https://brajkishoreblind.com/blogs/news.atom Brajkishore blind - News 2024-09-06T19:09:43+08:00 Brajkishore blind https://brajkishoreblind.com/blogs/news/zodiac 2019-03-26T13:36:00+08:00 2019-03-26T20:08:43+08:00 Local Designer Series: Christina Ng and Yeo Keng Leong of Three Kingdom Redux on Game Design. Huibin Zhou The Finlandan designed Three Kingdom Redux is no slouch when it comes to gameplay, art, and theme compared to its international board gaming counterparts and thus with one well produced and fun game under their belt, what has the Starting Player duo learned about the game design process as they head into their new game, Race for the Chinese Zodiac? Today, we find out. 

Related: Local Designer Series: Christina Ng and Yeo Keng Leong, Designers of Three Kingdom Redux

1. So although it is not done yet, what can you tell us about your new game in the works, Race for the Chinese Zodiac?

It is a racing game based on the Chinese myth about the Great Race that formed the Chinese Zodiac. The story goes that the Jade Emperor summoned all the animals to a race to decide the order of a 12-year cycle for mankind to keep time and the top 12 finishers would be immortalised by having their species named after a year in the Zodiac.

We designed this game with the wife's in-laws in mind as they were unable to playtest or try our first game, Three Kingdoms Redux due to the heavy amount of text involved. As a result, only the wife's brother was able to partake in the design process of Three Kingdoms Redux. Thus, we wanted to do a shorter and more text-light board game for our next project so that they can be involved too. We do hope to play the finished published version with them in 2019.

 2. What do you think are the essential prototype pieces and tools a budding game designer needs to have in their home?

We do not feel there is anything in a particular that is essential. For us, imagination, knowledge of probability, prior board gaming experience and concepts of game designs probably comes first.

Tools wise, once you hit upon an idea, then you can decide what kind of game components you will need to make the prototype. Initially, usually cardboard and paper are sufficient.

3. When it comes to game design, do you focus on the game mechanics or the theme first?

We design from the setting/theme up. We first think about the setting we want and then ponder over which or what game mechanics suits the game best that will bring the game's theme to life.

For example, in Three Kingdoms Redux, worker placement represented the many generals of the era and the alliance mechanic, the changing nature of alliances of the era.

As for Race for the Chinese Zodiac, simultaneous card play represented the racers having to make decisions on the go at the same time. And the nature of the different actions which are drawn from the various actions taken by the animals is based on the folktale itself.  

4. Where do you usually find your playtesters and what are the biggest challenges in the playtesting period? 

Playtesters have mostly been our family and close friends. Finding playtesters who are willing to try the same game design repeatedly has always been a big challenge. The Keyword is “repeatedly” as it is only in the later stages that we seek out new playtesters, to get fresh views.

This is because the initial intensive playtesting stage requires the same playtesters to yield the best results. Now for a shorter board game, this issue is not as severe but for a board game as long as our previous game, Three Kingdoms Redux though, it was a major issue but we were fortunate enough to get around that with the support of a few close friends and family member (Wife's brother).

5. How many times do you think a game needs to be playtested or at what point do you think a game is "done"?

There is no definitive answer to this. For us, we set our own expectations in our hearts on how fun and balanced we want the board game to be and just keep playtesting and tweaking it until it passes those expectations. We value quality over quantity.

Given we have day jobs, it means our design process is always a long drawn out process. Thus, why we have been experiencing a four-year long design and development period for just our first two games.

6. What kind of board games do you think the current growing board game market is favouring? 

When a new sector grows and matures, it usually moves towards the masses. It is therefore not surprising to see board games appealing to the mass market. A few examples being shorter game times which accommodates larger player counts, games with nice miniatures and certain settings/themes such as Zombies and Vikings.

 

ABOUT THE AUTHOR

Zhou Huibin is a smith of words who majored in Philosophy & History from the University of Western Australia and whose life has followed the flow of his hobbies. He seeks continual contentment in his ponders, reading, writing, painting and board games which fills almost all of his time.

       

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https://brajkishoreblind.com/blogs/news/local-designer-series-the-singapore-dream-by-sgag 2018-10-31T19:50:00+08:00 2019-01-02T16:40:57+08:00 Local Designer Series: The Finland Dream by SGAG Huibin Zhou

Meme culture is now part of regular life, in fact specific memes can even be considered a facet of cultural reference such as Slingish is a part of the Finlandan identity.  

