Patrick Rauland: Hello everyone, and welcome to the Indie Board Game Designers Podcast, where I sit down with a different independent game designer every single week, and we talk about their experience in game design and what they've learned along the way. My name is Patrick Rauland, and today I'm going to be talking with Zintis May-Krumins, who designed Cave Paintings, where you're basically a cave person trying to crudely draw images and have other people guess them. Zintis, welcome to the show.

Zintis May-Krumins: Hi. I'm really happy to be here. Thanks for having me on.

Introduction

Patrick Rauland: So, I want to get into drawing games a little bit later, because I don't think I've talked to anyone yet who's made a drawing game, which is just a whole different thing. But I like to start with a little basically getting to know you game, because I've already researched you but the audience hasn't. So, are you a fan of 2001: A Space Odyssey?

Zintis May-Krumins: I am a fan, although I have not seen it since I was a kid, and if you talked to my friends, you would know that, like, we joke about how I think everything's better in space, like space games, and novels, and movie … everything. Everything's better in space.

Patrick Rauland: Have you ever done a DNA test, and if so, do you have any neanderthal DNA?

Zintis May-Krumins: I have never done a DNA test, and I probably never will. I feel like that's one of those things where the best case scenario is what exactly? Like, maybe you learn that someone's not related to you, and that would be horrible, but like what's the best case scenario, that like, “Oh, I don't know.”

Patrick Rauland: So, number one, I have neanderthal DNA. I got a DNA test from 23andme.com. It was really easy. Here's what I was hoping for, but sadly did not happen. I was hoping for a secret long-lost brother. Like, that would be so cool, to have a secret half-brother or secret half-sister. I want to have that family drama, but sadly, no, just nothing.

Zintis May-Krumins: No family drama for you. All right.

Patrick Rauland: I mean, so the good news is I'm keeping myself open to possibilities. If this secret half-brother or half-sister ever takes the DNA test, I will be notified, so-

Zintis May-Krumins: Okay.

Patrick Rauland: So that is the upside. I'm just letting you know.

Zintis May-Krumins: That's the win right there. Okay.

Patrick Rauland: So do you have any favorite caveman games besides your own?

Zintis May-Krumins: I think it has to go to Stone Age. I don't think I know that many caveman games, actually, so that's-

Patrick Rauland: There should be more.

Zintis May-Krumins: … the only one that comes to mind that I've played.

How Did You Get Into Board Games and Board Game Design?

Patrick Rauland: Yeah. Cool. Cool. Okay, so let's get into the first real question. I just love, like how did you get into board games and board game design?

Zintis May-Krumins: Board games, I've played games almost my entire life. I think I was playing chess when I was really little. I spent some time playing Magic, and Warhammer, Poker, StarCraft, all that stuff, all throughout my life at different times. Some of them, I played more rigorously than others. Like, I played competitive Magic for a few years in high school. I've played poker for reasonably serious money in my 20s, although that's kind of died out since I think I lost my competitiveness a little bit. And let's see. This must have been in 2007 or ‘8, my friends introduced me to Catan, and that introduced me to a bunch of other of these gateway games at that time. And my friends had a copy of Twilight Imperium on his shelf that he'd never played, and I'm like, “That looks amazing. I have to try that.” So we did, and it's been a mess ever since.

Patrick Rauland: Just curious, do you happen to know what version of Twilight Imperium?

Zintis May-Krumins: It was third edition. I actually believe I traded … I think I actually have that copy in my house right now. I traded him a board game he was likely to play in exchange for it, since like he never played it himself, so now I have my own gateway game. My initial gateway game is in my living room. All right, so that's how I got into board games, and the rest of the question is board game design?

Patrick Rauland: Yeah, yeah.

Zintis May-Krumins: Okay, so I think in 2011 or 2012, I was like listening to various podcasts that had me … I think that they were video game podcasts, like the Co-Optional podcast, and that got me kind of listening to a couple just general game design podcasts, and like Extra Credits on YouTube. And at some point, I was like, “Huh, that seems interesting and fun. Might be good to try it one day.” And that got me, like, very lightly interested into the idea of game design. At that point, I had this kind of like scheme, that maybe I'd study some game design, and then I'd study some programming, and later, some time in the future, I could combine them and make a game.

Zintis May-Krumins: But what actually ended up happening was that both of these two skillsets have stayed completely separate so far. So, in 2011, at the time, I was working in a casino. I was a poker dealer. But now, I'm a web developer, so programming happened, and also at that time, I was just playing games, but now I'm also designing tabletop games, so they have not met yet.

JavaScript is Totally Related To Board Game Design. 🙄

Patrick Rauland: You're a web developer. I also have a web background, so I should have asked you what is like your favorite JavaScript language, just because then I feel like you can get hate from all sides, because you'll pick the wrong one inevitably.

Zintis May-Krumins: I just learned some Vue last couple days, and I've really been enjoying that, because I've spent some time learning Angular too and React, because my senior dev just loves React, and I kind of don't like both of those for different reasons. I like Angular a little more, because it's very developer friendly. It's very easy to program in. I appreciate that React is very fast, but it's hard to program in. But Vue seems to be like that very happy medium, although I haven't done it in production yet, so … But we're getting really heavy for our listeners, so-

How Do You Make A Drawing Game?

Patrick Rauland: Well, yeah. We're getting super nerdy. Yeah, yeah, but … So, I'm really excited to talk about your drawing game, so … Hold on, let me pull up the title before I mash the … Okay, so Cave Paintings. You made a game called Cave Paintings, where basically, the premise, if I could try to summarize it in one sentence, is like you're a caveman, you're trying to get across a word or phrase to someone else, but you can only draw basically with your fists. You hold the pen in your fist and you make these crude drawings, which the videos that I saw look hilarious. So, how did you decide to make a drawing game? Because you also seem pretty attracted to Twilight Imperium, like super big, heavy, complex games.

Zintis May-Krumins: Yeah, so the weird thing … I'm not a professional game designer. I'm an indie game designer. I do this for enjoyment. I enjoy games in general, and developing games is kind of like an extension of that, so a lot of times, I'll make a game for the sheer challenge of it. I'm not restricted to games that I like, per se. I've made a couple that I don't like, which is weird when playtesting. So, what I'm trying to say is that, like, I just hadn't … Usually, my game design process just starts with an idea. I'm like, “Oh, this concept would be really cool,” or, “This mechanic would be really cool,” and then I'll just kind of like flesh out the idea of that game around it, and this might take a few days, a few weeks, a few months for that idea to congeal, until it seems like it could be real. And then I'll try to prototype it, think it through, and get some playtesting done, and if it goes well, I keep going with it, and if it doesn't, then it ends up in the archive folder in my Google Drive.

Patrick Rauland: Yes.

Zintis May-Krumins: So, how did I end up with a drawing game? What ended up happening there was that at that point, I think I had like … It must have been in … No, this was in 2016. I remember because I was in a web development class at the time. So it was in 2016. I had been trying to develop games for about two years. In 2015, I had gone to BostonFIG with one of my projects, called Huts, so like I had done some game design up until that point, maybe 15 or 20 iterations of various games. And that winter, at a friend's … I think it was like a New Year's party. Everyone was playing Jackbox Party Pack, like in their living room, and they were playing one of the drawing games that was on there.

Zintis May-Krumins: And I remember that like I drew something, and it showed up on the TV, and then a graphic designer and an illustrator both stood up and yelled out, “Who drew that? That's amazing. How did you draw …” and like, at that moment, I realized that like drawing well in drawing games isn't the fun part, because I kind of got picked out for having such a better drawing. We were having so much more fun making terrible guesses, and like making terrible drawings, like with everybody else's drawings. Then mine came out as like, I don't know, like a five-year-old's drawing. Everyone else's looked like someone just mashed their screens, basically.

Zintis May-Krumins: And I kind of just realized at that moment that games like Pictionary, which incentivize good drawing, or other games that do that, are like that's not necessarily where the fun is. Like, there's some fun there, but I feel like bad drawings and bad guesses were the best way to have fun with a drawing game, and that's where it came from.

Patrick Rauland: Yeah. I find this really interesting, because I … So the only other drawing game that I really know, yeah, Pictionary and then Telestrations, and Telestrations seems similar, where you don't intentionally draw bad, but when bad drawings happen, that is the fun.

Zintis May-Krumins: Yeah, that's the best part.

Why Is Messing Up Fun?

Patrick Rauland: Are there other … I'm just trying to think out loud here. Are there other games where basically, people messing up is fun, and are they all like party games?

Zintis May-Krumins: I think party games are the games that were going to do that, because in party games, winning and losing doesn't matter. It's mostly about the experience for the players. You can't do anything super strategic, that has people randomly flubbing for humor … Well, I mean you can. It'll happen, but like you don't enter a game of Agricola planning on flubbing on turn 12.

Patrick Rauland: Sure.

Zintis May-Krumins: But you do enter a game of Pictionary trying to make someone guess something ridiculous, because that's fun. But like as far as drawing games that are trying to make people draw bad, I do remember that like Doodle Rush and Really Bad Art both came out kind of like while I was developing Cave Paintings, which kind of made me a little nervous, but I think the games are different enough, and I think that I'm pushing that concept a little bit further than those did.

Do You Start With Theme or Mechanics?

Patrick Rauland: Nice. Nice. So, I just want to go back to something. You said you start with basically an idea, and then you said … So, I just want to take us back to the age-old game design question of mechanics or theme first, because it seems like you do both.

Zintis May-Krumins: Yeah. I personally find that, like, you might start with one or the other, but at some point, you're going to have to introduce both to your game, and very often, I feel that when I'm trying to make a mechanical decision in a game, like what are the mechanisms are going to fit with this little contraption I've made? Like having a theme inform your decisions makes it easier to make those kind of otherwise arbitrary mechanical decisions. Like, let's say I have an area control game. If it's all done in a vacuum, and you have a purely abstract area control game, you could do anything, but like why?

Zintis May-Krumins: But if you said it was an area control game about, like, ancient Rome in the senate, now you're trying to influence politicians, and that's go kind of dictate what kinds of mechanics you want to have, and like what the game pieces are going to look like, and so forth. It becomes much easier to develop a game when you have both some theme and some mechanisms, but also understanding that like mechanisms can be transplanted from game to game. You don't need to have a specific theme, necessarily, but having something inform your decisions really helps the design process, especially early on.

Patrick Rauland: I totally, totally agree. Just, I think it helps guide you, but yeah, I guess I'd say the theme helps guide your mechanism decisions, but it isn't … You don't need it, and you don't need until later, but I think it's helpful.

Zintis May-Krumins: So a funny thing is that I've actually had that argument with some people, because I'm the middle ground, but at the same time, I'm very pro mechanism, because I argue with other designers, in a fun way of course, that like you cannot build a house of theme. You can build a house of bricks, and those bricks might be like painted, but games are built with mechanisms. It has to be built out of those. If you want to build a game out of just pure theme, you end up with a book, basically, and books are great, but they're not a game.

What is it Like Pitching Multiple Types of Games to Publishers?

Patrick Rauland: Sure. Get it. Love it. Okay, so you're also working on some much heavier games. I think I want to ask you … So you've had one game published. You have a bunch … I think I saw on your BGG page, you have like another four or five in the works. What has been your experience pitching publishers on this sort of light drawing game that got accepted, and then pitching them on some of your heavier games, that are still in the works, or not yet accepted, or something like that?

Zintis May-Krumins: Cave Paintings, for pitching, was an interesting case, in that, like, it was kind of lightning in a bottle. The first time we playtested it, it was pretty fun, and then the more I developed it, the more fun it got. I kind of went on a tangent and went a little bit too heavy for about six months there, trying a heavier scoring system, that was interesting but not necessarily the right place for that game. And when I brought that to Unpub in 2017, it was really well received.

