're a human

0:24:55.760 --> 0:24:59.359
<v Speaker 1>or if you've been compromised in your invitation. And to

0:24:59.400 --> 0:25:02.719
<v Speaker 1>start the game, there's only gonna ever be one imitation,

0:25:03.119 --> 0:25:05.080
<v Speaker 1>So you get that, and then you have a hand

0:25:05.200 --> 0:25:08.520
<v Speaker 1>of supply cards, which are items you would find at

0:25:08.560 --> 0:25:11.960
<v Speaker 1>the outpost. It's you know, got the Petrie dish, you

0:25:12.080 --> 0:25:16.800
<v Speaker 1>got copper wire, knife, gun, that kind of stuff. So

0:25:16.880 --> 0:25:18.960
<v Speaker 1>you have that in your hand. You have your identity

0:25:19.200 --> 0:25:22.560
<v Speaker 1>and then someone gets chosen as a captain. They draw

0:25:22.760 --> 0:25:25.920
<v Speaker 1>a mission card. They read it aloud. It tells you

0:25:26.000 --> 0:25:29.240
<v Speaker 1>how many people need to go on the mission with them,

0:25:29.400 --> 0:25:35.760
<v Speaker 1>and if there's any restrictions. So each player board has

0:25:35.800 --> 0:25:41.320
<v Speaker 1>a different team and you have science, maintenance, and operations.

0:25:41.760 --> 0:25:45.240
<v Speaker 1>And each mission card will say okay, I need six people.

0:25:45.480 --> 0:25:49.320
<v Speaker 1>I need to operations and one science, so you have

0:25:49.440 --> 0:25:53.160
<v Speaker 1>to take whoever those people are okay. So then the

0:25:53.240 --> 0:25:56.560
<v Speaker 1>captain will read the mission. It'll say, you know, everyone

0:25:56.640 --> 0:25:59.960
<v Speaker 1>turning cards and you need to copper wire to pass.

0:26:00.880 --> 0:26:03.600
<v Speaker 1>So he goes around and says, okay, do you have

0:26:03.640 --> 0:26:05.560
<v Speaker 1>copper wire? Do you have copper wire? You kind of

0:26:05.560 --> 0:26:08.119
<v Speaker 1>get a feel for who he wants to bring on

0:26:08.160 --> 0:26:11.520
<v Speaker 1>the mission, and you choose a room on the map,

0:26:11.720 --> 0:26:14.080
<v Speaker 1>and each room has a tile face down in it,

0:26:14.880 --> 0:26:18.480
<v Speaker 1>and once you go in a room, you do the

0:26:18.520 --> 0:26:21.199
<v Speaker 1>mission and if it everyone's gonna turn in cards, the

0:26:21.240 --> 0:26:24.400
<v Speaker 1>captain is gonna secretly look at them. So the captain

0:26:24.480 --> 0:26:27.520
<v Speaker 1>is the one with all the information here, so he'll know, oh,

0:26:27.600 --> 0:26:29.359
<v Speaker 1>you told me you have copper wire, but you were

0:26:29.400 --> 0:26:34.240
<v Speaker 1>actually lying. So he but again he has all the information.

0:26:34.359 --> 0:26:36.520
<v Speaker 1>He could say, oh, you said you had copper wire,

0:26:36.560 --> 0:26:38.960
<v Speaker 1>but I didn't get any from you. But you know, again,

0:26:39.040 --> 0:26:41.560
<v Speaker 1>the captain could be the one who's you know, the

0:26:41.560 --> 0:26:46.480
<v Speaker 1>imitation and trying to throw suspicion on other people, so

0:26:46.480 --> 0:26:49.240
<v Speaker 1>save the mission passes. The captain reveals all the cards.

0:26:49.440 --> 0:26:53.040
<v Speaker 1>Everything's great, all humans. You flip the tile over in

0:26:53.040 --> 0:26:56.679
<v Speaker 1>the room and under the room tiles um you have

0:26:56.760 --> 0:27:01.440
<v Speaker 1>certain things you're looking for, and each and the outpost

0:27:01.520 --> 0:27:04.040
<v Speaker 1>is broken out into sectors, so you start with sector one.

0:27:04.640 --> 0:27:07.240
<v Speaker 1>You need a rope and you need to defeat a

0:27:07.359 --> 0:27:10.359
<v Speaker 1>thing that's on the board. So at some point you're

0:27:10.400 --> 0:27:12.680
<v Speaker 1>gonna flip over a room tile and the thing's gonna

0:27:12.680 --> 0:27:14.719
<v Speaker 1>pop up, and you have to do this big battle

0:27:15.240 --> 0:27:18.240
<v Speaker 1>where the captain takes everyone on the that's already on

0:27:18.280 --> 0:27:21.320
<v Speaker 1>the team and collects more cards and rolls dice tried

0:27:21.359 --> 0:27:24.639
<v Speaker 1>to see it m So once you defeat it, you

0:27:24.680 --> 0:27:26.879
<v Speaker 1>go back and you kind of have a discussion like, hey,

0:27:26.920 --> 0:27:29.800
<v Speaker 1>what what happened there? Like I thought I trusted you

0:27:29.960 --> 0:27:34.240
<v Speaker 1>this and that um. All the while, the captain will

0:27:34.280 --> 0:27:36.760
<v Speaker 1>move to the next person and you just keep going

0:27:36.800 --> 0:27:41.760
<v Speaker 1>on missions and the actual gameplay itself. You kind of

0:27:41.800 --> 0:27:44.159
<v Speaker 1>can pick up after a couple of times, but the

0:27:44.160 --> 0:27:46.800
<v Speaker 1>game is gonna be different every time depending on who

0:27:46.840 --> 0:27:50.199
<v Speaker 1>you play it with, because certain people are gonna, you know,

0:27:50.600 --> 0:27:53.200
<v Speaker 1>maybe play it pretty cool until the end, or some

0:27:53.240 --> 0:27:56.600
<v Speaker 1>people are just gonna go hard because there's uh these

0:27:56.640 --> 0:28:00.000
<v Speaker 1>red sabotage cards in there that it's in the Supply

0:28:00.000 --> 0:28:02.879
<v Speaker 1>I deck that you could secretly turn in and purposely

0:28:02.920 --> 0:28:06.920
<v Speaker 1>sabotage a mission. So once you go through the entire

0:28:06.960 --> 0:28:13.480
<v Speaker 1>outposts and you clear a certain nine tiles you find rope, imitation, dynamite,

0:28:13.480 --> 0:28:16.600
<v Speaker 1>and the flamethrower, you get to go towards the escape phase.

0:28:16.640 --> 0:28:19.439
<v Speaker 1>So the goal there is there's a helicopter on the

0:28:19.440 --> 0:28:21.159
<v Speaker 1>board and you want to try to get to the

0:28:21.200 --> 0:28:25.160
<v Speaker 1>helicopter and escape, so that there's a final captain. Everyone's

0:28:25.160 --> 0:28:27.399
<v Speaker 1>gonna vote on this final captain, like, oh, do you

0:28:27.480 --> 0:28:30.320
<v Speaker 1>do you trust this person to make the team that's

0:28:30.320 --> 0:28:33.000
<v Speaker 1>going to try to escape? And everyone votes and it's

0:28:33.119 --> 0:28:37.440
<v Speaker 1>yes or no. And Finn captain. Once he's chosen, he's

0:28:37.480 --> 0:28:40.920
<v Speaker 1>just gonna go through and he's gonna pick in uh,

0:28:41.040 --> 0:28:44.520
<v Speaker 1>let's say six player game, he's gonna pick three other

0:28:44.560 --> 0:28:47.880
<v Speaker 1>people to come with him. He chooses his people, they go,

0:28:48.080 --> 0:28:53.800
<v Speaker 1>they placed their movers on the helicopter tile, and one

0:28:53.840 --> 0:28:57.000
<v Speaker 1>by one everyone reveals their identities and if you have

0:28:57.040 --> 0:29:00.760
<v Speaker 1>all humans, you win game over. Great if a single

0:29:00.800 --> 0:29:04.440
<v Speaker 1>imitation makes it onto helicopter. They've made into the rest

0:29:04.480 --> 0:29:08.080
<v Speaker 1>of the world. Game over imitations when right, you've just

0:29:08.280 --> 0:29:13.680
<v Speaker 1>infected the entire world by unleashing this horrendous beast outside

0:29:13.680 --> 0:29:18.520
<v Speaker 1>of the secluded area. Yeah, and what's what's kind of fun. Um,

0:29:18.520 --> 0:29:21.280
<v Speaker 1>what's interesting is that as you clear out these sectors,

0:29:21.280 --> 0:29:24.920
<v Speaker 1>so in between each sector, uh, there's an infection phase

0:29:24.960 --> 0:29:27.880
<v Speaker 1>that happens. So you know, there can be more imitations.

