A while ago I wrote some tips for those making a game for the very first time. (http://pulsiphergamedesign.blogspot.com/2011/05/so-youre-going-to-make-g... and elsewhere.) I assumed that you were not, at that point, making a game with realistic expectation of commercial publication-because it’s most unlikely that the first game you ever make will be published.
Now I want to discuss what you might do when you design a game with reasonable intention that it be commercially published. While my personal experience of commercial publication is related only to tabletop games, and I write this for tabletop designers first, I’ll cover video games as well. There’s a lot more to consider now, so this will be much longer than the first piece.
In part 1 we mentioned the ambitious intent of Dog Fight: Starship Edition the Tactical Card Game. Now we'll get into some of the details. Part 2 in this series focuses on some annoying limitations found in other games.
Hey there, BGDFers.
Here are our rules for Battle Pit. It's an effort to get the feel of a CCG into a deck builder. I'd love to hear feedback of any kind, and if any one is interested in helping playtest, please let me know. :)
Copyright James Ryan 2011
CCG style card combat in a limited, deck building game
WELCOME TO THE PIT
So TenFox Productions has a Google+ account now and I have mixed feelings about it.
You can find us here:
If you want an invite just send me an email and/or message on BGDF.
So Google+ is pretty much exactly like Facebook with a little bit of Twitter sneaking in (well, mainly it has a lack of a personal wall in which you can post on, you can only tag people in posts).
You guys can call me Tenelen. I am a Co-Founder of TenFox Productions, a company that does many things. I am currently developing a Board Game that I think will be a lot of fun. I will probably be revealing more of it soon, as soon as I work up some more of the rule sets and everything.
Feel free to email me for anything though:
Or check out our site:
We haven't been too active updating the site, but you can always follow us on Twitter to see what we are up to:
(continuing to repeat by blogspot blog)
My monthly (sometimes) compilation of brief comments on games.
It's fairly easy to make a game that people will play once or twice, it's harder to make one they'll play five times, and it's really hard to make one they'll play a hundred times. In a sense, video game design is "easier" than tabletop design because the expectation is that people will play only once or twice. The drawback is that people will often play a video game a few minutes, or a couple hours, and then quit.
[[While I repeat most of my game design blog (http://pulsiphergamedesign.blogspot.com/) on Boardgamegeek, I suppose it may help to repeat it here as well.]]
While my favorite game is "the game of designing games", I do occasionally try to find commercial publishers for them. (Not nearly as often as I "should," however.) But there are lots of reasons to design games, ways for designers to look at their role as game designers.
There are so many cool games in the market these days, how do you decide which to choose? There are plenty of crappy games as well, but even the good games are so numerous the sheer quantity of choices can be daunting. Most of us don't have the budget or the storage space to acquire and keep all the games we would love to own. There is also the fact that our tastes have a tendency to change over time. So what makes Dog Fight: Starship Edition stand out from the crowd? This post series will address several aspects of DF:SE to help you decide if this game is right for you.
Just over two years ago I made the decision to take a unique approach to game publishing. Thus was born The Game Crafter, the first web-to-print game publisher on Earth. Since then thousands of you have proved my concept both useful and viable.
The Game Crafter has been called "Dream Fulfilling", "Inspiring", "Amazing", and many more wonder full things like those. When we go to conventions we often have teary-eyed fans come up and shake our hands or give us hugs, and say, "Thank You!". I knew there was demand for this service, but I didn't know how much until I started making your games and meeting you in person.
You already know all of this because you are the reason we have been successful. What you may not have known is that The Game Crafter as you know it is just an experiment. That's why you can see the word "beta" on our logo at the top of our site.
Today I'm announcing that the experiment is almost over. We launched the beta service in July of 2009, and in just a few weeks we will release the production version of The Game Crafter, which internally we call TGC2.
So, I've got this notebook that I write my stories and game ideas in. I figure that it's past due to post these and get some input from the community that I mostly lurk in.
Who knows? Someday I might even get something published.