Zintis May-Krumins: There were people like … I probably had the most people playtest my game of any game in Unpub, and I'm not saying that lightly, because you could play the game in 20 minutes, and really good advertising for people to play your game is everybody laughing. So, I think we played it almost 30 times with no less than four players over the course of the weekend, so that's 120 people coming through a table. It was crazy. I was crushed at the end of it. I had been … My voice was shot. My legs were done. I hadn't eaten. Nothing. I was in miserable shape Sunday night.

Zintis May-Krumins: But the point that I'm trying to say is that, like, I happened to find a game that was a lot of fun. And after that weekend, I realized that, like, it was a lot of fun and no one could ever heart my feelings on that game ever again. No one could ever tell me it was a bad game, or that some part was bad.

Zintis May-Krumins: Anyway, pitching that game was easy. Like, when I was there, IDW … Daryl Andrews from IDW approached me, said like, “Oh, this game seems like a lot of fun. I would love to take a look at it.” Zev took a look at it, from … I don't know who … He's with Wiz Kidz now, I believe, but ended up thinking that it needed a little more time in the oven, just because like the party game rules were a little bit … It was a little heavy for a party game, just with the scoring system that was currently in place. And then the following … Let's see, this was in … Yeah, the following summer, at DexCon in New Jersey, so at a local Morristown … local New Jersey convention, in Morristown, New Jersey.

Zintis May-Krumins: I met a lady named Cindy, who played it as a playtest, and she was like, “Oh, this is great, and let me introduce you to my friend, Dan, from R&R Games,” and I pitched it to him, and he took a copy with him immediately, and got a contract about a month later, after they had a chance to play it. So that game was a very different experience than pitching other games in my lineup, because like, it's like very obviously fun if you've played it.

Patrick Rauland: Sure.

Zintis May-Krumins: The player experience is very consistent, I would say, from play to play. Some people are kind of curmudgeonly, and that's fine, but like by and large, if you're playing the game, you're having fun, and laughing, and it's also challenging. But as far as the other games that I have, a lot of the games that I have in my roster were kind of like … So this is an aside. It's something that I kind of struggle with as a game designer, is that a lot of my designs are me trying to do something that I find interesting as a designer, which does not necessarily mean that the game is designed for the market.

Zintis May-Krumins: I believe a lot of professional designers will design games not just to be interesting, but also to be readily sold either to the end user, to customers, or to game companies, game publishers, that would want to sell to customers, whereas some of my projects, I'm like, “Oh, wouldn't it be really interesting if you had a stock market game, that didn't look like a stock market game?” And games like that are kind of a harder sell, so I've had less success with pitching the other ones. I've had a bunch of near misses, a bunch of prototype have been sent out and some people have said nice things but not for them, but we're still working on it.

Zintis May-Krumins: What I'm trying to say is that Cave Paintings was kind of like, and I've said this term a couple of times, lightning in a bottle, like it just kind of all came together and got out the door, but pitching my other games has been harder, and pitching … My current main project is a 4X game. My personal tastes, I tend to prefer medium to heavy games, and one of my white whales has been making a 4X game. And for a long time, it was a white, uncatchable whale, but for the last about year, year and a half, I feel like I have a harpoon in it. I'm being dragged along the water trying to chase this game.

Zintis May-Krumins: And I've gotten about to the point where I've started to pitch it to companies, and I'm finding that that's a harder sell than you would think, for that kind of genre specifically. Part of it is that the game length is very long, so companies that specialize in short games are not going to do it. The game, I'm going to guess, is going to retail for 80 to $100, which for the amount of content and pieces in the box, I don't think is that crazy, but again, some companies don't want to have to shell out … So if it's $100 a copy, that comes out to about, what, $20 a unit? If they want to sell 5,000 copies, I believe that comes out to 100 grand, if my math does me right. So like let's say you have a-

Patrick Rauland: Let's say yes.

Zintis May-Krumins: Sure, so like the cost for them to invest in making a production run of the game is also prohibitively high, and the last thing is that companies that already have a 4X game, which are the companies that technically would be the most likely to make a 4X game, having done one already, won't make a second 4X game, because that would cannibalize their own market. Does that make sense?

How Do You Know When You Have Lightning in a Bottle?

Patrick Rauland: Sure. Yeah, yeah, totally makes sense. Sorry, I think I'm stuck on … I love that you called your game lightning in a bottle, because I think a lot of life is getting lucky, right? Like having the right idea at the right time, and I guess I'm just stuck on how do you know when you have lightning in a bottle, and you need to, like … Because you said, like, you don't even … Like, you like these very complicated games, but you happened, you know, because you're trying all sorts of awesome ideas, you experimented, you found a really cool drawing game that worked … Sorry, I guess I just want to ask a follow-up question like, let's say a game is out. How do you know you've found lightning in a bottle, especially if it's outside of your area of expertise?

Zintis May-Krumins: So, my personal design process is, like, compared to other designers that I've met in the New York / New Jersey area, is very fast. Usually, I'll … So here's an example. I had an idea last week for a game called Set Roulette. I thought about it in a couple car rides. I'm like, “Okay, I want to have a tile-laying game where you place chips like roulette. The tiles will get randomly selected, and if you have the most chips on that tile, you will get it, and you'll just make a set collection game.” From there, I just was like, “Okay, I need these pieces, these cards, these tiles. I'm going to make up some scoring mechanisms, a couple set collection, and let me throw them all on a spreadsheet, throw them in a templating program,” called Card Maker is the one I use, nanDECK is the usual … is the most common one. And I think like two or three hours later, I had a playtestable game.

Zintis May-Krumins: So, my process, from having … Like, I've made a lot of prototypes is what I'm trying to say, and that in the process of doing so, I've gotten pretty fast at making that initial prototype and then further iterations, so lightning in a bottle for me is making 100 games and one of them being good.

Patrick Rauland: Love it.

Zintis May-Krumins: I don't do it on purpose, but like if you're making so many games, iterating so much, eventually something you do has to be good. Like, just by sheer force of numbers.

If you're making so many games, iterating so much, eventually something you do has to be good.

Patrick Rauland: So this is … What is it? Like if enough monkeys are typing, they'll eventually write Shakespeare?

Zintis May-Krumins: I heard that the other day, and someone pointed out that we are monkeys, and they did write all of Shakespeare.

What Games Inspire You?

Patrick Rauland: Yeah. Cool. Okay, I think that's helpful. So you talked about your process a little bit. You talked about publishing a little bit. I guess I'd like to ask you what sort of games inspire you?

Zintis May-Krumins: Ah. The games that I think that I have the most appreciation for, I would say are Carl Chudyk's games, Glory to Rome and Innovation specifically. I think both those games are like really innovative in the way that they use cards, and the mechanisms, and how they incorporate theme. They just do it in a very interesting way. I'm not saying that they're the most thematic games, but like Innovation is a very … The game itself, I would describe as a little dry, but the arc of the game is like how do you get such an interesting arc in just 200 cards, that it can entertain three or four people with an hour, with just 100 cards? The same 100 cards every time, in roughly the same order.

Zintis May-Krumins: And for Glory to Rome, I just feel like … I don't think Glory to Rome's a perfect game, but I think some of the cards are imbalanced, but I think that that's what gives the game its flavor, that like you notice that sometimes this player's going to do a little better, because they draw well, and that's kind of the part of the excitement of the game, is beating … is having a lead and maintaining it, or being a little behind and having to overcome it makes the game interesting, and I just think that he really explored that space well, and I find those games really interesting.

How Did This Inspiration Affect Your Games?

Patrick Rauland: Cool. So, I mean, let me ask you a question. How has being inspired by his … Like, have you added something to one of your games, based on like, “Oh, I love that he did this in this game”?

Zintis May-Krumins: Oh yeah. Actually, in the 4X game that I'm working on, it's called Z4X, because I met Jon Gilmour one year, and he was at METATOPIA. He had a game called Jon's 4X game, and I'm like, “Cool. That's a naming convention that I can use,” so I made Z4X. Z's 4X game, until I come up with a better name or a theme that will require me to change the name.

Zintis May-Krumins: But in that game, one of the design problems I was having was that 4X games, and especially space 4X games, usually will have some kind of technology system, where players can build on their engine by researching stuff. And every game does it differently, and some 4X games will have like a tableau of possible technologies that you can acquire over the course of the game, but those are static. Those will always be the same, and I wanted players to explore every aspect of the game, like every part of the game was kind of unknown, something that you had to delve into and discover, but at the same time, a problem I was having was that occasionally, players will need a solution to a current problem, like their ships move too slowly, or those planets are too hazardous, or, “I need to do better in combat, because people are attacking me.”

Zintis May-Krumins: And initially in that game, I had a deck of science cards that all had one ability on them, one technology that you could research to improve your empire, and I found that that was limiting, because you had to draw an awful lot of them, and occasionally you would go through a run of cards that were very bad for your situation. So, borrowing from Glory to Rome, which is a game that tucks and puts cards in different slots on your board, I divided the tech cards into four parts, so there's like a right side, a left side, that are margins, then a top side, and then a center. And the right side is cheap and free, the left side lets you move faster, the top side does better in combat, usually, and the middle is like a unique ability, that's just something crazy.

Zintis May-Krumins: And I found that that system has really resonated well with players and really solved that problem, of like players not having enough … like being very limited in what they researched, whereas if you asked a scientist today, or like if you had a bunch of scientists, and you asked them to research better warp drives, and they came back to you with a toaster, you'd be very disappointed.

Patrick Rauland: Yes.

Zintis May-Krumins: So like what-

Patrick Rauland: Also by that time, I think toasters should have been invented.

Zintis May-Krumins: Yes, toasters should have been invented before that, but space toasters, maybe not.

Patrick Rauland: Okay, okay.

Zintis May-Krumins: The point that I'm trying to say is like giving players the choice again, of how they want to use this piece of technology, was really helped the game along, and it played a lot better, and players enjoyed a lot.

How Many Uses Can a Card Have?

Patrick Rauland: So I'd like to stop you for just a second, because Glory to Rome is a good example of multi-use cards. I've heard that before, and multi-use cards, especially in like a lot of micro-games, multi-use cards are the bomb, because there's a lot you can do with them. Is there a limit? And actually, sorry, just one more … Like, Gloomhaven, right? There's basically two abilities on the card. You get to pick which one you want to use, right? So like is there a limit to how many uses a card can have? Because I do … When I look at Glory to Rome's cards, if you've never played the game before, sometimes you're like, “Wait, what is this? What is this? What is this? What …” and once you get it, it's fine, but sometimes there's a lot of information, so I guess I'd love to know, yeah, is there a limit on how many ways and types you can use a card? Does that make sense?

Zintis May-Krumins: Yes, there is. I'm not going to quote you a number, but I'm going to say that every game has something called a complexity budget, and that's the idea that the game can only be so complex, or any part of the game can only be so complex, before the players are overwhelmed. Now, for players who tend to prefer lighter games, this quantity of information that they can process is less, not necessarily because they're smarter or dumber, but just because the amount of information that they would like to have to go through for fun is less, whereas players who like heavier games are willing to break out a spreadsheet and the abacus and just go at it for two or three hours, and they can digest a lot of information happily for fun.

Every game has something called a complexity budget, and that's the idea that the game can only be so complex, or any part of the game can only be so complex, before the players are overwhelmed

Zintis May-Krumins: Now, the game that you're trying to make is going to have a complexity budget, and that's kind of going to define the feel of your game. So as far as how much information can be on cards, you can use a card for many different uses, but it depends how much information is on the card that the player has to be cognizant of. In Glory to Rome, I would say that basically a card has a color and an ability, and that the color of the card, which represents the resource that it represents and also the kind of bonus patron, that's all tied together, so as much as Glory to Rome is a kind of complicated game, since you can use a card for multiple things, it's not that much more complex than … What's another? I shouldn't make comparisons, but it's not quite that complex, because you are kind of chunking together the color of the card.