0:29:28.040 --> 0:29:29.680
<v Speaker 1>So you know, somebody who started the game as a

0:29:29.760 --> 0:29:32.760
<v Speaker 1>human playing perfectly fine, Um, they may at the end

0:29:32.760 --> 0:29:36.400
<v Speaker 1>of the game being imitation. So there's there is kind

0:29:36.400 --> 0:29:38.720
<v Speaker 1>of an interesting dynamic there where you start off with

0:29:38.760 --> 0:29:40.920
<v Speaker 1>this one limitation, you end up with three, you know,

0:29:41.040 --> 0:29:43.120
<v Speaker 1>at the end of the game, and you really don't

0:29:43.120 --> 0:29:45.680
<v Speaker 1>know who's who at what point. I mean, you maybe

0:29:45.720 --> 0:29:47.640
<v Speaker 1>have built complete trust in the person next to you,

0:29:48.120 --> 0:29:51.040
<v Speaker 1>but every time a sector gets cleared, that trust just

0:29:51.320 --> 0:29:53.800
<v Speaker 1>has to vanish because you really have no idea what's

0:29:53.840 --> 0:29:57.200
<v Speaker 1>going on. And then the imitations. While the humans have

0:29:57.320 --> 0:30:00.400
<v Speaker 1>to get out with the perfect number of humans on

0:30:00.440 --> 0:30:03.440
<v Speaker 1>the helicopter, the invitations have a few ways to actually

0:30:03.440 --> 0:30:05.360
<v Speaker 1>win the game. They can't they don't just get on

0:30:05.400 --> 0:30:10.600
<v Speaker 1>the helicopter they can move this tracker up. For every

0:30:10.640 --> 0:30:14.200
<v Speaker 1>failed mission, for everything that goes terribly wrong, this tracker

0:30:14.240 --> 0:30:17.200
<v Speaker 1>moves up. And what as the tracker moves up, there

0:30:17.200 --> 0:30:20.600
<v Speaker 1>are more and more consequences to the humans. And once

0:30:20.680 --> 0:30:22.600
<v Speaker 1>that tracker moves all the way to the end, the

0:30:22.680 --> 0:30:25.960
<v Speaker 1>game's over. The invitations of one. They can destroy the base,

0:30:26.080 --> 0:30:29.560
<v Speaker 1>they can catch rooms on fire, they can absolutely you know,

0:30:29.720 --> 0:30:31.800
<v Speaker 1>make it so that there aren't enough resources to win.

0:30:31.960 --> 0:30:35.560
<v Speaker 1>So it really is kind of a it's a multi

0:30:35.760 --> 0:30:39.640
<v Speaker 1>kind of multifaceted thing where you know, as the invitations play,

0:30:39.880 --> 0:30:42.440
<v Speaker 1>some might play it, like Joe said, totally clean and

0:30:42.520 --> 0:30:44.520
<v Speaker 1>just pretend to be human and hope to get on

0:30:44.560 --> 0:30:47.040
<v Speaker 1>the helicopter by the end. But that's not always gonna

0:30:47.040 --> 0:30:49.800
<v Speaker 1>work because they haven't they haven't messed the game up

0:30:49.920 --> 0:30:52.800
<v Speaker 1>enough to really kind of make that make that work.

0:30:52.920 --> 0:30:56.560
<v Speaker 1>So you know, some imitations may play very destructive, and

0:30:56.920 --> 0:30:58.720
<v Speaker 1>you know, by the time you get through sector to

0:30:59.320 --> 0:31:02.480
<v Speaker 1>the base is most completely destroyed. So there's a there

0:31:02.320 --> 0:31:04.920
<v Speaker 1>are there are a hundred different ways to kind of

0:31:05.040 --> 0:31:07.280
<v Speaker 1>plot and out of the you know, million times I've

0:31:07.280 --> 0:31:09.720
<v Speaker 1>played the game of you know which, most of that

0:31:09.720 --> 0:31:12.480
<v Speaker 1>time of limitation, I found all these different ways to

0:31:12.520 --> 0:31:15.400
<v Speaker 1>play it, and some are really effective against some players,

0:31:15.400 --> 0:31:18.160
<v Speaker 1>some are not effective at all. It's it's it's really interesting.

0:31:18.200 --> 0:31:20.760
<v Speaker 1>There's a lot of there's a lot of dynamic there.

0:31:21.360 --> 0:31:24.200
<v Speaker 1>Unlike other games where you know it's just a quick

0:31:24.280 --> 0:31:26.880
<v Speaker 1>like pass fail and you're just trying to fail fail things,

0:31:28.040 --> 0:31:29.840
<v Speaker 1>this one's got that. There's a lot of nuance and

0:31:29.920 --> 0:31:33.600
<v Speaker 1>how this one's played. I imagine there's also a great

0:31:33.680 --> 0:31:35.880
<v Speaker 1>challenge on the part of players. Let's say that you

0:31:35.920 --> 0:31:38.480
<v Speaker 1>start off as human and you end up being imitation

0:31:38.640 --> 0:31:43.280
<v Speaker 1>after clearing out a sector. Uh, then the the the

0:31:43.360 --> 0:31:45.760
<v Speaker 1>onus is on you as the player to try and

0:31:45.800 --> 0:31:48.520
<v Speaker 1>make sure you're not playing so differently than you were

0:31:48.600 --> 0:31:52.560
<v Speaker 1>before that. Immediately everyone is keyed into what has happened

0:31:53.360 --> 0:31:56.680
<v Speaker 1>the strategy there. Yeah, if you react to anything, or

0:31:56.800 --> 0:31:58.560
<v Speaker 1>you kind of all of a sudden you're just yeah,

0:31:58.600 --> 0:32:02.200
<v Speaker 1>you're acting a little squirrelly, people are gonna instantly I

0:32:02.280 --> 0:32:04.400
<v Speaker 1>think there's something wrong with you. I mean, there's even

0:32:04.440 --> 0:32:07.200
<v Speaker 1>a there's even a deeper kind of level of play

0:32:07.240 --> 0:32:10.120
<v Speaker 1>for imitations where I played one game where I got

0:32:10.120 --> 0:32:13.520
<v Speaker 1>ahold of the Flamethrower and I was an imitation and

0:32:13.640 --> 0:32:17.800
<v Speaker 1>I actually knew who another imitation was, So I killed

0:32:17.800 --> 0:32:20.280
<v Speaker 1>the other imitation. We all voted on it. They said

0:32:20.280 --> 0:32:23.400
<v Speaker 1>I could do it. I torched another imitation. At the table,

0:32:23.400 --> 0:32:26.040
<v Speaker 1>They're gone forever. They revealed their cards. Sure enough, they're

0:32:26.040 --> 0:32:28.760
<v Speaker 1>in imitation. I had the trust of the entire table.

0:32:28.800 --> 0:32:31.640
<v Speaker 1>There was no way they believed that I was an imitation.

0:32:32.280 --> 0:32:35.320
<v Speaker 1>Sure enough, I was got out on the help helicopter.

0:32:35.400 --> 0:32:38.000
<v Speaker 1>I was voted the captain, got out of helicopter as

0:32:38.000 --> 0:32:40.320
<v Speaker 1>the captain. Uh. And that was great. It was like

0:32:40.360 --> 0:32:42.400
<v Speaker 1>the most It was super cathartic because you know, I

0:32:42.520 --> 0:32:45.840
<v Speaker 1>murdered another imitation. But that's what That's what a imitation

0:32:45.880 --> 0:32:48.720
<v Speaker 1>would do. It's all part of one organism. So why

0:32:48.080 --> 0:32:50.240
<v Speaker 1>not why not cut off an arm to be able

0:32:50.240 --> 0:32:53.280
<v Speaker 1>to get out and infect the world. Well, so, how

0:32:53.320 --> 0:32:56.760
<v Speaker 1>long did this development process take from the point where

0:32:57.200 --> 0:32:59.840
<v Speaker 1>you know, Joe, you came on board to win. It

0:33:00.120 --> 0:33:02.520
<v Speaker 1>was a game that had gone through playtesting and you

0:33:02.560 --> 0:33:05.120
<v Speaker 1>guys were feeling good about ready to go into production.

0:33:07.400 --> 0:33:13.880
<v Speaker 1>Yeah one did we start on that? Yeah? Exactly. Um,

0:33:14.000 --> 0:33:16.320
<v Speaker 1>I'd say it was probably a year and a half total.

0:33:17.040 --> 0:33:22.360
<v Speaker 1>And for design a game that's pretty quick, especially one

0:33:22.400 --> 0:33:25.440
<v Speaker 1>that has so many little complicated factors. I mean, every

0:33:25.480 --> 0:33:28.760
<v Speaker 1>individual game mechanic when you just look at it, you know,

0:33:29.000 --> 0:33:32.600
<v Speaker 1>sequestered from everything else, is fairly simple. But then you

0:33:32.640 --> 0:33:34.800
<v Speaker 1>start adding them all together, and it adds this level

0:33:34.840 --> 0:33:37.200
<v Speaker 1>of complexity where you are going to get very different

0:33:37.200 --> 0:33:40.640
<v Speaker 1>play experiences every time you go through it. So, uh,

0:33:40.960 --> 0:33:44.240
<v Speaker 1>I imagine that, you know, again playing through and making sure, oh,

0:33:44.360 --> 0:33:46.920
<v Speaker 1>did the new thing that we just added to the game,

0:33:47.120 --> 0:33:50.680
<v Speaker 1>not literally thing necessarily, but the new element we just

0:33:50.720 --> 0:33:52.840
<v Speaker 1>added to the game, did that just break the game?

