A MAZE 2013

A MAZE is an indie games festival and convention from Germany, and last year’s A MAZE was in South Africa for the first time. It was also around the first time I got into this whole game dev thing. Fast forward to 2013, and A MAZE was back for round two. And now that I’ve been a part of makegamesSA for a year, I could well and truly appreciate the amazingness of A MAZE 2013.

As there was simply too much to ramble endlessly about, and my time is limited due to the urge to make more games, this is gonna have to be a condensed supernova of the awesomeness that was A MAZE 2013.

1. Speakers from all over the globe and of course SA

Guys from Nigeria, France, UK, the States, Poland, etc. I was particularly sad that I couldn’t attend the Friday sessions, what with work and all, but I’m absolutely looking forward to videos of those sessions. The full programme of speakers can be found here.

2. Meeting and hanging out with international greats

In particular, Vlambeer‘s Rami and McPixel‘s Sos was there, and we got to hang out a lot. Besides being really cool guys, they are also really inspirational individuals who’ve achieved tons. Rami’s keynote about how Vlambeer came about and the very existential musings around how we are all inter-connected (it’s like emergent gameplay! :D ) really made me re-think a lot of my own life. Sos’s energetic attitude to game making (his business card: Mad Scientist of Video Games. His credential? McPixel, Achtung Arcade with 600 games.) was super infectious. The opportunity to pick their brains alone were simply amazing.

3. Pecha Kucha!

At the closing party, we had a Pecha Kucha session. Pecha Kucha is a format of speaking where each speaker has 20 slides with 20 seconds to talk. Thatsitgo! Good thing Thorsten (The handsome fellow who’s the A MAZE event organiser from Germany) convinced me to participate - it was an incredible experience, thinking and putting together the material as well as running through it really leveled myself up. Simon Bachelier from France Vined them all, and of course I await full video releases of them from A MAZE :)

 

4. Inspiration!

Seriously, the best thing about A MAZE is the gathering of minds, and the palpable atmosphere of people doing what they love, how they love, and succeeding at it. The sheer force of will is incredible, and makes a great bit rocket behind your back propelling you to do what you should be doing - which should be what you want to be doing. And if that’s making games, then GO DO IT! NOW!

5. OK you can look at some photos first before going to make games

Unfortunately the gallery was obliterated in the Great Blog Crash of 2013. If I have time and energy I’ll resurrect it, but I’m sure you’d rather see new content rather than old stuff :3

I’m Geek of the Week on BGG

I love boardgames, and I love community. It’s only natural that I’m pretty active on BoardGameGeek. To my surprise, a member of BGG has chosen me as Geek of the Week - a little bit of community fun which means that I have to tell a story about myself, answer a bunch of questions from people all over the world for a week, and get people to guess which of these three things about me isn’t true:

Two truths and a lie:

  • I have scars from four canine attacks (one bone deep), but I still love dogs.
  • Despite doing a perfect Vader voice impression my entire life, I have never watched Star Wars (The original trilogy 4,5 and 6) until last week.
  • I didn’t buy something from one of those girl’s worn panties vending machines when I visited Japan.

Come join in the interrogation and vote on which you think the lie is on BoardGameGeek! Also I’m hunting for the next Geek of the Week. Gotta love the community!

 

Geek of the Week

 

My Rouge-like Card Game [Wits Board Game Jam]

(Edit: Added a bit more nuance to the mechanics of Dungeon Power)

This weekend, there was a Board Game Jam at the Wits Game Design Lab - open to all and sundry who wanted to try their hand at creating a game with not code and pixels, but pencil and paper. I was there, along with a few members from makegamesSA, and had an amazing time inventing, musing, playing, and re-inventing :)

I had gone into this jam with certain expectations, having a game in my head that I wanted to make already. The first half of the Saturday was consumed by this one - A deck-building game about advertising where you are an agency morgul, amassing fortunes, hiring employees and pitched for clients. We prototyped it up quickly and had many arguments over it - in the end it was deemed too complex and too similar to existing mechanics (Thunderstone) for a short jam and I abandoned it. Ernest picked it up and turned it into another game.

But then I made something else! Everyone worked on a couple prototypes, but in the end this one grabbed my imagination and interest the most: The Rogue-Like Card Game (RLCG)

 

How to make a game

Before I tell you about RLCG, I just have to give a big shout out to the Wits Game Design peeps, who organised the Board Game Jam. They had a cool lab, complete with all kinds of cool stuff - tiles, counters, dice, tokens, a guillotine with which I cut my cards, and all kinds of little bits, which really drove home the essence of game making - it’s not about the code or the graphics, but the game - the set of considered, defined, and tested rules which make an interaction fun.

It’s about challenging people and creating tension between players, and creating choices which turn into opportunities for everyone involved to feel thrilled and invested. This post on the Board Game Designers Forum describes it very well, and you do it with naught but writing some stuff down on bits of paper and some more bits to keep count of something, and then it’s all in the rules of the game, followed by a lot of playing and testing and tuning.

So if you wanna make games, give it a shot. Try it, stop imagining that it’s hard, imagine instead what you want to show people!

 

Introducing The Rogue-Like Card Game:

In brief:

RLCG is an asymmetrical card game that pits an Adventurer against the Dungeon Master (with multiplayer to come!).

The asymmetrical play means that the two players play differently. The Dungeon master lays out the dungeon for the adventurer to move in. There is a certain ratio of boons and banes in the Dungeon Deck (following deck construction rules), so the adventurer is never completely overwhelmed. The dungeon builds Power over time, and its master can make use of the stockpile of Power to wake slumbering evils, or he may choose to save his power to assault the hero in another way. Power tokens can be taken into the dungeon’s power stockpile, or be invested on the board, over face-down cards. When an adventurer slays a minion, the dungeon loses power from its stockpile equal to the cost of the monster. This creates an interesting choice for the dungeon - does he hang onto the power, where it could be lost, or does it invest it on the board, where it’s safe from the adventurer’s attack? The dungeon may also create disinformation by investing power onto cards that aren’t monsters, creating the illusion that they are indeed monsters.

Each turn, the Adventurer moves through the rooms of the dungeon. If the dungeon has enough Power in hand and on the hidden room, it may spring the room’s evils on the Adventurer… Or it may choose not to. The Adventurer may then choose search the room: if it’s something bad, the dungeon need not to pay Power to wake it, but if its a boon, the adventurer claims it. If it’s a monster, a battle ensues.

The game is one of bluffing and calculating risks, for the adventurer knows not what is in his surrounding, but must discover the treasures and slay lesser monsters to build up skills to tackle the bigger fiends, before the dungeon gathers enough power and overwhelms the adventurer.

The hero’s task is to steel himself in the dungeon and defeat enough minions, before assaulting and destroying the Heart Of The Dungeon. The Dungeon seeks to defend itself and kill the intruder.

A varied mix of character cards, dungeon features (monsters, traps, treasures, etc) and skills round off the game by making each combination a unique experience, with some features being stronger against some than others.

Eventually, this will have multiplayer - with multiple adventurers competing to be the first to slay the dungeon heart - but the dungeon may just slay them all first!

 

So, RLCG?

I’ve still got a lot of polishing and testing and tuning to do, but the game is making me very excited :) So hopefully this will get a name as well - I’m not sure what I wanna call this, if you have suggestions please let me know! All suggestions welcome! :)