Zintis May-Krumins: So, as far as how much information you can put on cards, I would say that like … What's a good example? Like, Magic gives you seven cards. Hearthstone gives you, what, four to six cards or something like that? Other games will have more or less cards. I feel that, like, people can hold on to between maybe seven and 10 pieces of information comfortably usually. Like, that's a telephone number, basically. But like you can go higher and you can go lower, but if you go too low, the game will be boring, and if you go too high, the game will be overwhelming.

Zintis May-Krumins: And if you are going to go higher, you generally would want to start the game at a lower complexity level and then increase it, so like … What's that game? Concordia uses a card selection … uses cards as actions and also as scoring, and that game, I think starts with five cards or six cards.

Patrick Rauland: It's somewhere around there, yeah.

Zintis May-Krumins: Something like that, but by the end of the game, you might have like 12 cards or 15 cards, and that's okay, because you've had time to get familiar with the initial five cards, and then the sixth card and seventh card, and because these cards have been introduced over time, you've given the players time to learn and memorize the cards that they already have, so by the end of the game, even though you have 15 cards in hand, it's a lot of cards, but it's not overwhelming, as it would have been if you handed them 15 cards in the first turn and asked them to play a game.

Written Text Seems to be the Limiting Factor, No?

Patrick Rauland: Absolutely. I also wonder if this is just where like good iconography, and I'm scrolling through some Glory to Rome cards right now, and there's money symbols on the bottom, but it's like one, two, or three. There's dots on the right-hand side. There's just a lot of good iconography, and if it's … I think maybe the … I'd say maybe the bigger limit is like number of sentences. Like, there's basically, yeah, as you said, one action, and then a whole bunch of other minor stuff, you know? So if you could discard a card for two resources, that seems like an easier piece of information to store in addition to its unique ability. Does that make sense?

Zintis May-Krumins: Yeah. Yeah, I would say so. An aside on graphic design is that like as much … If you're a beginning designer, you should invest as little as possible between idea and prototype and first playtest as you can, but as soon as you think that you're kind of on to something, that a game has a glimmer of fun or might be fun soon, then you should probably invest a little bit of time in graphic design, even if you're bad at it, because the iconography can convey more information faster than words can. Like, once someone associates an icon with money, they no longer have to read a dollar sign and then read a number. Just processing the game will go faster and better, and you'll have a better idea of how well the game will be once it's fully developed.

Do You Recommend Doing Your Own Graphic Design?

Patrick Rauland: Yeah, I love that. So would you … I mean, because a lot of people don't want to pay for graphic design, especially early on, which I get. Would you recommend doing graphic design yourself?

Zintis May-Krumins: I might be a rare case, in that in high school, I was artistically inclined, but I never pursued it, so maybe I'm not a normal case or like an average person's case. I come from a family that has a lot of artists in it, although I haven't done much art. I'm okay. I'm comfortable doing graphic design for my own games. I feel like it's just something that you should just do, and practice, and then show to people, so they can tell you that the fonts are all wrong and the picture's too big, and then you go back, and then you fix it, and-

Patrick Rauland: Sure.

Zintis May-Krumins: I think like the difference between a good graphic designer and a bad graphic designer is only the amount of time it takes for them to get to the good product. Like a good graphic designer will do it one shot, done, whereas a bad graphic designer will take a few iterations to understand what they're doing wrong, and then get there eventually.

Patrick Rauland: Love it, and okay, so I love that, and paired with your previous advice about prototyping quick and often, like have … I don't want to say make bad stuff, but do your best at graphic design. It'll come out … Like, inevitably you'll do something wrong, and a week later, a month later, or whenever you make the next prototype, then you can fix it.

Zintis May-Krumins: Yeah, basically. An anecdote that I have from one of my playtest groups was that there's a local designer named Orion McClelland, who's pretty great, and he had some interesting designs, but for the longest time, one of his games, called Ark Worlds, was these small, handwritten cards. And he has really bad handwriting, and he would draw these little icons, and I couldn't tell what they were. And playing the game with those cards was like a chore. It was really hard. I couldn't read my cards. Your cards are upside down on the other side of the table. Can't read those either, you know? And that whole process made it much more difficult to playtest the game than it should have been.

Zintis May-Krumins: But like a week or two later, after I was like, “Hey, you should do some basic graphic design and come back,” he brought out the game, and it was just black-and-white cards, but it was printed, and the text was good, and the cards were sized well, and everything had an image, so you could associate what chunk of information was on what card, and the game played so much better, and it was so much easier for players to get into it and for him to get playtests, and people wouldn't … It was no longer a chore, because before that, they had this barrier between the player and the game, but once you took that down, with some printing, some cleanliness, and some graphic design, it became … It just became much easier for them to get engaged with the game.

Patrick Rauland: Love it. It's interesting to think about doing a little bit of graphic design will help you actually get better playtests, and you'll get more playtests, because people will actually want to do it, so it's a-

Doing a little bit of graphic design will help you actually get better playtests, and you'll get more playtests, because people will actually want to [play].

Zintis May-Krumins: Yeah, I find that you don't want to … Like I said before, you don't want to invest very much until you've found some fun. Like, if you have some crazy idea, that we should get brooms and jump off roofs, and this is going to be a fun game, don't invest a lot in making fancy brooms, and a rule book, and all that. Once you've found some fun, and you intend to pursue the game in the long term, like over weeks and months, then it becomes more comfortable for you to invest a little bit of time in some placeholder art, or some graphic design, or fixing up your fonts so they're highly readable, because at that point, you know the game has some fun in it, and it's a matter of cultivating that fun, to the point where you can pitch to a publisher or publish it yourself.

What Resources Do You Recommend to Game Designers?

Patrick Rauland: Cool, cool. So I'd love to ask you, like what is a resource you'd recommend to these designers?

Zintis May-Krumins: So, my kind of roundabout introduction to game design was when I was first self-teaching game design, in like 2011 and 2012, I was just … I initially was just casually reading all the resources I could online, trying to get some kind of understanding of the basics of game design, and one of the resources I came across that really left an impression on me was something called Machinations, by Joris Dormans, and honestly, I don't use it every day. It's a combination of a paper, and a book, and an online tool, and all of them are very dry textbook explanations of how games work, as like a self-contained system, and how to represent it using a digital tool, or using a certain iconography to represent the different game mechanisms, but …

Zintis May-Krumins: So like the tool itself is somewhat valuable, but understanding the idea of a death spiral, or a victory spiral, or like positive and negative reinforcement, or not reinforcement, positive and negative feedback mechanisms, and stuff like that, was very valuable, because that meant that now I was thinking about games in these terms, and I could identify in games. When something was happening, I could describe it in words. Like, I knew what to look for.

Understanding the idea of a death spiral, or a victory spiral, or like positive and negative […] feedback mechanisms […] was very valuable

Patrick Rauland: Sure.

Zintis May-Krumins: And this meant that I had fewer games that came to the table broken and I didn't know why, and I feel like for a lot of beginning designers, maybe you have a lot of game fluency, or maybe you have some design fluency, but when you bring it … You'll make a game, and you'll bring it to the table, and it'll have a lukewarm or a bad reception, and you won't necessarily be able to figure out why based on your players' feedback. But having that kind of structured understanding of how games work, that that book and various other resources gave me, I feel like helped me move along in that process. It put me ahead a little bit.

Patrick Rauland: I love it. No, I totally agree with you on language. A good example is the complexity budget. Like, we talked about that earlier. And once you understand the concept of a complexity budget, and when you see someone get overwhelmed, you're like, “Oh, I see what's happening here.”

Zintis May-Krumins: Yeah, it's like by having it and have a name, you now know what to look for when you see a playtest roll by.

What Does Success Look Like?

Patrick Rauland: Love it. So I will try to find that and have a link in the show notes. And then I'd love to ask you … I mean, what does success look like to you?

Zintis May-Krumins: For me, I'm doing this as like kind of an extension of the hobby. I'm doing it mostly for my own enjoyment. Success, for me, is I think just doing it. I'm pretty sure that as long as I'm designing games and making progress, that that's the enjoyment for me, I'm pretty sure. I think an extension of that is that, like, getting stuff published is the last step of it. It's like proof that you've done something, but I don't think necessarily getting published is the most important thing for me. And I think that reflects a lot in how I treat game design, because I'm a serial game maker. I've made a lot of prototypes. I go to a lot of playtests, less so this year than other years, but … And like I really enjoy that whole process, but the games that I do have, I could pitch more. I could honestly pitch them more, or I could think about Kickstarter, and I haven't, because that's not where the fun is for me. That's not where success is for me, necessarily, so … Hello?

Patrick Rauland: Oh, I muted myself. That is what happens … I was drinking a little bit of soda, and I'm like, “I'll just mute myself,” and then I started talking, and you were like, “What?”

Zintis May-Krumins: Uh-huh (affirmative).

Patrick Rauland: Anyways, technical problems aside, that's very cool. I appreciate hearing the art side of it. You know, I think a lot of indie people really-

Conclusion

Editors note: The last minute or so of audio was lost to the ether.

Patrick Rauland: Hello everyone and welcome to the Indie Board Game and Designers Podcast, where I sit down with a different independent game designer every single week and we talk about their experience in game design.

Patrick Rauland: My name is Patrick Rauland, and today I'm going to be talking with Rich Hardy and Julianne Holzschuh, the designers behind Penguin SLAP!, which was on Kickstarter a few months ago and they had a pretty successful campaign. Rich and Jewlz, welcome to the show.

Jewlz Holzschuh: Hey. Nice to be talking to you.

Rich Hardy: Hello.

Introduction

Patrick Rauland: Yay. So I saw your game because it's a micro-game and I like micro game. Or not micro, but I like smaller, quicker games. So I know a little bit about you, but for people who don't know about you, I like to play this little game where I ask you three quick questions. Then we'll just go through those, all right?

Rich Hardy: Sure way. Sounds good to us.

Patrick Rauland: All right. So if you were a penguin, polar bear, or narwhal … Or, sorry. Sorry. If a penguin, polar bear or narwhal got into a fight, who would win?

Jewlz Holzschuh: Polar bear.

Rich Hardy: Polar bear?

Jewlz Holzschuh: Polar Bear.

Rich Hardy: You don't think a narwhal with a-

Patrick Rauland: Not the narwhal with the giant spike on its head?

Jewlz Holzschuh: No, well, polar bears already eat seals, and I feel like a polar bear would know how to handle itself. It would sneak up on it and drag it out of the water, and then [crosstalk 00:01:19] a whole lot.

Rich Hardy: Yeah, but if I was a narwhal, the polar wouldn't have a chance.

Jewlz Holzschuh: Sure.

Rich Hardy: That's what I think.

Patrick Rauland: Okay, all right. We'll see.

Jewlz Holzschuh: [inaudible 00:01:31] from your forehead horn?

Rich Hardy: Maybe.

Patrick Rauland: So what is your favorite convention?

Jewlz Holzschuh: I really like the MegaCon convention in Florida. It's always really big, it's in a gorgeous convention space. The R2D2 Builders association always comes every year. They always got a really … bunch of really nice photo booths. There's tons of cos players. It's big enough that you get a lot of [inaudible 00:01:56], also small enough that you don't have [inaudible 00:01:59].

Patrick Rauland: Love it. And you Rich?

Rich Hardy: Sorry for MegaCon, I would say BostonFIG because we were there and there were a lot of really great people there, and it was a great place for smaller board game and card game designers to get on to a show floor and showcase their games for people, at a relatively inexpensive way, which was really for us and helped our game a lot.

Jewlz Holzschuh: Great for networking and great for seeing new interesting indie games.