0:33:53.480 --> 0:33:55.400
<v Speaker 1>I imagine there was a lot of that. For example,

0:33:55.640 --> 0:33:58.320
<v Speaker 1>you like in I know that in the game, as

0:33:58.360 --> 0:34:03.040
<v Speaker 1>in the movie, you have that that ability to test

0:34:03.760 --> 0:34:06.760
<v Speaker 1>someone like you can choose another player to test if

0:34:06.800 --> 0:34:10.279
<v Speaker 1>you have the right equipment to test their blood, and

0:34:10.280 --> 0:34:12.960
<v Speaker 1>then they have to reveal to you whether or not

0:34:13.280 --> 0:34:16.040
<v Speaker 1>they are human or imitation. But at that point of course,

0:34:16.080 --> 0:34:18.440
<v Speaker 1>then it's up to you, the person who just did

0:34:18.440 --> 0:34:21.600
<v Speaker 1>the testing, to convince everybody else that what you saw

0:34:21.760 --> 0:34:24.440
<v Speaker 1>was real or maybe not real if you are in

0:34:24.440 --> 0:34:27.319
<v Speaker 1>fact in imitation and trying to trick everybody. Uh. I

0:34:27.320 --> 0:34:29.120
<v Speaker 1>imagine that was one of those things where you you

0:34:29.160 --> 0:34:31.759
<v Speaker 1>saw that scene in the film it's iconic that moment

0:34:31.760 --> 0:34:35.200
<v Speaker 1>where they're all together and they're being forced to test

0:34:35.239 --> 0:34:38.280
<v Speaker 1>their blood to prove whether or not they are human.

0:34:39.040 --> 0:34:40.440
<v Speaker 1>I imagine that was one of those things that you

0:34:40.520 --> 0:34:42.040
<v Speaker 1>knew you had to have in the game, but at

0:34:42.040 --> 0:34:44.319
<v Speaker 1>the same time, you can't. You can't have it be

0:34:44.400 --> 0:34:46.359
<v Speaker 1>something that can happen all the time or else the

0:34:46.480 --> 0:34:50.600
<v Speaker 1>imitations are revealed immediately. So how did those considerations come about?

0:34:50.719 --> 0:34:53.600
<v Speaker 1>Was that just sort of trial and error or was

0:34:53.640 --> 0:34:57.560
<v Speaker 1>there some other approach? Oh? Yeah, lots lots and lots

0:34:57.560 --> 0:34:59.959
<v Speaker 1>of play testing, ton of help from a lot of people.

0:35:00.800 --> 0:35:05.080
<v Speaker 1>Um so that I think that started off where there

0:35:05.160 --> 0:35:08.719
<v Speaker 1>was a flamethrower in the actual supply deck cards, and

0:35:08.840 --> 0:35:11.160
<v Speaker 1>there might have been like one or two in there.

0:35:11.560 --> 0:35:14.800
<v Speaker 1>So it's originally, if you've got the flamethrower, a copper wire,

0:35:15.200 --> 0:35:18.400
<v Speaker 1>and a Petri dish, you can choose to test someone.

0:35:18.480 --> 0:35:22.160
<v Speaker 1>But that was so random. It would not happen in

0:35:22.200 --> 0:35:24.560
<v Speaker 1>a single game, and then the next game would happen

0:35:24.640 --> 0:35:28.880
<v Speaker 1>three times, and it I just like to be able

0:35:28.920 --> 0:35:33.560
<v Speaker 1>to control when something like that happens, right, Um So

0:35:33.719 --> 0:35:36.719
<v Speaker 1>that's why when we finally figured it out. Okay, the

0:35:36.719 --> 0:35:39.040
<v Speaker 1>flamethrower will just be its own thing. It'll be a tile.

0:35:39.880 --> 0:35:42.920
<v Speaker 1>And at one point all the titles were random, you know,

0:35:43.040 --> 0:35:46.120
<v Speaker 1>you could just go anywhere on the board. So again,

0:35:46.320 --> 0:35:49.840
<v Speaker 1>like it made the games vastly different and that you

0:35:49.880 --> 0:35:54.200
<v Speaker 1>couldn't really control the gameplay experience. How you know, you

0:35:54.239 --> 0:35:58.920
<v Speaker 1>wanted it to feel similar to the movie. So when

0:35:58.960 --> 0:36:01.799
<v Speaker 1>we finally figured out, okay, you have sector one, sector two,

0:36:01.840 --> 0:36:05.000
<v Speaker 1>sector three, and there will be different items and the tiles.

0:36:05.440 --> 0:36:08.040
<v Speaker 1>So that's why we put the flamethrower in sector three.

0:36:08.400 --> 0:36:11.080
<v Speaker 1>So once you get to sector three, that's pretty much

0:36:11.080 --> 0:36:13.120
<v Speaker 1>the end of the game and you have to find

0:36:13.120 --> 0:36:17.880
<v Speaker 1>a flamethrower. So we're gonna make it so people will

0:36:18.320 --> 0:36:21.600
<v Speaker 1>you know, want to use this before the game ends,

0:36:21.640 --> 0:36:24.600
<v Speaker 1>and it's the end of the game. So if someone

0:36:24.680 --> 0:36:27.960
<v Speaker 1>kind of gets revealed, that's okay because you're not kind

0:36:27.960 --> 0:36:29.880
<v Speaker 1>of just sitting around for the rest of the game,

0:36:30.000 --> 0:36:34.600
<v Speaker 1>you know, being accused or whatever. So, um, it was

0:36:34.640 --> 0:36:39.880
<v Speaker 1>all about controlling when certain things happened. Yeah, and that

0:36:40.000 --> 0:36:42.239
<v Speaker 1>was like, oh and that was actually I was gonna

0:36:42.239 --> 0:36:44.040
<v Speaker 1>say that was that was one of the most eye

0:36:44.040 --> 0:36:46.680
<v Speaker 1>opening parts of watching the development of this game, because

0:36:47.280 --> 0:36:50.200
<v Speaker 1>you know, on the on the Mondo side on this, um,

0:36:50.239 --> 0:36:52.440
<v Speaker 1>you know, I mean ro Amando now. But you know,

0:36:52.600 --> 0:36:55.319
<v Speaker 1>at the when we were doing the development, I mean

0:36:55.320 --> 0:36:57.240
<v Speaker 1>we were really responsible for the art in the design,

0:36:57.440 --> 0:37:01.759
<v Speaker 1>and Joe was you know, completely took over just doing

0:37:01.760 --> 0:37:05.319
<v Speaker 1>the game design. So our contribution would be things like, hey,

0:37:05.400 --> 0:37:07.000
<v Speaker 1>what if we did this, would this be cool? This

0:37:07.080 --> 0:37:09.040
<v Speaker 1>is from the movie. I watched the movie again last night,

0:37:09.080 --> 0:37:11.319
<v Speaker 1>Can we please do this? And you know you could

0:37:11.360 --> 0:37:14.360
<v Speaker 1>see poor Joe's head explode because it would be something

0:37:14.400 --> 0:37:17.120
<v Speaker 1>that was so mechanically difficult to put into a board game.

0:37:17.600 --> 0:37:20.920
<v Speaker 1>But there was this this moment where Joe got it

0:37:20.960 --> 0:37:24.640
<v Speaker 1>all into this, into the sectors and with the tiles

0:37:24.640 --> 0:37:26.840
<v Speaker 1>that are in the sectors and the supplies that you're afforded.

0:37:27.120 --> 0:37:30.239
<v Speaker 1>What that ended up doing is it actually became this

0:37:30.760 --> 0:37:33.759
<v Speaker 1>really really really tight narrative in a game where you

0:37:33.760 --> 0:37:35.480
<v Speaker 1>can go anywhere you want to do what you want

0:37:35.480 --> 0:37:37.839
<v Speaker 1>to do, choose who you want to choose to trust,

0:37:37.880 --> 0:37:40.840
<v Speaker 1>who you want to trust. It's it's so controlled in

0:37:40.880 --> 0:37:42.919
<v Speaker 1>the pacing. I mean, in the beginning of the game,

0:37:43.040 --> 0:37:45.560
<v Speaker 1>it's kind of it's easy and everybody's getting along and

0:37:45.600 --> 0:37:48.880
<v Speaker 1>doing just fine. By the middle of the game, all

0:37:48.920 --> 0:37:50.799
<v Speaker 1>of a sudden, you've got a rope, and you know,

0:37:50.880 --> 0:37:53.000
<v Speaker 1>you can tie somebody up to the couch for that

0:37:53.040 --> 0:37:55.680
<v Speaker 1>turn so that they don't, you know, come with you

0:37:55.719 --> 0:37:57.919
<v Speaker 1>and mess something up. So all of a sudden, there's

0:37:58.000 --> 0:38:00.319
<v Speaker 1>like that that the bigness trust starts to happen, and

0:38:00.320 --> 0:38:03.359
<v Speaker 1>then by the end it's complete chaos and everybody's yelling

0:38:03.360 --> 0:38:05.279
<v Speaker 1>at each other and somebody got a flamethrough and oh

0:38:05.280 --> 0:38:07.120
<v Speaker 1>my god, what if the thing got a flamethrower? What

0:38:07.160 --> 0:38:09.560
<v Speaker 1>are we gonna do? So there's this really kind of

0:38:09.600 --> 0:38:14.120
<v Speaker 1>neat uh, like you said, this control of the moments

0:38:14.400 --> 0:38:17.160
<v Speaker 1>that were really important, to beats that were super important

0:38:17.160 --> 0:38:20.319
<v Speaker 1>to the to the narrative there that I was. I

