Three Development Sessions

I was just on a walk and I began thinking about the three types of sessions I have developing my game. Two of these are obvious, but one isn't, so I thought it might be useful to others to discuss how I go about developing games.

Session One: Discuss the Game

This session requires at least one other person. If you have a co-designer, or development friend, this is great. I discuss my games almost daily with Josh or Antonio, and it is a constant aid.

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Identifying Opportunity

A good way to begin a design is to identify a way to improve an established game. This is more or less the Blizzard strategy and it's worked fairly well for them. Sometimes, this isn't just a way to provide something new, but it's an essential approach to enter the market at all. I'm thinking specifically of the living card games ecosystem.

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Living in Abstraction

So, I made an abstract?

I bought Onitama a week or so ago out of sheer curiosity. It looks simple, neat, and it's a beautiful production. Just stunning. The game comes in a neat rectangular box with a magnetic clasp. The board is a beautifully illustrated mouse pad, basically. The pieces are thick, stocky plastic, with nice cards. Just a nice, elegant product.

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Daydreaming

Post by: Grant Rodiek

I find myself daydreaming a great deal lately, because I wish I paid my bills by writing rules, designing, and developing tabletop games. Those who know anything about the industry know that is a mostly ludicrous daydream, which is why the dream aspect of it is apt.

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The Martian Empire Patch

My development partner and life troll, Joshua Buergel, finally played Martian Empire this weekend. This means he's able to chime in on the game and help as a developer. Woo! Some good things came about, including the fact that his group didn't hate it, one clearly grasped the Dune vibe, and had some bones to pick.

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Hyperbole Road Map

I am constantly thinking about the future of Hyperbole Games. As you saw in the 2015 Annual Report, I am in the midst of phase 1, which is a 3-5 year plan. The focus of this is establishing a brand and releasing good, solid games designed by me, me and Josh, or Josh.

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A Moment of Understanding

I have a quick story and commentary for you based on moment that occurred at the Protospiel San Jose event.

There is a great deal of good talk right now about being inclusive in the gaming hobby, particularly for women and people of color. It's a good topic.

I'm a little reluctant to write this post, because I don't want it to come off as me, the publisher, trying to wield this for my own good to sell copies. I'm trying to be sincere and helpful here, so hopefully that feeling doesn't come across.

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