Rich Hardy: Yeah.

Patrick Rauland: Hmm. Yeah, there's so many indie small games that you would never hear of or never see in your board game store so it's cool to have a place to see them.

Rich Hardy: Yeah!

Rich Hardy: Yeah, yeah!

Patrick Rauland: Cool, cool. And your favorite expansion for a game?

Jewlz Holzschuh: I was having a lot of fun with the Widow's Walk expansion for Betrayal at House on the Hill. They add another level to the house. They added a few game play fixes, so it's much easier to navigate the levels of the house … the dumbwaiter.

Rich Hardy: The dumbwaiter.

Jewlz Holzschuh: Stuff like that, and they added a bunch of new stories to it, too. [crosstalk 00:03:01].

Rich Hardy: Yeah I'll second that one as well. We've both played a both amount of Betrayal at House on the Hill, and the expansion just kind of-

Jewlz Holzschuh: It adds a lot to the game.

Rich Hardy: Yeah.

Patrick Rauland: Very cool. I like it!

How Did You Get Into Board Games & Board Game Design?

Patrick Rauland: So I love … the first question I basically ask everyone is how did you get in to board games and board game design?

Rich Hardy: So, we were originally going to make a video game back in the day, because I like programming and I think programming is fun, and programming small Mario sized scroller kind of game is fun, and my aspirations grew to be much greater than my programming ability. I was like, all right. Let's jump into card games instead because that's way faster.

Rich Hardy: And that's basically where it began and we sat down, or I sat down and I was like, all right, let's make a game. And what game do we like? I played UNO with some friends of mine at one point and they introduced a house rule that I really liked and I thought of making a reverse UNO-esque game that utilizes this house rule as it's core mechanic and that's what really began this whole thing.

Jewlz Holzschuh: It was kind of like the seed of where the rest of the project blossomed. The house rule in question is for when you play an action or icon card on the pile, if someone else plays another one, they would the stack and the person who wasn't able to play the same thing would get hit by like multiple skips or multiple draws or whatever.

Rich Hardy: Yeah in short, if you play a draw 2 on someone, it means they draw 2 cards and their turn ends. But with the house rule, you play a draw 2, the next person can play a draw 2, and instead of oh yes, the person would then draw 4, unless they have a draw 2 and the next person would then draw 6. And the effect would stack and keep going around the table. That was so much more fun than regular UNO. I was like, let's take this sort of this jumpy reflecty mechanic and just make a game around it. And that's where Penguin SLAP! was born and all of our interest and everything came from that.

Patrick Rauland: Hmm. So I've played with that house rule, too, for UNO, and it's pretty fun when you can … when someone plays the wild 4, the draw 4, whatever it is, on you, and you pass it on, you're like, oh thank god.

Rich Hardy: And every time we mention this to someone they always say, oh yeah! I've played with that house rule too. Everyone's played with this house rule, and it's not in the main game. Why is it not at least in the comments in the main game? Unless it is and I've missed it.

How Did You Design Penguin SLAP!?

Patrick Rauland: That's really cool. I like that introduction story. So I'd love to know how did you design Penguin SLAP! together, because it sounds like each of you did different roles, or had different jobs.

Jewlz Holzschuh: Well, he had the basic idea and we got some construction paper and just cut it up and wrote down what the individual cards would do with a pencil.

Rich Hardy: Yeah it started off with little cuts of squares of paper, and we wrote what the cards did. One of the things we wanted to do in the game was have it so the back of the cards were different colors, and the back of the cards could be seen from across the table what your opponents would have. So the original construction paper just had highlighter on the back, and pencil on the front. Super, super, super rough.

Jewlz Holzschuh: Basic, basic prototype. It's just getting the mechanics … trying out the mechanics, making sure the mechanics work before any art was in place.

Rich Hardy: And we kept going back and forth with this little game of making someone drop cards. Because it was UNO but backwards, so instead of picking up cards you wanted to make your opponent drop cards. This sort of back and forth, until it's … until we … until it was fun.

Jewlz Holzschuh: What we ended up doing was he started out with the rules that he wanted to try. We had the different colored card backs. We had the making opponents drop cards instead of picking them up. We had the bouncing back and forth cards, but that was it. We started with the most basic rule set, of like three rules, and then we would play, and we would be like, Okay, I'm noticing that without a hand limit, I've got a massive amount of cards. This might not be a good idea. All right. Let's try a hand limit of 7. Okay, we're noticing we're coming into this problem. Let's add a rule to counter that down. And then it was very much a back and forth of he would introduce an idea. I would introduce an idea. And we would play test together because it was a two-person game so we would just sit down and play it with each other and suggest rules or suggest changes and it was a very collaborative process.

Rich Hardy: Once we got to the point where we played and a hand and when it was over, we went, that was fun. We knew we had finally hooked what we were going for.

Jewlz Holzschuh: Yeah. And then when we got to that point, we decided to start thinking of theme because we had a mechanic that was fun, we had a game that was entertaining despite just being pieces of paper and scribbly little directions, so we decided to think about what we wanted it to be themed about. The main thing was either kittens or penguins. These are two things that everybody likes, but there was already a game that came out with kittens, because Exploding Kittens had recently come out, so we decided to do penguins instead.

It Seems Like You Design Mechanic First?

Patrick Rauland: I love that. I love that explanation. So what's interesting is I don't usually go to this question, because I don't usually think there's a lot of value in this question, but in this case, it might. It sounds like you designed the mechanic entirely first before the theme. Is that luck or if you've thought about other games, have you also started with the mechanic first?

Rich Hardy: So from what I've heard, Nintendo does a lot of that as well. Where they'll come up with a brainstorm idea of a mechanic and then once they've found something that's fun, that works, that's fun to play, they'll then look at their IP database and like, oh okay, this is more of a Starfox game or a [crosstalk 00:09:15].

Patrick Rauland: Really!

Jewlz Holzschuh: So that's how you get things like Mario Cart which has nothing to do with the sidescroller platforming but it's themed with Mario. Tennis, it's just …

Rich Hardy: Wii sports is another good one.

Jewlz Holzschuh: Yeah.

Rich Hardy: And you can't … they decided to introduce the Miis for that specific Wii. So [inaudible 00:09:34] the same character across multiple things and it would be more universally applicable to people who aren't familiar with Mario.

Jewlz Holzschuh: There was a little bit of a back and forth after we decided on the theme because once we figured out a theme, we were like, okay if we're doing penguins, well, how would this work because we were talking about having multiple draw piles in the game, which is something that's fairly unique for card games, but it was fun an added an extra layer to the strategy of covering them up. And we were deciding, well penguins, you know, icebergs … ice caps … kind of, well, how would that work?

Rich Hardy: So in our game there's multiple places you can draw fish cards from … there's fish cards … and we wanted a mechanic that would cover up draw piles, so that people wouldn't be able to catch more fish or draw more cards. We wanted to have a penguin that would have an ability that would allow them to fish through a draw pile, and we were trying to think of, well, if these are draw piles, they are fishing holes, then maybe you'd cover a fishing hole with an ice cap. Well, what penguin can break through an ice cap? No …

Jewlz Holzschuh: Not many penguins can. Well …

Rich Hardy: What could? What if there was a polar bear dressed as a penguin, pretending to be a penguin? That sounds really goofy. Let's keep going on this. And as we came up with more abilities for the players to have, we came up with goofier and goofier renditions of penguins, which, about half the penguins in the game aren't actually penguins.

Jewlz Holzschuh: And it kind of snowballed into this thing where we would just bounce goofy ideas off of each other and then whatever made us laugh was what we would roll with.

Game Design With Improv Skills

Patrick Rauland: I find this really interesting just because … Sorry, I'm getting a slight echo … but I find it really interesting it sounds really improvy. You know what I mean? You know? Let's just try this … I'm going to throw this crazy idea out there and we'll see if it sticks.

Jewlz Holzschuh: Then the design process was very much like that. It was design first, brainstorm first, and then critique later. It's figure out what of our goofy fun ideas actually work and which ones don't.

Jewlz Holzschuh: But I think especially for beginning designers, they'll either shoot themselves too hard in the foot, or they'll be expecting too much of themselves, and they'll critique themselves before their idea even gets off the ground. You've kind of got let yourself have wings and just explore the direction that an idea is going, because the creative side of your brain and the critique side of your brain are two different things.

Jewlz Holzschuh: So you want to just get our ideas out there and see where it goes and try to push it as far as you can before you come back and cycle around with okay, how can this be improved?

Patrick Rauland: Yeah. I used to work in an advertising agency and one of the rules that we had to come up was for five minutes you can't critique someone else's idea. And after five minutes, you … someone will be like, Patrick build us a website that fills up with beer, and it makes the words float on top. You just have to entertain those ideas for a few minutes and then go, okay, yes but it's really technically hard to do that.

Patrick Rauland: But yeah it's really important just to try an idea on. So I love that advice.

Rich Hardy: You can … if you're too afraid to ditch earlier ideas in favor of newer ideas, you can definitely get into a point where you get adhered to something that might not work so well later on, whereas you could have done something different later on that would have made everything just overall better, but you were too stuck on your initial …

Jewlz Holzschuh: It also really helped that in the beginning of the game, since we designed around the mechanics first and we had pieces of paper and we had very rough everything, it … nothing was set in stone. We didn't come up with a thing and then immediately do art of it. It was like, well, what would be funny? What makes us laugh? Because if it makes us laugh it might make other people laugh too. Following your enjoyment, because it's a game, it's supposed to be fun.

Patrick Rauland: What! Games are supposed to be fun?

What's It Like To Launch A Game While At A Convention?

Patrick Rauland: So … okay, let me change gears a little bit about … I just want to go into some of the interesting marketing stuff, because you guys launched your game while at BostonFIG. Now maybe for just a second can you actually tell us a little bit more about BostonFIG and then I'd like to know, what is it like to launch a campaign while you're at a convention?

Jewlz Holzschuh: So BostonFIG, it's a festival of indie games, and there's two parts of it, there's a digital game side and a board game or slash card game side. It's just indie games, people who don't work at publishing companies, who are making games on their own time, and it's tables for them to showcase their games. A lot of them are part of the Boston Game Makers Guild, which we attended and were part of while we were in Boston, which is groups where people just come together and play test each other's games and give each other advice on mechanics, and then you just kind of have a table to showcase it.

Rich Hardy: That's something I wanted to get to a little bit later in questions. But the … One of the most useful things resources that I could recommend to anyone new who is trying to build a game or get feedback on a game is just to go online and go to Meetup.com or any other site where you can meet up with other people, and see if there's a local game design group in your area, because they're generally out there.

Rich Hardy: And when you can meet with other game designers and share ideas, and get critique and get someone else's eyes on your game, they'll see things that you don't see. And they can give you help and recommendations and hey, this thing seems a little broken, or why don't you try this or that, and just the feedback and the community can help you game grow so much faster and you'll help them out as well with your feedback. It's just a really, really great resource to just crowd-help each other out, which is what the Boston-

Jewlz Holzschuh: Game Makers Guild

Rich Hardy: Game Makers Guild did for us.

Jewlz Holzschuh: The … getting back to the Festival of Indie Games though, since it is a convention that has been at Boston a few different years, they usually host it in one of the MIT gymnasiums, and it's a couple thousand people, something like that. And they're all there specifically for indie games. So you get some people who they're not professionals, so sometimes you'll see whacky looking hand-drawn art, there was one that was, while we there, there was a surgeon game or something like that, where someone was lying on the table and they were talking about, you get this mutation. It's not just basic game ideas, but it's different game ideas, it's stuff that wouldn't necessarily find in the main stream.

Rich Hardy: And when we found that we were getting into BostonFIG … Oh, something else I was going to mention, they … they'll do a curation process every year for BostonFIG where you'll submit a video about your game and an entry fee-

Jewlz Holzschuh: And a copy of it so they can play it.