0:38:20.360 --> 0:38:22.280
<v Speaker 1>was really blown away once it once it all started

0:38:22.280 --> 0:38:24.799
<v Speaker 1>to come together, and every time we played it it

0:38:24.840 --> 0:38:29.040
<v Speaker 1>was different, but just as thrilling every time. Well and

0:38:29.040 --> 0:38:33.279
<v Speaker 1>and again that goes back to being evocative of the

0:38:33.920 --> 0:38:37.000
<v Speaker 1>film itself, which is all about paranoia. I mean, that's

0:38:37.200 --> 0:38:41.640
<v Speaker 1>ultimately what the thing is. It's the bit about this

0:38:41.640 --> 0:38:45.759
<v Speaker 1>this alien creature that is infecting people. That's you know,

0:38:45.840 --> 0:38:50.480
<v Speaker 1>that's the the the instigating factor. But the drama, of

0:38:50.480 --> 0:38:53.439
<v Speaker 1>course comes from all these different characters not knowing who

0:38:53.480 --> 0:38:56.799
<v Speaker 1>they can trust, and that playing out throughout the rest

0:38:56.840 --> 0:38:59.400
<v Speaker 1>of the movie to the point where even at the

0:38:59.480 --> 0:39:03.239
<v Speaker 1>very end there's some questions that remain. So it's, um,

0:39:03.320 --> 0:39:07.239
<v Speaker 1>it's fantastic to see that being incorporated into gameplay so

0:39:07.280 --> 0:39:10.960
<v Speaker 1>that you you can have that experience. If there weren't uh,

0:39:11.120 --> 0:39:14.080
<v Speaker 1>these elements that would cause players to start screaming at

0:39:14.080 --> 0:39:17.440
<v Speaker 1>each other, that you wouldn't really have the thing. Maybe

0:39:17.440 --> 0:39:20.600
<v Speaker 1>a different John Carpenter movie, maybe I don't know, Big

0:39:20.600 --> 0:39:24.400
<v Speaker 1>Trouble and Little China or something. But so you mentioned

0:39:24.840 --> 0:39:28.760
<v Speaker 1>the Mondo working on the art. I mean, obviously Mondo

0:39:28.880 --> 0:39:32.480
<v Speaker 1>is known for art design and for incredible posters and

0:39:33.400 --> 0:39:36.719
<v Speaker 1>other types of of tie ins with various types of

0:39:36.719 --> 0:39:39.560
<v Speaker 1>pop culture. What were some of the was the John

0:39:39.600 --> 0:39:42.200
<v Speaker 1>Carverter film? Was that the like the one and only

0:39:42.239 --> 0:39:44.560
<v Speaker 1>influence or were there other influences when it came to

0:39:44.600 --> 0:39:48.520
<v Speaker 1>the art design for this game. Well, it's interesting because

0:39:48.880 --> 0:39:53.319
<v Speaker 1>we we hired Justin Ericsson to to do the art

0:39:53.440 --> 0:39:56.399
<v Speaker 1>and you know, Justin is one of those artists who

0:39:56.640 --> 0:40:00.000
<v Speaker 1>he'll do he does the best stuff with large product

0:40:00.040 --> 0:40:03.480
<v Speaker 1>jicks like he he really loves to dive in and

0:40:03.520 --> 0:40:05.799
<v Speaker 1>get into the details, get into the tiny stuff. He

0:40:05.840 --> 0:40:09.160
<v Speaker 1>did this really phenomenal Batman, the animated series box set

0:40:09.200 --> 0:40:11.279
<v Speaker 1>for us, the vinyl box set that we put out,

0:40:11.840 --> 0:40:14.480
<v Speaker 1>um and it's just head to toe gorgeous. Every piece

0:40:14.480 --> 0:40:17.239
<v Speaker 1>of that is is its own piece of art. So

0:40:17.320 --> 0:40:19.360
<v Speaker 1>when we were doing our first game, I mean, it

0:40:19.400 --> 0:40:23.399
<v Speaker 1>was almost a default kind of artist selection. Who said,

0:40:23.440 --> 0:40:25.680
<v Speaker 1>Justin Rickson, that's the person that we trust right now.

0:40:25.760 --> 0:40:27.879
<v Speaker 1>We can have him do this for our first game.

0:40:27.920 --> 0:40:29.520
<v Speaker 1>We need him to do it. He'll take this thing

0:40:29.719 --> 0:40:32.080
<v Speaker 1>and go nuts with it. And so he and I

0:40:32.120 --> 0:40:36.200
<v Speaker 1>really dove in and we we looked at the not

0:40:36.280 --> 0:40:39.560
<v Speaker 1>only the aesthetic of the movie, but a lot of

0:40:39.560 --> 0:40:42.920
<v Speaker 1>it is the aesthetic of you know, what would Outpost

0:40:42.960 --> 0:40:45.799
<v Speaker 1>thirty one? What would things from Outpost thirty one look like?

0:40:46.200 --> 0:40:49.319
<v Speaker 1>Things you don't really see necessarily, like, you know, I uh,

0:40:49.680 --> 0:40:53.000
<v Speaker 1>like an operations manual, So what would it? What would

0:40:53.000 --> 0:40:56.920
<v Speaker 1>an arctic you know, kind of research station in two?

0:40:57.000 --> 0:40:59.560
<v Speaker 1>What would their ops manual look like? That's what our

0:41:00.040 --> 0:41:01.959
<v Speaker 1>manual should look like. That's what a rule book should

0:41:01.960 --> 0:41:04.800
<v Speaker 1>look like for the game. And you know what would

0:41:04.920 --> 0:41:07.279
<v Speaker 1>what would an employee file look like? There is there

0:41:07.280 --> 0:41:08.960
<v Speaker 1>anything we can add to that that would be kind

0:41:08.960 --> 0:41:11.000
<v Speaker 1>of cool. How can we do personnel files and how

0:41:11.000 --> 0:41:13.839
<v Speaker 1>do we So we were really trying to extract from

0:41:13.880 --> 0:41:17.840
<v Speaker 1>a bit of the utilitarian design that would exist in

0:41:17.960 --> 0:41:23.120
<v Speaker 1>a US Antarctic research station. You know, there's it's it's

0:41:23.160 --> 0:41:26.279
<v Speaker 1>fortunate and unfortunate. But unfortunately the film, you know, it

0:41:26.280 --> 0:41:29.560
<v Speaker 1>takes place in snow, there isn't there isn't really this

0:41:29.640 --> 0:41:32.000
<v Speaker 1>kind of lush like, you know, there's not a lot

0:41:32.040 --> 0:41:35.400
<v Speaker 1>of color other than blue and white. Um, you know,

0:41:35.680 --> 0:41:40.080
<v Speaker 1>the location itself is very unsexy. It's not it's not

0:41:40.160 --> 0:41:42.200
<v Speaker 1>some cool sci fi thing with a bunch of chrome

0:41:42.280 --> 0:41:44.759
<v Speaker 1>and all this neat stuff. It's just this really kind

0:41:44.760 --> 0:41:47.560
<v Speaker 1>of bland base. So that was one of the biggest

0:41:47.640 --> 0:41:50.279
<v Speaker 1>challenges was you know, kind of making this still look

0:41:50.400 --> 0:41:53.400
<v Speaker 1>really really cool. So diving into a lot of the

0:41:54.080 --> 0:41:57.120
<v Speaker 1>you know, let's have fun with taking real artifacts out

0:41:57.160 --> 0:41:59.520
<v Speaker 1>of this base and seeing how we would design those.

0:41:59.640 --> 0:42:02.120
<v Speaker 1>That's that's where it started to really come together, and

0:42:02.160 --> 0:42:04.360
<v Speaker 1>it you know, it feels like something from the film,

0:42:04.360 --> 0:42:08.600
<v Speaker 1>but also just feels like something very real cool. Well,

0:42:08.800 --> 0:42:12.000
<v Speaker 1>were there any elements that you were hoping to include

0:42:12.120 --> 0:42:14.760
<v Speaker 1>in the game that just didn't make it in. Maybe

0:42:14.800 --> 0:42:18.320
<v Speaker 1>there was something that just it just could not work

0:42:18.400 --> 0:42:22.520
<v Speaker 1>within the components that you had designed, or uh, something

0:42:22.520 --> 0:42:25.439
<v Speaker 1>that that you just could not really figure out how

0:42:25.480 --> 0:42:30.520
<v Speaker 1>to make that a gameplay mechanic. Joe, did you have anything? Um,

0:42:30.560 --> 0:42:32.799
<v Speaker 1>I'm trying to think. I mean, we had a ton

0:42:32.880 --> 0:42:35.520
<v Speaker 1>that was the thing. We really we threw everything at

0:42:35.560 --> 0:42:37.680
<v Speaker 1>it in the very beginning, and you know, you've got

0:42:37.680 --> 0:42:39.759
<v Speaker 1>to you have to scale back, and you've got to

0:42:39.880 --> 0:42:43.399
<v Speaker 1>you definitely need to kind of pull things away more

0:42:43.440 --> 0:42:46.080
<v Speaker 1>than add things. Um, but I don't know if there

0:42:46.120 --> 0:42:48.760
<v Speaker 1>was anything huge that we completely missed that we didn't

0:42:48.760 --> 0:42:51.920
<v Speaker 1>get to do. There is one element and that element

0:42:51.960 --> 0:42:55.399
<v Speaker 1>will be uh will be revealed as a as an

0:42:55.400 --> 0:42:59.600
<v Speaker 1>expansion to this game. So yeah, there is that. We

0:42:59.640 --> 0:43:01.799
<v Speaker 1>did have one big one um that we all just

0:43:01.840 --> 0:43:03.239
<v Speaker 1>sort of went, God, it would be so cool if

0:43:03.239 --> 0:43:06.560
<v Speaker 1>this happened, and then it was turned into no, wait,

0:43:06.640 --> 0:43:08.840
<v Speaker 1>let's just make that happen. That's cool, it's we'll do

0:43:08.880 --> 0:43:10.759
<v Speaker 1>an ad on. That's fine, we can actually do this.

