Wednesday, January 7, 2009

Simplicity (and family-appeal)

So I think I was on to something when I was talking about simplicity (here). I was, of course, on the topic of designing and making the process a whole lot easier. But now I think it is more important. I got an email from Phil at Covenant Communications today and he said the following: "Right now they seem to be looking for games that aren't too complex and that appeal to the whole family."

A few things I want to say about this.

First, this came regarding the Armor of God that I submitted. I thought that the Armor of God was a pretty simple design. Like I said, it was the easiest time I've had writing the instruction/rulebook and it has been fairly easy to teach others to play. I just don't understand why it would be viewed as confusing or difficult to understand and play. Maybe my instruction/rulebook is confusing (I've had a few friends look it over and help me revise it).

Second, I guess this is why I don't like a lot of the currently available LDS/Mormon themed games. I try not to be too judgmental, but a lot of times it seems like they have pretty simple design and gameplay. Now, I'm sure they know a whole lot more about these things than I do, after all they are the ones actually producing and selling games. They are able to look at what has sold in the past and attempt to make predictions about future sales. Can this attitude ever be changed? Will LDS/Mormon people buy and play games that are a little more complex? Will they buy and play games that aren't as "party"-ish? Of course, I don't have the answers to these questions, but I think Settlers of Zarahemla is a good example. It is a little more complex and probably wouldn't be consider a "party" game. It's also a difficult comparison to make because it is a remake of Settlers of Catan. So it was able to sort of ride the coat tails of that game. People already kind of knew what they were getting.

Lastly, I'm sure it is important to market games to families, as many LDS/Mormons are in bigger families, but what about single LDS/Mormon people who get together to play games? Or how about newly-weds or those without children? Do they just not make up enough of the population of potential LDS/Mormon gamers?

With this, I'm not trying to tell the publishers and marketers that they don't know what they are doing. I mean, I've got no experience with that sort of thing at all. But I am a member of the church. I play games. My wife plays games. I have friends who play games. So, in my little experience in that realm, I would say that other type games would appeal to "us."

How do I get my games out for others to know about?

How do I get this blog out for others to hear about and read (if there are some who may be interested)?

This would be extremely important if I would like to publish them myself.

Tuesday, January 6, 2009

Building up Zion

3:45 PM by Mike · 0 comments
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A cooperative game for 1 to 6 players.

Objective: Build up Zion (9 chapels, 3 stake centers, and 1 temple) before the opposition and adversity have reached their peak

During the game players lay land tiles, proselyte using the missionaries, and construct and dedication chapels, stake centers, and a temple. Players start each turn with 5 cards and have the option of selecting a land tile or knocking a door. Then they are able to play as many cards as they can or choose, from their hand and from any discard piles (remember, it is a cooperative game). If they are able to play all 5 cards from their hand, they draw another 5 and continue playing. Once they are unable to play any more cards they must discard. Players may only have 4 discard piles. Therefore, they may have to stack cards, only having access to the top one in each pile.

Some of the cards include: Construction, Dedication, Follow the Prophet, & Baptism

Opposition/Adversity cards are shuffled in with the other cards. Once a player has an Opposition 1 and an Opposition 2 card he gives the spinner a twirl. The resulting opposition occurs (things like inactivity or disobedient missionaries). There are ways of combating the opposition. If players have the necessary cards in their discard piles then the opposition is nullified and the Opposition/Adversity token is not moved one space along it's path. If not, then the token is moved. If the token reaches the end of the path before the players dedicate the temple, then they lose the game.

Land tiles contain homes and spots for chapels, stake centers, and the temple. In order for a chapel to be built 3 active member homes need to border the spot. For a stake center to be built 3 chapels need to be within 3 land tiles of the spot. Once 3 stake centers have been built and dedicated the temple can be built and dedicated. Upon dedication of the temple players win the game.

Saturday, January 3, 2009

Other LDS/Mormon Game Designers?

11:50 PM by Mike · 1 comments
I just wondered, are there any other LDS/Mormon Game Designers out there? I don't know that this blog actually reaches many people, but I have searched Google for mormon game designer, and I'm pretty much the only thing I can find. But, just because there isn't much coming up on Google doesn't mean there aren't others out there. Plus I guess there is also the fact that they may be LDS but not designing LDS specific games, as I am. Anyway...

I guess I'm just curious. It would be great to find others hobbying away in this area. It would also be a whole lot of fun to collaborate with others on some designs.

Just wondering...
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