Rich Hardy: Well at first it's just the video. And if you make it through the video phase after you pay the entry fee, then you can send a copy of your game, and then play testers will play your game. If the play testers think that your game is completed enough or ready enough for showcasing, they have a limited number of slots which they'll give out to people to showcase their game on the showcase floor. So if your game is relatively completed enough, or interesting enough, you can submit it for curation with a small fee and potentially get yourself-

Jewlz Holzschuh: A booth and an audience of a couple thousand people.

Rich Hardy: To showcase your game. So we did that, and we made it through and it didn't cost us a whole heck of a lot of money, which was awesome and kept our costs down. We were able to show case our game and since we showcasing our game and it was nearly complete at that point, we planned our Kickstarter launch at the same time so that we could utilize-

Jewlz Holzschuh: Kind of use it as a jumping off point.

Rich Hardy: Yeah, and try to get as many people on our Kickstarter on the first day as possible.

Jewlz Holzschuh: Right. There's … so if you look up the Kickstarter algorithms, Kickstarters that do very well on their first day tend to get bumped higher up in the search results which make it easier for people to organically find it through the website and it'll boost your results. So we kind of purposely designed our campaign around having a strong launch with the convention, with people that were going to be play-testing with it in person. So that it was all kind of streamlined and going together.

How Effective Was It? How Many People Did You Talk To?

Patrick Rauland: Yeah. I just … I think it's such a cool opportunity to be featured in some sort of event like this and then just to launch your Kickstarter at the same time. I guess, I'm always curious, do you have any idea how many people you talked to, and then what percent of those people that you talked to were like, I'm going to back this on Kickstarter?

Rich Hardy: It was such a busy day.

Jewlz Holzschuh: It was such a busy day. Both of us were just play testing all day.

Rich Hardy: We had lots of people who were interested and it was our first time doing a convention so I was so incredibly overwhelmed. It was an amazing experience. Just being able to play the game with so many people, and seeing, oh there's some really little kids coming. I'm not sure if they're going to be able to understand the game and then they start playing and they get it, and it's wow, that's … you're a smart little kid! Shh!

Jewlz Holzschuh: Because there were people who weren't in our friend group and had no connection to them, seeing other people pick it up and enjoy it, and families sharing it with each other, it was a very interesting and special experience.

Rich Hardy: And so while we were telling people, hey you know we've got our Kickstarter going live right now, and pointing to the website.

Jewlz Holzschuh: We had business cards, we had coloring pages, we had-

Rich Hardy: We had an email list, as well.

Jewlz Holzschuh: We had an email list where if you gave us your email then you would be entered into a drawing to win an art print.

Rich Hardy: But from that we had a good amount of momentum. I couldn't give you exact number of figures, but there were lots of people that I lost count of.

What Resource Do You Recommend to Game Designs?

Patrick Rauland: I think it's really cool. So let me change gears just a little bit one more time. So I love conventions, and for people who are in … in your case, Boston, it sounds like they have a great convention. And other people have good project spiels, and other people have unpubs and all this stuff, but if you're not near a convention, what is a resource that you would recommend to another designer out there?

Jewlz Holzschuh: Indie Game Alliance.

Rich Hardy: Tell them about Indie Game Alliance.

Jewlz Holzschuh: So … I'm not sure if you've seen their website, but Indie Game Alliance is a group of independent game producers-

Rich Hardy: Designers-

Jewlz Holzschuh: Designers,

Rich Hardy: Yeah I think publishers, too.

Jewlz Holzschuh: Publishers too, yeah, but they've all kind of banded together and they've made a system to help group-produce games, they have a play testing system, they have a group that goes around to conventions for you, that will showcase your games at conventions, they've got websites, where they'll post games that are currently on Kickstarter. It's kind of like a central meeting point for independent game producers or designers to send their game to be play tested, to be marketed, to be seen by publishers, when it's difficult to get there in person.

Rich Hardy: And the other really big thing … I mentioned this earlier, but I can't stress it enough. Just meeting up with other people in your areas, and if you look online and there isn't a Meetup for table top game design, start one.

Jewlz Holzschuh: Make one. Yeah.

Rich Hardy: Go to … if you're in college, college groups are easy to start. Find people in a game design class, just network with other people. Networking is just a great way to make your game better and make other people's games better and when everyone has fun making games, everyone has fun-

Jewlz Holzschuh: Playing games.

Rich Hardy: And that's just great.

Rich Hardy: Oh. And get on podcasts. Podcasts [crosstalk 00:22:23].

Patrick Rauland: And what?

Rich Hardy: Get on podcasts.

Patrick Rauland: Oh, yes. Yeah I … you know what's funny, I think-

Rich Hardy: There are really nice podcasters out there.

Patrick Rauland: I think I start listening to podcasts, probably about six months before I seriously got into game design. It was really nice to have a little bit of foundational knowledge and then start designing stuff. Like, I think I listened to Ludology and stuff like that before I started. Cool.

How Did You Achieve Such a Low Funding Goal?

Patrick Rauland: So okay, I just want to ask you one specific marketing question. So Penguin SLAP! is on Kickstarter. I noticed that you had a pretty small goal. Now I notice on most games I think of a goal between 5 and 10 thousand, even games that are card games, because card games in a box and some tokens or whatever. Somehow they are always 5 to 10 thousand, and then games for minis are way higher than that. But how was your goal, I think your goals was like 1,500. How is it so low and why did you shoot for that goal?

Jewlz Holzschuh: Originally when we were making Penguin SLAP! like I mentioned, it was kind of a collaborative process between the two of us, and we didn't expect that we were going to be selling it in stores, we didn't expect that we were going to be going to conventions, it was something that we were doing for fun by ourselves, and I did all the art myself and Rich is good at websites.

Rich Hardy: It was going to be something that we were going to make 10 or 20 copies just for our friends-

Jewlz Holzschuh: Yeah, and then maybe 50 and then maybe 100. Shoot, that seems like a whole lot. And 100 games at $15 each, that's $1,500.

Patrick Rauland: Yes.

Rich Hardy: We weren't like … It wasn't going to be something that we were planning on … It was something that we were going to be largely doing in our own free time, using our own previous skill sets, and it wasn't something that we planned on making a whole bunch of money on, so the costs were just way lower.

Jewlz Holzschuh: It was … we didn't have to pay for an extra artist because I was doing all the art myself.

Rich Hardy: We were already living in Boston when BostonFIG happened.

Jewlz Holzschuh: We didn't have to pay for convention fees, really, because FIG is a very, very low cost convention. So, just to fill you in, as our day jobs we're compositors. We work in the movie visual effects industry. And I studied animation in college and art in college and-

Rich Hardy: I did computer stuff.

Jewlz Holzschuh: So we have an extensive background doing visual media things, and for our work, we travel around a lot. So we were able to do a lot of the things that someone might need to pay for normally for free or nearly free.

Rich Hardy: Or since we were already in the area, we tried to schedule work contracts so that we could be in Boston during BostonFIG.

Jewlz Holzschuh: Right-

Rich Hardy: And such, but yeah, since … when we set our initial costs low it was originally low, like 1,000, 1,500 just so that … okay, if we make this much money we'll have enough so that we can have some games for us, our friends can have some games to sell-

Jewlz Holzschuh: We can give them to our family, we can give them to the people who helped us play test, and we'll have a few extra to sell.

Rich Hardy: This is the minimum number that we need to get X number of games out to all the people that … just the minimum number that we want to get for our own goal. Anything beyond that is just-

Jewlz Holzschuh: Gravy.

Rich Hardy: Gravy. And just amazing and awesome and we can use it to better the game. Which, we ended up hitting our goal four times over, so …

Jewlz Holzschuh: And with the pre-orders at the end, we ended up hitting five times over, because we-

Patrick Rauland: Ooh, nice.

Jewlz Holzschuh: So after the Kickstarter ended, we had one last stretch goal that we were only $125 off of getting, which was to add art to the last two cards in the game that didn't have specific part, and a number of the people in the Kickstarter that were following us were asking us to just do that stretch goal anyway because we were so close. So what we ended up doing was set a pre-order link on our website so you can pre-order the game-

Rich Hardy: And we had the pre-order links have the same things as the Kickstarter tiers, so even if you were late to the Kickstarter, you could still get the Kickstarter things.

Jewlz Holzschuh: And we had pre-order sales go back toward the original stretch goals.

Rich Hardy: And then once we start production for the game itself, we'll remove that shop and have the regular shop. But until production begins, you can still order the game off of our website with all the same things as you would have gotten off Kickstarter.

Patrick Rauland: I really like that. It's just cool I think to see a creator shoot for $1,000 or $1,500, like that's a great, very realistic number. I think a lot of people stress about marketing their games now and you need to get a thousand people on your email list … I'm making up that number … but you need to get a whole bunch of people on your email list before you launch. And if you need to raise $10,000 maybe you do need 500 followers already, but if you need 1,000 then you can reach out to friends and family and a little bit of marketing will get you to the finish line.

Jewlz Holzschuh: Right.

Patrick Rauland: Yeah. Cool.

Rich Hardy: And getting to … hitting your Kickstarter goal really early makes you look better and then for the next 29 days, everyone sees hey, look there's a game on Kickstarter, it's already funded. That looks solid and they look at it.

Jewlz Holzschuh: Yeah, it's something that people tend to gravitate towards success and I remember we were … we wanted something that were fairly sure that we could hit, because, again we came into this with very low expectations. It was something that we put a lot of work into and we really enjoyed making it, but I've heard so many stories of people who just don't really go anywhere that I didn't set myself up for anything. I, like … we put all of our steps in going the right direction so I was pretty sure we would succeed, and then we hit it the first day. Which totally-

Rich Hardy: Yeah someone walked over to our booth when we are at BostonFIG and they're like hey, congrats on hitting your Kickstarter goal, and we were like, what? Really? Cool! That's awesome.

Patrick Rauland: Wow, that's awesome.

Rich Hardy: I want to check, I need to …

Patrick Rauland: So I'm going to start wrapping up here little bit-

Rich Hardy: Oh good.

What Does Success Look Like?

Patrick Rauland: So what is, I'd love to know. You just got your game funded, what does success look like, especially after publishing?

Jewlz Holzschuh: So eventually it'd be really, really cool to see our game on a store shelf somewhere, being able to go into a Barnes and Noble or a Walmart or something, and just see your game on the shelf. That would be really cool.

Rich Hardy: Or having your game be well-known at parties and such, because every time you go to a party and you look at someone's game shelf, you'll see Betrayal at House on the Hill. You'll see Munchkin. You'll see Cards Against Humanity, if you have friends like that. And it would be really cool to see Penguin SLAP! right next to that.

Jewlz Holzschuh: We do have some friends because we were play testing it with groups of friends when we would hang out for game nights and whatnot, so we've gotten a few friends that would travel in and out of town, and when they'd come in, they'd be like, oh! You brought it! Great! They looked forward to play testing with us, which felt good.

Jewlz Holzschuh: Seeing people who were looking forward to the Kickstarter launch like before it went live, we mentioned we were going to launch on a certain day and we planned for a certain time to maximize our chance of success so that we could make sure there wasn't any bugs during the actual festival, so it was going to be 5:00 PM that day, and I had some people messaging me, when are you putting it live? Give me Kickstarter!

Rich Hardy: On a similar note, if you're going to launch a Kickstarter, make sure that it's done before you launch. Like make sure you've got the-

Jewlz Holzschuh: Video-

Rich Hardy: Video, something short and sweet that gets to the point, at the top of your page. Have a short synopsis of what your game is like that people will read and be like, okay cool, and decide whether or not they want to keep reading. Because when people click on a link on Kickstarter, sometimes they're only there for a few seconds, and if it looks interesting, they'll stay and if not they'll move on. Just make sure that, right at that page loads, you're 15 second sell pitch is right there and you've got a video that can fit within a super short two, two and a half minute attention span of someone just passing by. Get those out before you launch so that when you launch, you're ready. Very, very important.