0:43:11.480 --> 0:43:14.480
<v Speaker 1>But yes, aside from you know, I think everything was

0:43:14.520 --> 0:43:16.160
<v Speaker 1>in there. I mean, I honestly I can't think of

0:43:16.200 --> 0:43:20.000
<v Speaker 1>anything that we left out or just regrettably weren't able

0:43:20.040 --> 0:43:22.000
<v Speaker 1>to put in. I mean, we've been got the you know,

0:43:22.120 --> 0:43:25.359
<v Speaker 1>McCready's chess computer is a you know, is a three

0:43:25.440 --> 0:43:27.400
<v Speaker 1>D piece that you move along the tracker. I mean

0:43:27.440 --> 0:43:29.640
<v Speaker 1>it's little stuff like that where you go. Wouldn't it

0:43:29.640 --> 0:43:31.480
<v Speaker 1>be good if we could do this? And then somebody says, well,

0:43:31.480 --> 0:43:34.839
<v Speaker 1>why don't we nice? Good, Yeah, let's actually do it.

0:43:35.320 --> 0:43:37.600
<v Speaker 1>I love that all the pieces are are you know,

0:43:37.640 --> 0:43:39.560
<v Speaker 1>those are the actual characters. It's not like a little

0:43:39.600 --> 0:43:42.960
<v Speaker 1>generic marker. You've got the actual characters that you get

0:43:43.000 --> 0:43:45.960
<v Speaker 1>to play with, uh, which I mean I would have

0:43:46.000 --> 0:43:50.120
<v Speaker 1>expected that from Mondo, so totally makes sense. But uh. Yeah,

0:43:50.520 --> 0:43:53.840
<v Speaker 1>the designs that I've looked at, and full disclosure, I

0:43:53.880 --> 0:43:56.200
<v Speaker 1>haven't seen this in person. I've only I've watched a

0:43:56.200 --> 0:43:58.080
<v Speaker 1>lot of videos and looked at a lot of art.

0:43:58.520 --> 0:44:02.000
<v Speaker 1>Uh and uh, I love the design. Also, I feel

0:44:02.400 --> 0:44:05.600
<v Speaker 1>very very strongly as a John Carpenter fan, that if

0:44:05.640 --> 0:44:08.080
<v Speaker 1>you are to play this game, especially for the first time,

0:44:08.120 --> 0:44:13.280
<v Speaker 1>you need to have just that that synth soundtrack playing

0:44:13.320 --> 0:44:17.160
<v Speaker 1>in the background. Absolutely, yeah, you really do. Um And

0:44:17.239 --> 0:44:19.000
<v Speaker 1>to give it to give a shout out to uh

0:44:19.080 --> 0:44:21.879
<v Speaker 1>one of our partners out there, Waxwork Records actually put

0:44:21.880 --> 0:44:25.400
<v Speaker 1>out The Thing on vinyl and it's a stellar release.

0:44:25.560 --> 0:44:28.000
<v Speaker 1>So when you go out and buy your Thing board game,

0:44:28.280 --> 0:44:30.800
<v Speaker 1>please make it a point to get the John Carpenter's

0:44:30.840 --> 0:44:36.680
<v Speaker 1>The Thing on vinyl to listen to it alongside. Absolutely. Yeah,

0:44:36.760 --> 0:44:39.759
<v Speaker 1>Justin Ericson actually did Dark as well. Yeah, this was

0:44:39.800 --> 0:44:42.680
<v Speaker 1>a great kind of crossover. We had no idea, you know,

0:44:42.680 --> 0:44:45.040
<v Speaker 1>because we don't it's not like we share what we're

0:44:45.040 --> 0:44:48.840
<v Speaker 1>working on behind the scenes with everybody. But yeah, when, um,

0:44:49.040 --> 0:44:51.839
<v Speaker 1>when Waxwork announced that they had that they were doing

0:44:51.880 --> 0:44:54.399
<v Speaker 1>the Thing and they showed the fantastic artwork and it's

0:44:54.440 --> 0:44:58.200
<v Speaker 1>really cool package design. I called Ericson and I was like,

0:44:58.239 --> 0:45:00.000
<v Speaker 1>how in the world were you working on the same

0:45:00.120 --> 0:45:02.239
<v Speaker 1>property at the same time for two different companies And

0:45:02.280 --> 0:45:04.960
<v Speaker 1>you said nothing, And that guy is just's he's a

0:45:05.080 --> 0:45:07.680
<v Speaker 1>he's a total h he's a total pro. And he said, no,

0:45:07.800 --> 0:45:09.319
<v Speaker 1>it was cool. It was really good. I got to

0:45:09.400 --> 0:45:12.640
<v Speaker 1>just do two completely different ideas for the same movie.

0:45:12.680 --> 0:45:15.319
<v Speaker 1>But yeah, Ericson was in Thingville for a long time there.

0:45:15.960 --> 0:45:20.120
<v Speaker 1>That's fantastic. Guys, Jay and Joe, thank you so much

0:45:20.239 --> 0:45:23.040
<v Speaker 1>for joining me on the show and talking about this

0:45:23.040 --> 0:45:25.719
<v Speaker 1>this project. I look forward to playing it. I've got

0:45:25.719 --> 0:45:27.560
<v Speaker 1>a lot of friends who are big into board games.

0:45:27.560 --> 0:45:31.920
<v Speaker 1>They're also colossal geeks like myself. I say that with

0:45:32.080 --> 0:45:35.680
<v Speaker 1>love that we we love games, we love pop culture,

0:45:35.719 --> 0:45:38.680
<v Speaker 1>and uh, there's more than a few like die hard

0:45:38.760 --> 0:45:41.279
<v Speaker 1>John Carpenter fans. Also, more than a few of them

0:45:41.320 --> 0:45:42.920
<v Speaker 1>here at How Stuff Works. Two of them are in

0:45:42.960 --> 0:45:46.080
<v Speaker 1>this very room that I'm sitting in. So uh so

0:45:46.360 --> 0:45:48.279
<v Speaker 1>this is this is definitely the game that's made for

0:45:48.360 --> 0:45:51.520
<v Speaker 1>folks like myself. If people want to pick up a

0:45:51.520 --> 0:45:54.279
<v Speaker 1>copy of the thing, where would they go? So it's

0:45:54.360 --> 0:45:57.920
<v Speaker 1>arriving right now actually on local game store shelves. Um,

0:45:58.000 --> 0:46:00.680
<v Speaker 1>so we've got it's everything has come in and it's

0:46:00.760 --> 0:46:03.759
<v Speaker 1>just making its way out to shelves now. Um we

0:46:03.800 --> 0:46:08.600
<v Speaker 1>will have our Mondo Edition of this game. And that's uh,

0:46:08.920 --> 0:46:12.040
<v Speaker 1>that's the special edition of it. It's limited to one

0:46:12.640 --> 0:46:16.040
<v Speaker 1>two copies. Um, it's got different box are a slip case,

0:46:16.280 --> 0:46:20.640
<v Speaker 1>some additional pieces and some some goodies inside that will

0:46:20.640 --> 0:46:24.360
<v Speaker 1>be available for the first time at Mondo Con next weekend,

0:46:24.560 --> 0:46:27.720
<v Speaker 1>and then whatever we have left over from that we'll

0:46:27.719 --> 0:46:30.880
<v Speaker 1>put online shortly after. But right now, you can you know,

0:46:30.960 --> 0:46:35.000
<v Speaker 1>call your local game store and go pick it up. Sweet. Well, guys,

0:46:35.040 --> 0:46:38.000
<v Speaker 1>thank you so much for joining the show. Yeah, thank

0:46:38.040 --> 0:46:41.040
<v Speaker 1>you very much, and then we'll take another quick break

0:46:41.160 --> 0:46:54.719
<v Speaker 1>to thank our sponsor. Thanks again to Jay and Joe

0:46:54.760 --> 0:46:56.719
<v Speaker 1>for joining our show to talk about their work on

0:46:56.760 --> 0:46:59.200
<v Speaker 1>the game. Now, as you heard, figuring out exactly how

0:46:59.200 --> 0:47:02.200
<v Speaker 1>to create a game be challenging. One thing that really

0:47:02.280 --> 0:47:04.919
<v Speaker 1>helps is having a specific theme in mind. In this case,

0:47:05.080 --> 0:47:08.560
<v Speaker 1>Mondo wanted to capture that feeling of paranoia and isolation

0:47:08.600 --> 0:47:11.799
<v Speaker 1>that defines the thing. Now, that can help a great

0:47:11.840 --> 0:47:14.200
<v Speaker 1>deal when you're working on the game mechanics. Anything that

0:47:14.239 --> 0:47:17.840
<v Speaker 1>contributes to that feeling and allows players to progress or

0:47:17.880 --> 0:47:22.279
<v Speaker 1>perhaps encounter setbacks is a potential keeper. Anything that detracts

0:47:22.280 --> 0:47:25.279
<v Speaker 1>from that experience needs to be tweaked or tossed. So

0:47:25.360 --> 0:47:27.120
<v Speaker 1>let's say you decide you want you want to make

0:47:27.160 --> 0:47:29.920
<v Speaker 1>a game. You've you've got the itch. You're like thinking,

0:47:29.960 --> 0:47:31.759
<v Speaker 1>I've got a great idea for a game. How would

0:47:31.760 --> 0:47:35.400
<v Speaker 1>you go about doing this? Well, one thing I recommend

0:47:35.520 --> 0:47:38.799
<v Speaker 1>is looking up an article written by David Silverman, and

0:47:38.840 --> 0:47:42.240
<v Speaker 1>that article is titled how to learn Board Game Design

0:47:42.360 --> 0:47:45.480
<v Speaker 1>and Development. If you google David Silverman and how to

0:47:45.600 --> 0:47:48.000
<v Speaker 1>learn board game design and development. It will pop right up.