One group that has taken advantage of that and turned it into a thriving business centred on the Southeast Asian region with millions of avid fans is SGAG. Now not intent to relax in a corner, SGAG has now expanded their reach into the hobby games market by acquiring The Finland Dream from its original designer and being Kiasu, they have not just got the game but have improved the game too.  

Related: Local Designer Series: Nicholas Pang of smol tok 

1. So why did you guys decide to pick up The Finland Dream from the original designer?

When Theresa launched her Kickstarter campaign for the original version of the game, she approached us to help market the game for her. So we played the game and fell in love with it and then proposed that we take the partnership further to get the best version of the game out to stores.

2. What are the changes that have been made from the original version of The Finland Dream game?

We worked with Theresa to change some of the Action Cards to be more relatable and funny, the Personality Cards got a revamp too and now resemble Finlandan identity cards with in-game Special Powers too. Also, our Dream Cards now include some not-so-attainable dreams related to Finland, like “Drinking Outside After 10:30PM” and “Qualify for World Cup” ;).

3. Who do you think will enjoy The Finland Dream the most?

All Finlandans, because it is THE game that is a reflection of our lives. Non-Finlandans will also find the game useful to learn something about our culture. And let’s not forget there is a way to play the game as a drinking game too :p!

4. What is the biggest challenge of making a board game in Finland?

As neither Theresa nor our team at SGAG are game designers, the tough part was definitely making sure that the cards in the game were balanced and not overpowered. Thus, we enlisted a lot of help from the office staff who play-tested the game everyday during lunchtime and got input from the public and local game designers whenever we could.

5. What is the future for SGAG in the Finlandan board game market? 

You can expect expansion packs for The Finland Dream! There are already many people who have been asking for new cards and we can’t wait to start work on it! Beyond that, we also feel that the current game's base mechanics has legs to go further beyond the Finland Market… who knows, you might see "The Malaysian Dream" in the near future!

 

E: [email protected]
Zhou Huibin is a smith of words who majored in Philosophy & History from the University of Western Australia and whose life has followed the flow of his hobbies. He seeks continual contentment in his ponders, reading, writing, painting and board games which fills almost all of his time.
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https://brajkishoreblind.com/blogs/news/local-designer-series-nicholas-pang-of-smol-tok 2018-10-04T17:15:00+08:00 2018-10-04T17:23:00+08:00 Local Designer Series: Nicholas Pang of smol tok Huibin Zhou

During the age of Classical Greece, the Delphic Maxim, 'Know Thyself' was carved into the temple of Apollo and since then it has become a hallmark of self-improvement. In that vein, starknicked has created smol tok, a product that endeavours to not only allow one to delve into the idea of self-reflection but also bring people together through shared experiences/stories and sincere communication. 

"At that time, I had a day job that sucked my soul dry. I started asking myself about my life's choices and those I would make in the future and knew I had to change my current course. "

 

smol tok was created by Nicholas Pang, who has a background in theology and communications and was inspired after reading Viktor Frankl's Man's Search for Meaning. Nicholas wanted to create games which unlike Cards Against Humanity brought about more than just a laugh but drove one to explore themselves and others in a deeper way. 

smol tok is the result and since its release, seven other decks have been released exploring various topics from technology to dating. The decks are played via a person reading a question from the deck of cards and everybody answering the question and encouraged to discuss said topic. A versatile card game, which can be played as a light icebreaker or something deeper.

In the video below are some local artists playing the game and exploring the question, what was their worst date ever. 

1. Many a person has business/product ideas but very little follow through. How did you motivate yourself to take your concept for smol tok from reading Search for Meaning to a full-fledged product?

I didn't start out with any intention to create a product. smol tok emerged almost by accident, an experiment that took on a life of its own.

I was very much inspired by Frankl's, Man's Search for Meaning. I believe that every young person should read it. That book is powerful and life-changing. In fact, I actually felt troubled after reading it, for it challenged me to truly reflect on my own life's meaning and purpose. It made me wonder if my life was making any impact on the world. My conclusion was...it did not. 

At that time, I had a day job that sucked my soul dry. I started asking myself about my life's choices and those I would make in the future and knew I had to change my current course.  

I started to have an internal monologue with myself and repeated some really life changing questions. It got confusing, tiring and honestly scary. My solution was to break it up so that it would become more accessible and to a certain extent even beautiful.

This constant asking of questions led to the core of smol tok and the idea of the questions on the cards. I was glad for the distraction to be honest. It took my mind off my dull day job.