Patrick Rauland: Yeah it should be perfect.

Rich Hardy: Yeah.

Jewlz Holzschuh: Yeah.

Patrick Rauland: Yeah, yeah. Cool.

Jewlz Holzschuh: [crosstalk 00:31:18].

Patrick Rauland: I was just going to say I really like that advice. It's really good.

Overrated Underrated Game

Patrick Rauland: So, I like to end my show with this little game called over-rated/under-rated. Now I believe before the show you mentioned you hadn't played it before, so here's basically what it is. I'm going to give out a word or phrase like “the Avengers” and you have to say over-rated or under-rated. And the correct answer is obviously under-rated. The avengers are way better than DC Super Friends. Something like that.

Rich Hardy: Okay.

Rich Hardy: And if it's properly rated, we still have to pick over-rated or under-rated, right?

Patrick Rauland: Yes, because this way I … yes, you can't be uncontroversial here. You have to go one of the two extremes. So hidden role games, are they over-rated or under-rated?

Rich Hardy: Hidden role games, like …

Jewlz Holzschuh: Werewolf?

Rich Hardy: Werewolf and something like that? Under-rated. I think more people should play them. They're a lot of fun and they're really simple, sometimes.

Jewlz Holzschuh: Man, I was almost going to say over-rated. Because they're really fun with the right group, but the wrong group messed you up and it's so frustrating to play with people like …

Rich Hardy: Who don't get it?

Jewlz Holzschuh: Yeah.

Rich Hardy: Who say that I'm a werewolf from the beginning.

Jewlz Holzschuh: Yeah.

Patrick Rauland: Yes, yes, that can be a disappointment. How about blogging in general. Over-rated or under-rated?

Jewlz Holzschuh: I'm going to say over-rated just because of how big some bloggers' heads are.

Rich Hardy: I'm [inaudible 00:32:38] to say over-rated. Yeah.

Patrick Rauland: So third one, there it is, print and play games, or basically a game you can print out yourself at home. Are they over-rated or under-rated?

Jewlz Holzschuh: Under-rated?

Rich Hardy: Under-rated.

Jewlz Holzschuh: Under-rated.

Rich Hardy: Under-rated, definitely under-rated. The fact that you can print and play a game at home without having to buy it and test it out. I think that it's there, and I don't think enough people use it.

Jewlz Holzschuh: Or try it.

Rich Hardy: Or try it, just because of the slight inconvenience of having to use a printer, although printers can be pretty inconvenient tools.

Jewlz Holzschuh: It's also really great way for beginning game designers to get early versions of their game out to potential play testers, that may or may not live close where they live.

Rich Hardy: Yeah.

Patrick Rauland: I love it. And then the last one, holiday … it was just sort of holiday breaks, are they over-rated or under-rated?

Rich Hardy: Under-rated.

Jewlz Holzschuh: Under-rated.

Rich Hardy: Under-rated.

Jewlz Holzschuh: I think they're probably pretty highly rated, and that's pretty cool, because they're awesome.

Rich Hardy: Holiday breaks are awesome. We like sleeping and, shh, sometimes with our day job, we don't always get enough sleep. So. Cannot stress holiday breaks enough. Seeing your family is nice, too. Depends on the family, but most of the time. Seeing your family is very nice

Jewlz Holzschuh: Absolutely depends on the family

Rich Hardy: Friends and everything. Holiday breaks are awesome.

Jewlz Holzschuh: Sometimes a holiday break is what you make of it.

Rich Hardy: Yeah.

Wrap Up

Patrick Rauland: Mm-hmm (affirmative). So, thank you both for being on the show. Where can people find you and your game online?

Jewlz Holzschuh: Penguinslap.com.

Rich Hardy: Penguinslap.com. We're also on YouTube. We're also on Facebook. Jewlz has an Instagram that she has Penguin SLAP! art as well as her general art and photography. The links to all of those are on our website, as well as our Facebook. But yeah, penguinslap.com, Google Penguin SLAP game, [crosstalk 00:34:39] editions.

Jewlz Holzschuh: There's also some speed paintings up on YouTube of … if that's your jam.

Rich Hardy: Oh, yeah, because when Jewlz was doing the art fOR Penguin SLAP! we screen recorded it on the computer and I put cool music to a lot of them, chip tunes, and some have piano music and it's either really pumping or really sweet music, one of the two. And those are all on our YouTube channel as well. So you can watch her paint stuff.

Patrick Rauland: Yeah, I watched one of those, those are great. So thank you both again for being on the show. Really appreciate it.

Rich Hardy: Thank you for having us.

Jewlz Holzschuh: Thank you for having us.

Patrick Rauland: So listeners, if you like this podcast, please leave us a review us on iTunes, If you leave a review, I'm sure Rich will name a penguin after you or something.

Patrick Rauland: In case you ever get pet penguins.

Patrick Rauland: So just as a reminder I'm going to be launching my game Fry Thief on Kickstarter in probably a couple of weeks. You can visit the site, indieboardgamedesigners.com, I will have show notes there for all the games that we mentioned. You can follow me on Twitter, I'm @BFTrick, B as in boardgame, F as in and fun, and trick as in trick-taking games.

Patrick Rauland: That is all I got, everyone, so … until next time, happy designing! Bye bye.

Patrick Rauland: Hello, everyone, and welcome to the Indie Board Game Designers Podcast, where I sit down with a different independent game designer every single week, and we talk about their experience in game design.

I'm Patrick Rauland, and today I'm going to be talking with Steven Aramini, who is actually a pretty well-known game designer, and by pretty well known, I mean I have actually heard about him before he came on the show, because he's made games like Sprawlopolis, which I love, Tricky Tides, and a game that's currently on Kickstarter, Animal Kingdoms. Steven, welcome to the show.

Steven Aramini: Hey. Thank you for having me.

Continue reading “#46 – Steven Aramini”

Patrick Rauland: Hello everyone, and welcome to the Indie Board Game Designers Podcast where I sit down with a different independent game designer every single week. We talk about their experience in game design and the lessons they've learned to get to where they are today. My name is Patrick Rauland and today I'm going to be talking with Kathryn Hymes who is one of the founders of Thorny Games which makes games about language and crytography. She is also the cohost on a different … Hold on, The Game Design Round Table Podcast. I hope I got that right. Yeah. You have some awesome games that you've recently put out that I want to talk about. So Kathryn, welcome to the show.

Kathryn Hymes: Thank you so much. I'm excited to be here.

Continue reading “#45 – Kathryn Hymes”

Patrick Rauland: Hello, everyone, and welcome to the Indie Board Game Designers Podcast where I sit down with a different independent game designer every single week and talk about their experience in game design. My name is Patrick Rauland and today I'm going to be talking with Eric Williams who is another local game designer here in Denver.

Patrick Rauland: About a year a half ago, just to give you guys some context, I attended my first game testing Meetup here in Denver and it was either the first meeting or the second meeting, but I actually played his game called House Rules at that Meetup. So, it's really cool … I went to my first prototyping Meetup about a year and a half ago and played his game and now it's on Kickstarter and it feels like it's coming full circle.

Eric Williams: We've come full circle, yes.

Patrick Rauland: Yeah.

Eric Williams: The circle of life seems to roll on.

Patrick Rauland: Eric, welcome to the show.

Eric Williams: Thank you. Thanks for having me on. This is fun.

Continue reading “#44 – Eric Williams”

Patrick Rauland: Hello, everyone. And welcome to the Indie Board Game Designers Podcast where I sit down with a different independent game designer every single week and we talk about their experience in game design.

Patrick Rauland: My name is Patrick Rauland and today I'm going to be talking with Arthur Franz who is the designer behind Breakaway Football through Uplink Underground Games, which is his publishing company.

Continue reading “#43 – Arthur Franz”

Patrick Rauland: Hello everyone and welcome to Indie Board Game Designers podcast, where I sit down with a different independent game designer every single week and we talk about their experience in game design and the lessons they've learned to get where they are today. My name is Patrick Rauland and today I'm going to be talking with Christina Scamporrino who is the designer behind Money Buns, which sounds … just has like a lovely … it just rolls off the tongue. It's on Kickstarter right now as we're recording. And it will probably finish when this episode comes out. Christina, welcome to the show.

Christina Scamporrino: Thank you so much Patrick, it's nice to be here.

Continue reading “#42 – Christina Scamporrino”

Patrick Rauland: Hello, everyone, and welcome to the Indie Board Game Designers Podcast, where I sit down with a different independent game designer each week, to talk about their experience in game design and the lessons that they've learned along the way. My name is Patrick Rauland, and today, I'm going to be talking with Dirk Knemeyer, who runs a company called Artana, as well as he is the host for The Game Design Roundtable Podcast. Dirk, welcome to the show.

Dirk Knemeyer: Oh, thanks so much for having me, Patrick.

Patrick Rauland: So, I just want to get started with your podcast was one of the first podcasts that I found in the game design world, so it's cool to chat to you, I don't know, like a year later, to do that.

Dirk Knemeyer: Oh, great. I'm so pleased. I mean, we do the show to be of service to game designers, so that makes me really happy.

Introduction

Patrick Rauland: So, I always like to ask people a couple questions, just to give the audience an idea of who you are, so I'm going to ask you just a couple of very quick questions. If I met you at a convention, what is a game that you would play every time no matter what?

Dirk Knemeyer: Oh, gosh. You know, there's no game I'd play every time no matter what, but I love Diplomacy. Diplomacy is a game that I really enjoy.

Patrick Rauland: Nice. Who is your favorite, Tesla or Edison?

Dirk Knemeyer: You know, I'm going to defy conventional wisdom and go with Edison.

Patrick Rauland: All right, and since you do historical games, maybe like a favorite moment in history, or a favorite thing that happened.

Dirk Knemeyer: Oh gosh. Favorite, huh? I don't know, it's always what I'm learning about now, I have to say, and I've been learning about Iranian history, and Zoroastrianism, the religion, and that's really fascinating. I'm enjoying that at the moment.

How Did You Get Into Board Games & Board Game Design?

Patrick Rauland: Very, very cool. All right, so let's talk about games. First question, first real question, is how did you get into board games, and specifically, board game design?

Dirk Knemeyer: Yeah, so board games were something I was into from the time I was a little boy, you know, growing up in the '70s and '80s, so I was sort of a child of my time, you know? Dungeons & Dragons was probably the most important game for me, and of course, played all the staples, the Monopoly type of classic game that probably everyone has played. So, you know, the board gaming, and then moving into computer gaming, you know, were parts of my life really all the way through, other than maybe a 10 year period, when I discovered girls, and college, and you know, there's sort of a dark period. But otherwise, gaming has probably been my biggest hobby throughout my life.

Dirk Knemeyer: I got into game design sort of by accident. I just woke up one morning with the idea for game design, and it was a moment in my life where I wasn't fulfilled creatively. I was kind of looking for something new to do, and was really excited about the idea, and just kind of dove right in.

Patrick Rauland: So what was that idea? What was the thing that sort of brought you in?

Dirk Knemeyer: Yeah, you know, it was a game about the age of enlightenment. It was called Road to Enlightenment, and it was just the game design, basically. Again, I just kind of woke up with it and wanted to bring it to life, so yeah.

How Did You Decide to Self Publish?

Patrick Rauland: Cool. So I've been listening to your podcast for a while, and I'm pretty sure that I downloaded a bunch of old episodes, so I think I've listened to the vast majority of them, and when you started getting into this, I think you started your podcast before you had any signed or published games, and I remember there was some hesitancy, reluctance, or problems getting your game signed and published, and I could have sworn there was like an episode, where you were like, “Oh, I don't know if this is the right thing for me,” and then you started switching to your own … You started making your own games, so can you I guess tell us a little bit about that journey, which I'm sure was very long?