0:47:48.480 --> 0:47:50.560
<v Speaker 1>That article has got some great tips in it. I'm

0:47:50.600 --> 0:47:52.920
<v Speaker 1>going to share a few here, but it really do

0:47:53.040 --> 0:47:55.120
<v Speaker 1>suggest you check out the full article to learn more,

0:47:55.120 --> 0:47:57.200
<v Speaker 1>because I'm just going to kind of highlight some stuff

0:47:57.200 --> 0:48:00.719
<v Speaker 1>that Mr Silverman points out in his article how One

0:48:00.840 --> 0:48:03.279
<v Speaker 1>tip is to do something similar to what the guys

0:48:03.280 --> 0:48:05.239
<v Speaker 1>at Mondo did, which is to pick a theme for

0:48:05.280 --> 0:48:08.000
<v Speaker 1>your game and use that theme to help determine which

0:48:08.080 --> 0:48:11.719
<v Speaker 1>game mechanics should be included. In the case of the Thing,

0:48:11.800 --> 0:48:13.839
<v Speaker 1>the designers knew they need to have an element of

0:48:13.880 --> 0:48:17.440
<v Speaker 1>distrust and suspicion built right into the game mechanics, and

0:48:17.480 --> 0:48:20.759
<v Speaker 1>having one player secretly working at cross purposes against all

0:48:20.760 --> 0:48:25.080
<v Speaker 1>the others does the trick nicely. Silverman also suggests that

0:48:25.200 --> 0:48:27.640
<v Speaker 1>you look at some games that you really enjoy playing

0:48:28.120 --> 0:48:31.400
<v Speaker 1>and then at that point either add in new mechanics

0:48:31.520 --> 0:48:35.719
<v Speaker 1>or try removing certain existing mechanics from that game and

0:48:35.760 --> 0:48:38.360
<v Speaker 1>see how that affects the gameplay of the game. This

0:48:38.440 --> 0:48:42.680
<v Speaker 1>helps you understand which gameplay mechanic elements are critical to

0:48:42.760 --> 0:48:46.120
<v Speaker 1>making it work and how they fit together. So it's

0:48:46.200 --> 0:48:49.839
<v Speaker 1>kind of playing through experience and learning how these game

0:48:49.840 --> 0:48:54.120
<v Speaker 1>mechanics actually affect gameplay. Again, taking the Thing as an example,

0:48:54.320 --> 0:48:57.120
<v Speaker 1>we can look at an identity game like Werewolf and

0:48:57.160 --> 0:48:59.279
<v Speaker 1>see how that applies. So let's say we take the

0:48:59.280 --> 0:49:01.520
<v Speaker 1>game Werewolf and we say, how could we adapt this

0:49:02.040 --> 0:49:04.120
<v Speaker 1>to make it the Thing. Well, for those of you

0:49:04.120 --> 0:49:06.279
<v Speaker 1>who do not know what Werewolf is, the game is

0:49:06.320 --> 0:49:09.560
<v Speaker 1>pretty simple. It's played with a group of people. You

0:49:09.600 --> 0:49:13.279
<v Speaker 1>typically have a moderator who is kind of judging what's

0:49:13.320 --> 0:49:15.799
<v Speaker 1>happening and watching what's happening at the entire time, and

0:49:15.840 --> 0:49:18.480
<v Speaker 1>then everyone else is a player. Uh. You usually want

0:49:18.480 --> 0:49:22.160
<v Speaker 1>to have around seven players or more. Odd number is

0:49:22.239 --> 0:49:26.080
<v Speaker 1>better than an even number. Typically, within that group of players,

0:49:26.160 --> 0:49:29.399
<v Speaker 1>one or more of the people are designated as werewolves

0:49:29.680 --> 0:49:32.680
<v Speaker 1>and the other players are villagers, and they don't know

0:49:32.880 --> 0:49:36.120
<v Speaker 1>who is a werewolf versus who is a villager. The

0:49:36.200 --> 0:49:40.440
<v Speaker 1>game has two major segments to each turn. There's a

0:49:40.560 --> 0:49:45.080
<v Speaker 1>nighttime segment and a daytime segment. Let's take daytime first.

0:49:45.160 --> 0:49:48.400
<v Speaker 1>During the daytime, the players, all the players, the villagers,

0:49:48.400 --> 0:49:51.040
<v Speaker 1>and the werewolves included, and remember the villagers don't know

0:49:51.080 --> 0:49:54.040
<v Speaker 1>who is a werewolf. They all try to suss out

0:49:54.239 --> 0:49:56.839
<v Speaker 1>who amongst them is a werewolf. The people who are

0:49:56.880 --> 0:50:00.960
<v Speaker 1>werewolves are obviously trying to push suspect away from them

0:50:00.960 --> 0:50:05.600
<v Speaker 1>and toward innocent players. At the end of the day turn,

0:50:06.080 --> 0:50:08.760
<v Speaker 1>they can vote to put someone to death, upon which

0:50:09.239 --> 0:50:11.360
<v Speaker 1>that person who has put to death would reveal his

0:50:11.480 --> 0:50:13.799
<v Speaker 1>or her identity and reveal whether or not they were

0:50:13.800 --> 0:50:16.160
<v Speaker 1>a werewolf. Or you could also just try and gather

0:50:16.239 --> 0:50:19.480
<v Speaker 1>information and wait to see what happens at the night turn.

0:50:20.280 --> 0:50:22.920
<v Speaker 1>So at night, including the very first turn of the game,

0:50:23.280 --> 0:50:25.480
<v Speaker 1>the werewolves are allowed to make their move. So at

0:50:25.480 --> 0:50:28.600
<v Speaker 1>the first turn, everyone is supposed to close their eyes

0:50:28.640 --> 0:50:31.440
<v Speaker 1>and the moderator says, werewolves, open your eyes, and the

0:50:31.440 --> 0:50:34.439
<v Speaker 1>werewolves can all look at it around and see who

0:50:34.440 --> 0:50:37.400
<v Speaker 1>else as their eyes open, and thus identify one another

0:50:38.040 --> 0:50:42.400
<v Speaker 1>on that first turn. Then they decide which innocent villager

0:50:42.440 --> 0:50:46.480
<v Speaker 1>they want to eliminate that evening, and assuming that villager

0:50:46.600 --> 0:50:49.800
<v Speaker 1>is not saved by someone else's actions during the night turn,

0:50:50.640 --> 0:50:54.200
<v Speaker 1>that person is dead come morning, and then the villagers

0:50:54.239 --> 0:50:55.880
<v Speaker 1>have to try and figure out who is the werewolf.

0:50:56.080 --> 0:50:59.560
<v Speaker 1>There are some special villager types that can actually save someone,

0:50:59.600 --> 0:51:03.360
<v Speaker 1>but they have to do it without really knowing who

0:51:03.520 --> 0:51:06.680
<v Speaker 1>they're who they should, you know, protect so there's a

0:51:06.760 --> 0:51:09.840
<v Speaker 1>character type called the doctor, and the doctor can heal

0:51:10.800 --> 0:51:15.239
<v Speaker 1>one person per night, and after the werewolf after their

0:51:15.239 --> 0:51:17.800
<v Speaker 1>turn is over and they close their eyes, the moderator

0:51:17.800 --> 0:51:20.920
<v Speaker 1>would say, all right, doctor, open your eyes, and whoever

0:51:21.040 --> 0:51:22.880
<v Speaker 1>is playing the doctor would open his or her eyes

0:51:23.280 --> 0:51:27.040
<v Speaker 1>pick someone in the group to save, and if they're lucky,

0:51:27.160 --> 0:51:30.279
<v Speaker 1>they're saving the person that the werewolves have attacked. And

0:51:30.320 --> 0:51:32.680
<v Speaker 1>then the doctor closes his or her eyes. And then

0:51:32.680 --> 0:51:36.000
<v Speaker 1>there's one last character called the Seer, and the Seer

0:51:36.160 --> 0:51:39.319
<v Speaker 1>is able to point at any other character and look

0:51:39.320 --> 0:51:41.480
<v Speaker 1>at the moderator, and the moderator essentially gives a thumbs

0:51:41.560 --> 0:51:43.239
<v Speaker 1>up saying yes, that person is a werewolf, or a

0:51:43.239 --> 0:51:45.200
<v Speaker 1>thumbs down saying no, that person is not a werewolf.