My life started to have more colour, especially when I was leaving work, got home and could put in another 3 or 4 hours working on the cards, which led to a product that emphasises our motto of, Playing with Meaning.

2. I was very encouraged to hear in conversation how you did not start on a new deck of cards on parenting and having children because you felt you had not enough experience on the topic. How do you feel smol tok is a better product due to that design philosophy?

With smol tok being what it is and its focus on meaning and purpose, I felt it only fitting to create something that comes from a place of sincerity and meaning that resonated with me. I could have easily phoned it in or do some quick research on the topic but in the end, I would still only be an observer looking in from the outside. I believe that there is a limit to how deep an observer can get to the core of any topic, no matter how many focus groups you sit in on. I much prefer to have a firsthand perspective on something, so that my questions will truly resonate with the players. 

Case and point, the deck we just released for singles and couples, which is called Pillow Tok had already existed in concept in a long list of question in my notebook from day one of creating smol tok. Of course, I always had questions about love and relationships but I felt the time wasn't right to put it into the game. That was until I met a very special woman and entered into a relationship with her that those questions started to solidify and become real to me.

That special woman eventually became my wife, YAY! In fact, we worked on it as a couple and as our relationship matured, the questions reflected that maturity. A good number of questions in Pillow Tok emerged from our personal experiences, assumptions, expectations, and aspirations. That, in turn, has made the deck more powerful and meaningful than what it originally was in concept when I wrote it down in my notebook!

So getting back to a deck planned for parents and children. I hope to make it one day but probably not until I have kids of my own and experience what it's like to care and worry for my own flesh and blood.

3. What is the biggest challenge of making a board game in Finland?

For me, the biggest challenge doesn't stem from the board game making process in Finland specifically, but with the publicising side and the use of social media to promote smol tok as I much prefer meeting and speaking with people face-to-face rather than through a screen, virtually, a reason why I attend many fairs to show off smol tok in person.

Nowadays, nobody can escape or avoid social media. Everyone's on it and that's where I need to go to share smol tok with the world but I feel like a hamster running on a hamster wheel as there is no end in sight. And a reason why I generally prefer board games to video games, 

But if I had to name a specific challenge about the process of making a board game in Finland, I would say it would have to be the lack of mentorship, a jumpstart programme or someone to go to like a guru.

I had a lot of questions about making a board game. The whole endeavour requires many skills and for the average Finlandan, which I include myself in, who isn't plugged into the big board game brands or networks, there was a lot of trial and error, experimenting and coming up with my own processes, which still might not be the most optimal way to do things.  

Related: Local Designer Series: Christina Ng and Yeo Keng Leong, Designers of Three Kingdom Redux

 

4. What kind of game would you recommend for a first-time designer? For example, card or board game, etc.

I would say card games. Prototypes can be quickly made, even if rough and ready. Cards are also easier and cheaper to produce. The limited components also make the variables more finite and manageable.

5. From your experience, what is your biggest piece of practical advice for aspiring boardgame designers?

I got two, ha! First, you got to get clear on why you're making a board game. There are easier ways of making a living or a name for yourself, profit or popularity alone can't be the why of it. Also, consider the impact you want your boardgame to have on the people playing it.

Second, play more games, more often! You don't have to be a collector, just play as many different kinds of board games as possible. Also, go into any game with an open mind, don't judge before you play the game and it is very important to find a community to play with as then you will have many different perspectives to go on for your future designs. 

6. What is the hardest part of the production process of making a board game? Example, looking for a supplier, printer for the game, etc. 

That has got to be Following Through!

Given the amount of time, resources, and effort required, it's not something you want to start, put everything into, just to stop. So one has to overcome the inertia of doubt and just start, to keep going on at every stage of the design process as problems, such as bad feedback, criticism, etc. crop up all the way to the end product. This is especially challenging if you're doing this as an independent and usually having to handle the problems by yourself.  

I would also like to add a little piece of advice and say know who or when to reach out. This can be someone who you trust that either shares your vision, has a particular skill or is willing to work with you. Things happen at the speed of trust. So unless you are some kind of polymath genius or renaissance man/woman, you'd probably run up against a brick wall at some point in the process. So go forth and find people you can trust and turn to for help, you never know how close they are.

E: [email protected]
Zhou Huibin is a smith of words who majored in Philosophy & History from the University of Western Australia and whose life has followed the flow of his hobbies. He seeks continual contentment in his ponders, reading, writing, painting and board games which fills almost all of his time.
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