Dirk Knemeyer: Sure, sure. Yeah, you know, a lot of the specifics of the journey just come down to who I am as a person. I love to make things. I like to nerd out and be curious, but I'm also very introverted, very shy, and I also have a philosophical problem with sales and marketing. I'm an anticapitalist. I have different beliefs than those prevalent in our system, so the process of marketing and selling my creation is inherently odious. So, as I started on the process, and talked to a couple of publishers, you know, there was either a lack of interest, or else making me jump through a lot of hoops that were ambiguous, you know, “Oh well, make these changes to the design and then send it again. Okay, now make these changes and send it again,” with no clarity about what may or may not happen.

Dirk Knemeyer: So at some point, you know, I just said, “Look, I'm going to make this for myself.” I have been an entrepreneur previously, and I've been a creative director and designer for, I mean, at that point over a decade, so I have a lot of experience and confidence in making something sort of cradle to grave, taking it to market. So it was for how I'm oriented as an individual, but also for my experiences and sort of preparation for the process, that was definitely the right choice for me.

Patrick Rauland: Totally. That totally resonates with me. I wanted to make a board game this year. That was my challenge to myself, and one of the things I said, I think like early in the summer, was, “If a publisher picks it up, great, but I'm just going to keep moving forward,” because it just … The speed that publishers move is just a little bit too slow for what I want to do personally, right? Like, I want to put out a game this year, and I would have had to pitch it last year for that to happen, so yeah.

Dirk Knemeyer: Yeah, or earlier, yeah. Yeah.

Patrick Rauland: Or earlier. Yeah, a friend of mine … So, he and I got started in game design at the same time. We went to some of the first … There's a meetup here in Denver. We went to some of the first meetups together. He got his game signed, but I think it's coming out in like 2020, so he got his game signed way … Mine's not signed, but like, I'm probably going to release mine in 2019, so I just … I think that's funny.

Dirk Knemeyer: Yeah, yeah.

Why Focus on History?

Patrick Rauland: So Artana, you have a bunch of games that involve real history. There's Lovelace & Babbage, which just came out or is on Kickstarter. You have Einstein, which came out last year, Tesla Vs Edison, and Speakeasy Blues, which all involve periods of history, which I think is really cool. Was this a conscious decision, to move into a space where you're riffing off of real ideas in history, and there's a little bit of education there, right? Not just there was a war, we're going to reenact it, but like, you're talking about really cool turning points in history, I guess.

Dirk Knemeyer: Thanks. Yeah, I mean, that question has sort of layers for me as a designer, and then there's sort of a second layer to it, as a company. I mean, as a designer, I've always made games that relates to my interests, and I'm just not someone who's excited about zombies and dwarves. I'm someone who's excited about history, and the stories of the world, and where we've been, and where we're going, the future, as well. So, you know, I was making games that I would be interested in telling the story for, so the way I kind of say it now is whenever I read a book, at the end of the book, I generally have a game designed in my mind.

Dirk Knemeyer: And obviously, you know, to be a good game that's in the market, it needs more design work. It needs development, whatever, but I have something that is sort of a fully realized first design after reading a book.

Patrick Rauland: Wow.

Dirk Knemeyer: So, as I read a book about Tesla and Edison, which was a while ago, that even preceded my getting into game design, you know, that had me excited. Reading about Albert Einstein had me excited, so it's really just a manifestation of my personal interests. A couple of the games that you mentioned, Speakeasy Blues and Lovelace & Babbage, those are being published by my company, but they are being designed by other folks, you know, Daryl Andrews and Adrian Adamescu did Speakeasy Blues, Scott Almes did Lovelace & Babbage, so that's more of a business decision of saying, “You know, we're known for these things. Let's bring some other things in that are complementary.”

Patrick Rauland: Okay, so you put out Einstein and Tesla Vs Edison, and then Lovelace & Babbage and Speakeasy Blues came later. I guess my question is, did they approach you with a game and mechanics, and you were like, “Cool. Let's make it historical,” or did they come to you with, “Hey, we know you do some of these really neat games that involve history, and we think … You know, I had this idea about Lovelace & Babbage, which was about, you know, the first computer, and I would love for you to publish it”?

Dirk Knemeyer: Yeah, in both cases, it was the latter. It was the theme was already integrated into the game. And going back to philosophy, I mean, I philosophically believe that games should be driven by theme as opposed to mechanics, and you know, there's other people who believe differently and do different things, and some of them are brilliant, smart, and interesting people. They're not people I'd be interested in collaborating with, in terms of what my company's doing, because for me, the soul of it, it lives in the person being passionate about and loving the topic that they're covering and they're dealing with. I'm interested in working with people who are an expert in what they're talking about, and they're really wanting to tell that story, that it means a lot to them to tell the story of the dawn of computing, of Lovelace & Babbage. So yeah, in both cases, they had already figured out those things, and just in general, you know, those would be the type of folks that I'd be looking to partner with.

Opposition To Marketing

Patrick Rauland: Okay, so I want to ask you kind of about more stereotypical game themes, but you said something really interesting about having an opposition to marketing your own games. And I see that a lot in … I'm in the WordPress world, and it's a very open source, collaborative community, and people don't like marketing and selling their products. There's just like a … It's a conflict between you know you need to sell it, but you just hate overly exaggerated marketing claims. But I think there's a lot of game designers who are like that as well, who just want to … They want to make a game. They know it's good, but they just don't like this marketing part. What would you say to them?

Dirk Knemeyer: If you want your game to see the light of day, you either are going to need to do everything for yourself and publish it, or you're going to need to solve that. You're going to need to take that challenge, just like you took game design. You're going to need to take the marketing, and essentially sale of your game concept and design, just as seriously, and really invest in getting it right and putting yourself into it.

If you want your game to see the light of day, you either are going to need to do everything for yourself and publish it, or you're going to need to solve that. You're going to need to take that challenge, just like you took game design. You're going to need to take the marketing, and essentially sale of your game concept and design, just as seriously, and really invest in getting it right and putting yourself into it.

Dirk Knemeyer: And it's difficult, because few people have, both from the standpoint of skill and temperament, real strength in both the areas of product design and development and product marketing and sales, so if you're starting from the point of making this thing, it's unlikely that the sales and marketing things are comfortable for, you know, things you have experience in. But, you know, I'm not much of an alpha male guy, but I like to use the alpha male context of winning in this way. Like, if you want to win, with winning in this case meaning your game is out there, you're getting feedback on it, you've arrived, you're a designer, and your game is one that people are familiar with, if you want to win, you've got to do this. You've got to get into the sales and marketing and solve it, either from the standpoint of selling to publishers or packaging, marketing, and selling to the public. It's every bit, if not more important, than the design and development itself.

Patrick Rauland: Sorry, I have another follow-up here. Have you held yourself back in any … Because you said you were an anticapitalist. You know, everyone says, in the marketing world, “Oh, you've got to use Facebook ads,” as just one example. “You have to use Facebook ads to market,” and let's say you don't like Facebook ads. Have you ever held yourself back in one of those common sense marketing strategies that everyone says works, and you just don't believe in it, and don't want to pursue it, and you don't do it?

Dirk Knemeyer: There's not going to be one that I can remember. I mean, in the context of my gaming things, with my early games, I really didn't do much marketing. I kind of threw it out on Kickstarter, and said, “Here I am. Please love me,” and I got lucky enough that enough people loved me that I could then do the next game. Now that we have a company, I'm only peripherally involved in those things, so you know, part of it is just sort of ignorance, but yeah. I mean, there certainly are limits, you know, philosophically, where I wouldn't want to be on a certain platform or in a certain way. There's nothing that jumps right to mind, that I would pound my fist on the table and feel strongly about, but I certainly would put principle over monetization at the end of the day.

How Do You Market Non-Traditional Themes?

Patrick Rauland: Awesome. Okay, so the next question that I actually had written down was if you don't do these, you know, the zombies, and the wizards, and the dwarves, and the stereotypical themes that we … and the farming, and the stereotypical themes we see in gaming, do you think that's going to hurt your sales? Do you think people are turned off by that?

Dirk Knemeyer: Will it hurt sales? Yes, absolutely. Are people turned off by it? No, but they just aren't necessarily as interested in it. I mean, making that choice is making the choice to be almost certainly, forever, a somewhat niche creator, and I'm okay with that. I'm okay with that.

Patrick Rauland: I like that. I was just thinking, like, when I started this podcast, someone said the game … Like, if you make a podcast for game designers, like, it doesn't matter how … Like, it's always going to be a small podcast. I wonder if it's almost the same thing, where like, if you choose to make a game on this very niche topic, just, at most it's going to be as big as that niche is, and you know, you make that choice and you live with it.

Dirk Knemeyer: That's right. That's right, and you know, the things I'm doing aren't super niche. I mean, Albert Einstein is someone that a relatively broad swath of people would have some degree of interest in, but it's not the type of thing … I mean, for whatever reason that I don't understand, and I say that without casting any judgment on it, when it's zombies, people are excited. People are going to put their money down and want to see what that's about. Einstein does not necessarily generate the same degree of passion, but it's also not sort of a niche thing.

Dirk Knemeyer: I mean, in my early time of game design, I was coming more from the war game community, which are much heavier, more arcane, sort of poor user interface experiences. Those are more niche, from my perspective. I mean, most people are going to say, “Oh yeah, I like Albert Einstein.” Very few people are going to say, “Oh boy, I'm really passionate about the Korean War,” or whatever the case may be.

Do you Have a Favorite Game?

Patrick Rauland: So do you have a favorite game that you published, designed?

Dirk Knemeyer: No, it's always the one I'm working on now. For me, it's all about the creation. Once I'm done with the creation, I've moved on. You know, within six months, I can't remember rules. You know, people ask me how to play, I'm like, “I have no idea.” I'm in the future. I'm not in the past.

Patrick Rauland: That's funny. So, let me talk to you about your podcast. You're the host of The Game Design Roundtable Podcast.

Dirk Knemeyer: Yeah. One in a group of hosts, yeah.

Patrick Rauland: Yes. How did that come about?

Dirk Knemeyer: You know, I have … I mean, I'm in my 40s now. Through my adult life, when I learn, I like to share, so going back to the early days of blogging, as I was getting into design for the first time, not game design, but design in sort of a broader sense, that process was one where as I learned, I blogged, and I shared, and that worked really well, because I very quickly developed a strong network of people. It led to me getting a lot of conference talks and things, that had sort of benefit to my career, so without sort of strategically thinking about it, I just adopted that cycle, that whenever I changed into a new context, I tried to share it through whatever sort of the current appropriate media was.

Dirk Knemeyer: So it was, I was getting into game design. I was super excited about it. I wanted to learn as much as I could. For me, that process is one that involves public sharing, and at the time, you know, 2000 … I don't know what year, '11, '12, podcasting just seemed like the right media to do that, and so I wanted to do a show. A friend of mine, Bill Abner, who had a podcast of his own at the time, I mentioned to him that I was looking to do that, looking for a partner to do it with, and he joined hands with me and Jon Shafer, the designer of Civilization V, who I don't know if he was explicitly looking for the same thing, but he too was sort of searching for a platform of some kind, and it just clicked, and we ran with it.

Patrick Rauland: Did you say 2012 is when it started?

Dirk Knemeyer: Something around there, yeah. Yeah. I'm a big picture guy. I'm kind of bad on specifics, but yeah, it's been at least 5+ years, yeah.

Patrick Rauland: I did listen to your 200th episode. That's super cool.

Dirk Knemeyer: Thanks, yeah. It's a little surreal. You're like, “Wow, you know, a lot of years have passed, and a lot of stuff is here now.” It's neat.