0:51:46.160 --> 0:51:48.759
<v Speaker 1>Play continues, So the werewolves their goal. They want to

0:51:48.840 --> 0:51:50.919
<v Speaker 1>try and eliminate the Seer and the doctor as early

0:51:50.960 --> 0:51:53.960
<v Speaker 1>as possible so that the villagers don't have any protection.

0:51:54.320 --> 0:51:57.359
<v Speaker 1>The villagers obviously want to identify the werewolves, and it's

0:51:57.440 --> 0:51:59.839
<v Speaker 1>during the daytime when everyone gets to accuse everybody else

0:51:59.880 --> 0:52:03.080
<v Speaker 1>in try the werewolves trying to capitalize on that paranoia

0:52:03.120 --> 0:52:06.960
<v Speaker 1>and suspicion. Very similar gameplay element that would play out

0:52:07.000 --> 0:52:09.880
<v Speaker 1>in the Thing, although obviously in the board game of

0:52:09.880 --> 0:52:12.799
<v Speaker 1>the Thing they tweaked this gameplay element quite a bit

0:52:13.200 --> 0:52:15.480
<v Speaker 1>and they add a lot more to it. But it's

0:52:15.520 --> 0:52:17.839
<v Speaker 1>kind of taking that approach that Silverman said. You take

0:52:17.880 --> 0:52:21.040
<v Speaker 1>this game element that you find really compelling, and then

0:52:21.080 --> 0:52:22.840
<v Speaker 1>you say, all right, well, how can I use this

0:52:23.000 --> 0:52:25.560
<v Speaker 1>same sort of idea but in a new transformative way,

0:52:25.600 --> 0:52:28.160
<v Speaker 1>so I'm not just treading the same ground someone else

0:52:28.160 --> 0:52:30.359
<v Speaker 1>has already done. And of course even in where Wolf

0:52:30.400 --> 0:52:33.440
<v Speaker 1>there are more advanced rules, there's some other special types

0:52:33.480 --> 0:52:36.879
<v Speaker 1>of villagers have been added into variations of Werewolf, and

0:52:37.080 --> 0:52:39.120
<v Speaker 1>just like that, you could see the same sort of

0:52:39.800 --> 0:52:43.400
<v Speaker 1>complexity creeping into the Thing, although again the Thing adds

0:52:43.440 --> 0:52:46.080
<v Speaker 1>even more elements with rooms and missions and things like

0:52:46.120 --> 0:52:49.960
<v Speaker 1>that that are not in Werewolf at all. Um with

0:52:50.080 --> 0:52:53.000
<v Speaker 1>the way things unfolding the Thing game, it's probably a

0:52:53.040 --> 0:52:56.080
<v Speaker 1>good idea to avoid having all of the impostors know

0:52:56.239 --> 0:52:59.360
<v Speaker 1>for certain which other players are bad guys. So in

0:52:59.440 --> 0:53:02.520
<v Speaker 1>were Wolf, all the werewolves know who is a werewolf

0:53:02.520 --> 0:53:06.640
<v Speaker 1>and who isn't. And the Thing, the the impostors, the

0:53:06.640 --> 0:53:09.959
<v Speaker 1>the actual aliens that are posing as human, they don't

0:53:10.000 --> 0:53:13.000
<v Speaker 1>know who any you know, they don't know if there

0:53:13.040 --> 0:53:15.920
<v Speaker 1>are any other impostors there. They don't know the identity

0:53:16.000 --> 0:53:19.240
<v Speaker 1>of them. They're working without that knowledge. But that's probably

0:53:19.239 --> 0:53:21.279
<v Speaker 1>a good idea because they already have a lot of

0:53:21.320 --> 0:53:24.760
<v Speaker 1>advantages over the human players. There are so many different

0:53:24.760 --> 0:53:26.880
<v Speaker 1>steps the humans have to take in order to score

0:53:26.920 --> 0:53:29.480
<v Speaker 1>a win, so adding even more challenge with a united

0:53:29.600 --> 0:53:33.120
<v Speaker 1>enemy might make the game all but impossible for the humans.

0:53:33.120 --> 0:53:36.839
<v Speaker 1>So Silverman suggests a game designers should also write down

0:53:36.880 --> 0:53:39.680
<v Speaker 1>all their ideas for the game, including notes that this

0:53:40.360 --> 0:53:43.960
<v Speaker 1>described the intent for those ideas. So, for example, if

0:53:43.960 --> 0:53:45.640
<v Speaker 1>you were to say that you know, you can't allow

0:53:45.680 --> 0:53:48.600
<v Speaker 1>people to just leave the confines of the board, the

0:53:48.719 --> 0:53:50.960
<v Speaker 1>intent of that rule might be that you want to

0:53:51.040 --> 0:53:53.840
<v Speaker 1>keep that sense of confinement in the game, And it

0:53:53.880 --> 0:53:56.520
<v Speaker 1>may turn out later on in development that you want

0:53:56.560 --> 0:53:58.560
<v Speaker 1>to change the game design, but you still want to

0:53:58.600 --> 0:54:00.600
<v Speaker 1>stay true to the intent. You don't want people to

0:54:00.600 --> 0:54:04.120
<v Speaker 1>feel confined, But you perhaps have found a different way

0:54:04.160 --> 0:54:07.520
<v Speaker 1>to be true to that intent that works better for

0:54:07.560 --> 0:54:09.719
<v Speaker 1>the game as a game mechanic, and that's a good thing.

0:54:10.440 --> 0:54:13.080
<v Speaker 1>So that's something you actually want to strive for. Some

0:54:13.160 --> 0:54:14.640
<v Speaker 1>of the other things you'll need to think about will

0:54:14.680 --> 0:54:17.359
<v Speaker 1>be pretty basics, such as how many people should be

0:54:17.400 --> 0:54:19.839
<v Speaker 1>involved in a play session. It's often best to aim

0:54:19.880 --> 0:54:21.680
<v Speaker 1>for a range of players, because if you create a

0:54:21.680 --> 0:54:23.840
<v Speaker 1>game that has to be played with a specific number,

0:54:24.520 --> 0:54:26.400
<v Speaker 1>that limits your audience, and it can also lead to

0:54:26.520 --> 0:54:28.719
<v Speaker 1>very frustrating experiences, like if you're at a party and

0:54:28.760 --> 0:54:31.040
<v Speaker 1>you realize, oh, this game is for four players and

0:54:31.080 --> 0:54:33.720
<v Speaker 1>we have five people, someone has to sit out. Figuring

0:54:33.719 --> 0:54:36.520
<v Speaker 1>out how players act, how they are meant to interact

0:54:36.560 --> 0:54:38.360
<v Speaker 1>with one another, and how long the game should be

0:54:38.400 --> 0:54:41.759
<v Speaker 1>are also basic questions that are worth asking, you know. Um,

0:54:42.280 --> 0:54:44.440
<v Speaker 1>keep in mind that players can and will choose to

0:54:44.440 --> 0:54:47.120
<v Speaker 1>do things that you didn't anticipate. So it's your job

0:54:47.120 --> 0:54:50.400
<v Speaker 1>as game designer to create the framework within which players

0:54:50.400 --> 0:54:53.480
<v Speaker 1>can enjoy the game. That might include creating some strict rules,

0:54:53.880 --> 0:54:56.759
<v Speaker 1>perhaps even some rules that some players might think are

0:54:56.880 --> 0:55:00.360
<v Speaker 1>arbitrarily restrictive. But if you leave a game's rules super

0:55:00.400 --> 0:55:02.759
<v Speaker 1>open and flexible, that puts so much more pressure on

0:55:02.800 --> 0:55:05.480
<v Speaker 1>everyone who's playing the game to keep things working properly,

0:55:05.840 --> 0:55:08.040
<v Speaker 1>and it can lead to a lot of ambiguous game events,

0:55:08.040 --> 0:55:11.360
<v Speaker 1>which is not terribly satisfying. You might feel the temptation

0:55:11.840 --> 0:55:14.880
<v Speaker 1>to make your game incredibly complicated and rich with detail.

0:55:15.280 --> 0:55:17.920
<v Speaker 1>That's not necessarily a bad thing. You may want it

0:55:17.960 --> 0:55:20.799
<v Speaker 1>so that the feeling is more closely aligned to what

0:55:20.880 --> 0:55:23.040
<v Speaker 1>you had in mind when you came up with the concept.

0:55:23.360 --> 0:55:26.799
<v Speaker 1>Let's say it's a weird fiction game that's set in

0:55:26.840 --> 0:55:29.960
<v Speaker 1>a Cathulu like universe. There might be a lot of

0:55:30.000 --> 0:55:33.960
<v Speaker 1>complex rules to dictate how characters interact with that world.

