GenCon 2016 Recap

It’s hard to believe it’s already been several weeks since GenCon. The show itself was a wonderful whirlwind, and I’ve been just as busy after returning home. I spent my time at the Steamforged Games booth this year chatting with convention attendees and doing preview demos of Shadow Games and Dark Souls: the Board Game.

Shadow Games was my first contract project for Steamforged Games, and I’m thrilled to say that it’s now at the printer to be releasing shortly. Shadow Games is a card game with bluffing elements, filled with opportunities to trick your friends or catch them in their lies. More information will be available as we get closer to the release date, but Team Covenant made a great video introducing Shadow Games to pique your interest.

After our collaboration on Shadow Games went so well, Steamforged Games reached out to me to help develop Dark Souls: the Board Game. Needless to say, I was very excited to be part of this record-breaking board game. The gameplay has evolved a great deal since the Kickstarter campaign, and we rolled out the updated boss fight demo experience at GenCon.

It’s hard for me to put the experience of demoing Dark Souls: the Board Game at GenCon into words. I’ve demoed many games at many conventions for many years, but I’ve never demoed to crowds before. GenCon attendees packed around the demo table, several rows deep where space would allow. The demos themselves were quite interactive with onlookers calling out questions or letting out huge cheers (or groans) at a roll of the dice. We also set up demos for several YouTube channels and blogs. Here are the ones I was able to find. If you also created a Dark Souls: the Board Game video or blog, let me know, and I’ll happily add you to the list.

YTN Episode 017

The 17th Episode of Your Turn Next is now available!

This episode, Ryan and I are joined by Seppy from Fight in a Box games. We kick things off as usual with a brief discussion of the games we’ve been playing, miniatures we’ve been painting, and the games we can’t wait to play next.

The second segment covers our featured games, and this episode we feature:

Our topic segment for the episode looks at coming up with ideas for games versus executing those ideas. We talk about how important (and difficult) a successful execution can be and close the episode with a brilliant new game idea from each of our podcasters.

YTN_AvatarWe’d love to hear from you! Let us know in the comments or via email if you have any topics, questions, or ideas you’d like us to discuss in a future podcast.

The email is: contact@clockworkphoenixgames.com

YTN Episode 016

The 16th Episode of Your Turn Next is now available!

Wow, the last few weeks have simply flown by. I’ve been busy with AdeptiCon 2016 and with some game development work, so I’m a little later than I meant to be, but I hope you enjoy this new episode of Your Turn Next. This episode, Ryan and I are joined by Tony, and we kick things off as usual with a brief discussion of what we’ve been up to in the world of gaming.

The second segment covers our featured games, and this episode we feature:

Our topic segment for the episode features free rules. We discuss downloadable and print-n-play rules for board games and card games, and we also discuss downloadable rulebooks and stat cards for hobby miniatures games.

YTN_AvatarWe’d love to hear from you! Let us know in the comments or via email if you have any topics, questions, or ideas you’d like us to discuss in a future podcast.

The email is: contact@clockworkphoenixgames.com

YTN Episode 001

The 1st episode of Your Turn Next is now live!

The audio balance should be better this time around, and we got some good discussion going about the Age of Creative Freedom blog post from May 4th.

Let us know in the comments or via email if you have any topics, questions, or ideas you’d like us to discuss in a future podcast. The email address is: contact@clockworkphoenixgames.com

And if you’re looking for links to some of the things we discussed this episode, here’s where to find more about:

Age of Creative Freedom

Modern technological advances have made it easier than ever to share not just our thoughts but our creative works. Even just a few decades ago, it was a real challenge to get a book published for mass consumption. A writer needed to submit their work to major publishers, wait to have that work reviewed, and likely have it rejected. Even if we ignore digital publishing entirely, print-on-demand services allow people to print copies of their books at a reasonable cost. Beyond that, crowdfunding sites like Kickstarter and Indiegogo give authors a means to produce an entire print run of a book if they can establish an audience for their work.

The same principles easily translate to card games and role-playing games and can even apply to big box board games (though at higher print-on-demand costs than purely print media products). In order to crowdfund a new card game or board game, a crowdfunding user need only generate an idea, develop that idea, test it, write and edit the rulebook, commission all required art, perform all required graphic design for the game’s components, create a compelling campaign video, and get the game produced, packed, and shipped.

Yes, that’s a whole lot of work, but it’s doable. It’s a far cry from doing most of those steps anyway, then submitting it to one of a tiny handful of game manufacturers, and then hoping for the best. The ease of creating games in the modern age has allowed the number of game manufacturers to explode over the past 50 years.

Even consumer goods products are quickly heading toward an anyone-can-do-it state. 3d printing, which is becoming more and more accessible, is a great way to prototype a product idea to gauge interest. Once the idea is proven, it can be crowdfunded just like a book or game. An idea that would have required a six-figure investment years ago can now be brought to customers for a much lower initial investment (or at least one that’s spread out across far more people).

At this point, I’ll resist the growing urge to launch into a First Church of the Transistor sermon and wrap up the article. What do you think? Are there ideas you wish someone would create in this age of creative freedom? Are there things you would like to create?

Tune into the upcoming episode of Your Turn Next! (Episode 001) to hear Reese, Tony, and I discuss this article as well as a variety of gaming topics.

Origin Story

Game development has always been one of my passions. I can remember all sorts of game designs I kept in notebooks or folders even in early childhood. The aspect of game development that drew me in so thoroughly is its combination of analytical and creative thinking. I’m very mathematically-minded, and I take genuine joy from solving complex equations or unraveling the secrets of a mathematical proof. On the creative side of things, I love envisioning unique characters and weaving tales of crazy adventures.

Though there are other ways the analytical and creative can join together in delightful synergy, game development is a prime example. I like to find ways to draw players into a game’s setting and characters, and I have numerous massive spreadsheets of the mathematics behind a game’s balance and combinations.

For many years, I pursued this passion as a freelancer for a number of game companies. Eventually, that led to full-time employment at Privateer Press Studios where I worked on miniatures games, board games, and card games for years. And now, I’ve taken a new step. Clockwork Phoenix Games is the tiny new company under which I’ll be publishing some of my own game ideas.

At the moment, I’m running a Kickstarter project to learn a bit more about the ins and outs of the crowdfunding platform and am working on the first Clockwork Phoenix Games release. I’ve also created a Facebook page for Clockwork Phoenix, and before long, I’ll be hosting a podcast, Your Turn Next!, that you’ll be able to find on the Your Turn Go! podcast page.

Thank you for following along. I hope this will be a long and exciting journey.