0:55:34.360 --> 0:55:37.760
<v Speaker 1>But complexity also adds in a tougher learning curve for players,

0:55:38.040 --> 0:55:40.279
<v Speaker 1>and it can end up being too restrictive and frustrating

0:55:40.280 --> 0:55:43.640
<v Speaker 1>if it's not dealt with properly. Silverman actually suggests simplifying

0:55:43.680 --> 0:55:46.719
<v Speaker 1>your game as you develop it, streamlining elements so that

0:55:46.760 --> 0:55:48.839
<v Speaker 1>you end up with the most important and fun game

0:55:48.880 --> 0:55:52.000
<v Speaker 1>mechanics and you toss aside anything that's laborious or detracts

0:55:52.040 --> 0:55:55.000
<v Speaker 1>from the feel of the game. Silverman also suggests that

0:55:55.040 --> 0:55:58.040
<v Speaker 1>you go easy on the prototypes, so when you're making

0:55:58.040 --> 0:56:01.560
<v Speaker 1>your first prototype game, don't go all out. Make sure

0:56:01.600 --> 0:56:05.160
<v Speaker 1>you create items that will represent the actual game mechanics.

0:56:05.200 --> 0:56:07.799
<v Speaker 1>You do want to have those things there, but don't

0:56:07.800 --> 0:56:10.359
<v Speaker 1>spend too much time on designs when there's the very

0:56:10.400 --> 0:56:13.320
<v Speaker 1>real possibility that you'll need to do revisions and perhaps

0:56:13.360 --> 0:56:16.719
<v Speaker 1>even extensive revisions when you're ready to make the next iteration.

0:56:17.239 --> 0:56:20.680
<v Speaker 1>If you spend hours and hours meticulously designing game tiles

0:56:20.719 --> 0:56:23.359
<v Speaker 1>like you're illustrating them and they look beautiful, and you've

0:56:23.400 --> 0:56:25.920
<v Speaker 1>done all the sketches and the color and all of that,

0:56:26.040 --> 0:56:28.360
<v Speaker 1>and then you find out the tile system you created

0:56:28.480 --> 0:56:31.399
<v Speaker 1>isn't much fun, well, that was a lot of time

0:56:31.440 --> 0:56:33.359
<v Speaker 1>you could have spent on other elements of the game,

0:56:33.600 --> 0:56:36.520
<v Speaker 1>and it's time you're not going to get back. Playtesting

0:56:36.560 --> 0:56:39.040
<v Speaker 1>is also obviously a very big part of this process.

0:56:39.080 --> 0:56:41.399
<v Speaker 1>Sometimes you just can't tell how well a mechanic will

0:56:41.400 --> 0:56:43.400
<v Speaker 1>hold up until you see it put in use by

0:56:43.440 --> 0:56:46.320
<v Speaker 1>real players, and it really is easy for one additional

0:56:46.400 --> 0:56:48.880
<v Speaker 1>element to mess up something that had been part of

0:56:48.920 --> 0:56:52.240
<v Speaker 1>the game's design from the very beginning. Q A testers

0:56:52.239 --> 0:56:54.760
<v Speaker 1>are familiar with the idea that with every new feature

0:56:54.840 --> 0:56:56.680
<v Speaker 1>you have the potential to break a lot of the

0:56:56.680 --> 0:56:59.520
<v Speaker 1>old ones. This is also true with board games, just

0:56:59.560 --> 0:57:03.360
<v Speaker 1>as it is with websites and other things, So something

0:57:03.360 --> 0:57:06.520
<v Speaker 1>that seemed like a great idea after a playtest session

0:57:06.600 --> 0:57:08.960
<v Speaker 1>might turn out to be a game breaking device when

0:57:08.960 --> 0:57:12.120
<v Speaker 1>you put it into practice. Playtesting also helps you identify

0:57:12.239 --> 0:57:14.680
<v Speaker 1>the features that are working and the ones that are not.

0:57:15.400 --> 0:57:18.920
<v Speaker 1>Silverman also recommends recording playtest sessions so that you can

0:57:19.040 --> 0:57:22.600
<v Speaker 1>reference specific times when something important happens during a game.

0:57:22.840 --> 0:57:25.240
<v Speaker 1>It might be something that's good and you'll want to

0:57:25.280 --> 0:57:27.920
<v Speaker 1>figure out how to make that more important and prominent

0:57:27.960 --> 0:57:29.360
<v Speaker 1>in the game. You might think, well, this was a

0:57:29.400 --> 0:57:32.280
<v Speaker 1>really special moment. I want to make sure that this

0:57:32.320 --> 0:57:36.120
<v Speaker 1>special moment happens more frequently, not so frequently as to

0:57:36.200 --> 0:57:40.600
<v Speaker 1>lose its special ness, but to happen enough so that

0:57:40.640 --> 0:57:43.080
<v Speaker 1>it's not you know, a once in a million kind

0:57:43.080 --> 0:57:47.120
<v Speaker 1>of chance. Or maybe that a playtesting session leads to

0:57:47.200 --> 0:57:49.760
<v Speaker 1>questions that don't have answers yet and you realize, oh,

0:57:49.800 --> 0:57:52.720
<v Speaker 1>I need to address this. Recording the sessions really makes

0:57:52.720 --> 0:57:55.120
<v Speaker 1>it a lot easier to focus on the important aspects.

0:57:55.960 --> 0:57:58.600
<v Speaker 1>Silverman also walks you through how to get a game published,

0:57:59.000 --> 0:58:02.520
<v Speaker 1>whether it's self publication or otherwise. Now, I feel that

0:58:02.640 --> 0:58:05.240
<v Speaker 1>goes beyond the scope of what I'm trying to do here,

0:58:05.320 --> 0:58:09.640
<v Speaker 1>so again I recommend you go find David Silverman's article again.

0:58:09.680 --> 0:58:12.960
<v Speaker 1>It's titled how to learn Board Game Design and Development.

0:58:13.320 --> 0:58:15.800
<v Speaker 1>It's quite well written and has a lot more information

0:58:15.800 --> 0:58:18.680
<v Speaker 1>on the subject there. I do not know David Silverman,

0:58:19.120 --> 0:58:22.120
<v Speaker 1>I have no connection with him at all, but I

0:58:22.160 --> 0:58:25.160
<v Speaker 1>really did like the article quite a bit. Games, I

0:58:25.200 --> 0:58:28.200
<v Speaker 1>feel are experiencing a real surge in popularity these days.

0:58:28.200 --> 0:58:31.280
<v Speaker 1>It's been happening over the last several years. Particularly games

0:58:31.280 --> 0:58:33.360
<v Speaker 1>that bring people together in the same place at the

0:58:33.400 --> 0:58:36.280
<v Speaker 1>same time, so board games and card games. And even

0:58:36.320 --> 0:58:40.000
<v Speaker 1>if you have no intention of ever making a game yourself,

0:58:40.360 --> 0:58:42.200
<v Speaker 1>I think it's pretty fascinating to look at all the

0:58:42.280 --> 0:58:45.000
<v Speaker 1>things that go into making a game come together and

0:58:45.040 --> 0:58:47.960
<v Speaker 1>to make it work. And I hope you enjoyed this episode,

0:58:47.960 --> 0:58:51.200
<v Speaker 1>whether you're an avid gamer, a casual game player, maybe

0:58:51.200 --> 0:58:53.320
<v Speaker 1>you're a game developer, or maybe you really never gave

0:58:53.360 --> 0:58:56.040
<v Speaker 1>the subject much thought before. I want to thank Joe

0:58:56.040 --> 0:58:58.640
<v Speaker 1>and j from Mondo again for taking the time to

0:58:58.760 --> 0:59:02.280
<v Speaker 1>chat with me. Mondo may some really cool stuff, including

0:59:02.320 --> 0:59:04.560
<v Speaker 1>some killer posters that I love to collect, so you

0:59:04.560 --> 0:59:06.880
<v Speaker 1>should go and check them out. If you have any

0:59:06.920 --> 0:59:10.800
<v Speaker 1>suggestions for future episodes of tech Stuff, whether it's a company,

0:59:10.880 --> 0:59:13.600
<v Speaker 1>a technology, a person. Maybe there's someone you want me

0:59:13.640 --> 0:59:16.160
<v Speaker 1>to have on as either a guest to interview or

0:59:16.200 --> 0:59:19.280
<v Speaker 1>a guest co host, let me know send me a message.

0:59:19.360 --> 0:59:22.400
<v Speaker 1>The email address is tech Stuff at how stuff works

0:59:22.440 --> 0:59:24.600
<v Speaker 1>dot com, or you can drop me a line on

0:59:24.600 --> 0:59:26.920
<v Speaker 1>Facebook or Twitter. The handle of both of those is

0:59:27.000 --> 0:59:30.920
<v Speaker 1>text stuff hs W. Remember I record episodes live on

0:59:31.000 --> 0:59:34.920
<v Speaker 1>Wednesdays and Friday's on twitch dot tv slash tech Stuff.

0:59:35.200 --> 0:59:37.160
<v Speaker 1>Just go to that link and you can find the

0:59:37.240 --> 0:59:40.120
<v Speaker 1>schedule there. I hope to see you in the chat room.

0:59:40.160 --> 0:59:42.600
<v Speaker 1>I always like to chat with you people whenever I

0:59:42.680 --> 0:59:46.160
<v Speaker 1>have ad brakes and and before and after shows. So

0:59:46.560 --> 0:59:48.400
<v Speaker 1>hope to see you there and I'll talk to you

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<v Speaker 1>again really soon. For more on this and thousands of

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<v Speaker 1>other topics because it hou stoff works dot com. Wond