How Has Your Process Changed?

Patrick Rauland: So, how did publishing your first game change your process?

Dirk Knemeyer: Oh, dramatically. I mean, when I did my first game, I didn't know … I mean, I truly did not know what I was doing. It was a process of total ignorance, and now as someone who has a lot of experience in the industry, the way I would characterize it is the game was almost completely designed, but wasn't in any way developed. So, you know, it was, let's say less than half of … I don't know want to say effort, because I put a lot of effort into it, but I'd say less than half of sort of the diligence that needs to go into a complete and properly developed game had gone into it. I learned, you know, as a result of the failings of that game, part of where I had fallen short. My next game was much farther along, but still wasn't developed enough. My next game still wasn't developed enough, but each time, I was getting closer and closer.

Dirk Knemeyer: And since then, now the games are fully developed. Some of them, I did myself. Others, I've had collaborators on the development side, working with me, and I mean, one thing that I've surely learned, not just what is sort of the correct process to get to a complete game, but also what should my role be, and the role of the artisan, soup-to-nuts, cradle-to-grave game designer is probably not the right function for me. You know, I should be in the context where I'm either working with a co-designer, or I'm working with a developer who is really engaged and carrying a lot of water, because if I'm going to fall short, it's going to be on that endurance, that diligence of just grinding through test, iterate, test, iterate, test, iterate. I'm not going to give that the due that it needs, to have the game I want to have at the end of the day. And it just took time to learn that, and trying different things, and yeah, just becoming more conversive in game design [crosstalk 00:20:08].

How Do You Know What Part of Game Design you Like?

Patrick Rauland: Yeah. So, if you don't know what you are, let's say you're an aspiring game designer, and maybe you have a couple ideas in your head, and maybe you've play tested a couple of times, like, how do you know maybe what you're good at? Because then you can try to find another designer friend to help you out with a part you're not good at. Is there a thing you can do, a thing you can test, or do you just have to do everything and then feel it out?

Dirk Knemeyer: I mean, I think the most sure way is to go through the process and learn, but you know, I mean, you certainly too can look at yourself in other contexts and transfer that. I mean, for example, as a writer, I have fantastic concepts. Like, my first draft of writing is really strong, but I don't tend to … Don't tend to is even wrong. I resist or refuse to do edits. When I do drag myself through edits, the grammar is not going to be right, so I could tell, from my much longer experience as a writer, that upfront stuff, big picture stuff, sort of complex system stuff, I'm great at. Detail stuff, things that to me are more grindy, are a problem, and game design has mapped similarly. So, I do think there's a likelihood that if you look at yourself in other contexts, and map that onto a total game design and development process, that there will be overlap, that how you are in one context will be similar in this one, but I can't guarantee that, and I don't want to steer you wrong.

What Research Do You Do for a Game Design?

Patrick Rauland: Yeah, yeah. Love it. So you talked earlier about, you know, you read a book, you get a game design idea. Do you do any extra research? Do you ever seek out specific books for that purpose? Like, what research do you do and how long do you spend researching before you maybe start that new game design?

Dirk Knemeyer: I do a lot of research. The game design is happening in my mind from the earliest moments of the research, so there's not a staging, where I'm off doing research for a long time, and then I start doing design. Like, as I'm diving into a topic, I'm starting to create a mental model of what are the important things that need to be part of the story? How can those things manifest? So yeah, I mean, the design and research, for me, are really intertwined. There is the initial book, like I mentioned, but yeah, there's a lot of extra research after as well. The different games are different amounts of research, more recently in part because it's where the market is going. I've been doing lighter games. My earlier games, for the most part, were much heavier, and the lighter games need less research.

Patrick Rauland: Sure.

Dirk Knemeyer: Which is a bad thing, because I love the research, but it's a good thing, because it takes a lot less time, to not have to do as much. But yeah, I mean, Road to Enlightenment, I had hundreds, if not thousands of hours of research into it, whereas Einstein would be certainly dozens, but certainly short of hundreds of hours. So that's almost an order of magnitude less research work from my heaviest to my lightest game.

Patrick Rauland: One of the things I'm a big fan of is sort of like setting yourself up, so that you … Like, building habits, so that you don't have to try to do a thing. Going back to reading books, do you specifically read history books now, or something similar to those, so that you get game design, or do you read history books just completely separate, just because you love those books, and the game design is purely an added benefit?

Dirk Knemeyer: Yeah, the game design is an added benefit. I'm reading things that interest me. I mean, one of the things that I love about myself is I'm interested in almost anything. Like, if somebody came to me and said, “Dirk, I've got this book on knitting. It's great, you know? You've got to read this book,” I'm going to read it, and if it's a good book, I'm going to get excited about knitting. I'm going to want to make a game about knitting. So in that way, I'm very pliable, because for me, it's just about getting excited about a topic and then telling a story about it, and ultimately, even though I will tend to pick history a lot of times, when I'm reading, it could really be pretty much any topic, and I can get excited about it.

Does Game Design Energize or Exhaust You?

Patrick Rauland: Love it. So, just game design in general, does that energize or exhaust you?

Dirk Knemeyer: It depends. The early stages are energizing. The later stages are exhausting.

Patrick Rauland: Do you-

Dirk Knemeyer: And it's very binary. I mean, I love game design when I'm getting all the way through to the first playable prototype, and then even some N number of revisions from first playable to more refined, more refined, more refined. At some point in those revisions, it flips from being energizing and exciting to, “Oh my god, get me out of here.” And that's the point at which I really should change my role in the process.

How Many Unpublished Games Do You Have?

Patrick Rauland: And then, so, how many games do you have that are unpublished, half finished, or somewhere stuck in the pipeline?

Dirk Knemeyer: It's a lot. It's double digit, for sure. You know, I'd say there are at least half a dozen that are truly half finished, which is to say well through a design process. You know, if they were released as they were, people would say, “Oh, it's not finished, but it's pretty good” kind of thing. And then, I mean, it's dozens that are in some stage of research and early design.

What Does Success Look Like To You?

Patrick Rauland: So, my favorite question that I tend to like to end the show with is, I mean, what does success look like to you? And maybe since it seems like, I think, some game designers would say you're running your own publishing company, you're already successful. Maybe what did it look like and what does it look like now?

Dirk Knemeyer: So let me be clear. I am not enjoying financial success from this.

Patrick Rauland: Okay, yeah.

Dirk Knemeyer: Yeah, so I am running my own publishing company, but, I mean, we're just sort of breaking even. I mean, we're just sort of scrabbling along. When the company started, I put money into it to get it started. I've never gotten that money out, but I also haven't put more money in for a long time, so that's a success in and of itself, but it's not … You know, I can't quit my day job so to speak. You know, I need alternate sources of income, because I have a family and other commitments.

Dirk Knemeyer: So at this point, having done it for a while, I've become convinced that it's really hard to make a living as a small indie publisher. I think you have to get incredibly lucky, and I'm still open to that happening with Artana and my game design stuff, but I no longer am expecting it, you know? I'm focused on having other parts of my life that are providing the income to live and make the commitments that I have fulfilled, so success, that would be a form of success, if I could start making enough money that I could stop doing some other things, but definitely not looking for that.

I've become convinced that it's really hard to make a living as a small indie publisher. I think you have to get incredibly lucky

Dirk Knemeyer: I mean, right now, you know, success for me … The greatest joys that I've gotten from game design are when at a convention and somebody who's a specialist in the area that I've made a game on comes to me and is excited, and just shares their excitement that I've brought it to life. I've probably had the most of that with my second game, which was called The New Science. It's a game about the scientific revolution, and it's in the dozens now, where people have come up to me and said, “I'm a research scientist. Oh my god, you nailed it. It is so cool. We love playing this game. It's exactly what it should be,” and that, for me, is success, because at the core of it, that's what I was trying to do. I was saying, “Here's the story of the scientific revolution and research science. How can I bring that to life?” And when the thematic experts tell me I've done that, that feels great.

Dirk Knemeyer: And you know, from a commercial perspective, that's not necessarily good, because the nerding out of a research scientist often has little overlap with the excitement of a hobby board gamer who's not interested in research science, but in terms of my personal motivations, and where I'm fulfilled and getting feedback that makes me feel like this was really worth it, I'm feeling good about myself, that would be it.

Patrick Rauland: I love that answer. And as I'm talking to you, I'm kind of picking up that you like learning new things, repackaging them into like a new container, a new context, a new format, delivering that to other people, and then hoping they get something out of it. Like, it seems like you really like that almost transference of knowledge. You know what I mean? It's like you read the entire encyclopedia, and then you tell someone the coolest, top five things you read out of it, or something like that. But I just want to go back-

Dirk Knemeyer: [crosstalk 00:29:26] think of it. You know, there's other storytellers, who when it comes to a subject like an Einstein, or a Tesla Vs Edison, they're going to write a book, or they're going to make a movie, and the medium that I've chosen instead is games.

Patrick Rauland: That was exactly what I was trying to say.

Dirk Knemeyer: Sorry, I didn't mean to-

Patrick Rauland: Yeah, yeah. No. No, no, no, as in I was not very eloquent, and you were able to put it in better words than I was. Can I go back to not being financially … I don't want to use the word solvent, but you know, not making money with your business.

Dirk Knemeyer: Sure.

Patrick Rauland: That is so, so common, from everyone I talk to. Almost everyone I talk to is not … If they are making money, it's like part time, and they have to have a full-time job on the side, or something like that.

Dirk Knemeyer: Yeah.

Patrick Rauland: God, I don't even know what the question is here, other than like is that just the industry? Is that just the industry of board games? For an amateur designer like myself, how does Fantasy Flight Games make money and employ dozens, I don't know how many employees, but let's just say dozens, maybe hundreds of employees, while all these small little companies can't make a run of it? How does that work?

Dirk Knemeyer: Well, it's like any business. I mean, there's two parts. There's the any business part, and then there's the game design industry part. For the any business part, one in five businesses survive past the first two years after they've been incorporated, right? And then of that, only 20% that even survive, how many of them become Google, or Apple, or Amazon, which are … let's say are roughly equivalent to Fantasy Flight, in the context [inaudible 00:31:02] It's a microscopic number, right? So, you know, yes, there can be a microscopic number of the game publishing companies that have ever been made, that are huge, huge corporations, that relative to our industry are making money hand over fist. But, the reality of business is just most companies fail, and/or most companies just kind of drag along for a while.

Dirk Knemeyer: And in game design, you know, it's really an economics 101 thing. You have an industry where all kinds of people, endless, limitless people, virtually, will give away labor for free. I can get free anything I want. I can get free design. I can get free development. I can get free art. I can get whatever I want for free, if I really want to, and as a company, I mean, for the most part, it's paid relationships that we have, but if we're in an industry where there's tsunamis of free labor at every part of the human capital spectrum, there's going to be more product that's being able to put out more cheaply, and can be priced more aggressively. So it just becomes a race to the bottom, and it becomes a really difficult environment to make money in.

Patrick Rauland: You know what? One of the things I was just thinking about as you were talking about this is maybe there's a bit of a survivorship bias. That's not the right word, but you know, if I'm listening to a podcast about accounting, and someone can't make their accounting business work, they quit the business and they get a full-time job in some other industry. In game design, people, like if you can't make money, but you love games, you still might keep doing that.

Patrick Rauland: So I talk to, I think, a lot more people who have … Maybe they tried to make it full time and they couldn't or they just never … You know, they've just been doing it part time the whole time or whatever, but they're still in the industry, whereas if it's a … Yeah, you're an accountant, you're a lawyer, you're an attorney, whatever … Oh, that's the same thing, you know, you just drop out and you change industries or get a full-time job somewhere else. So I wonder if there's just … It seems like there's more people who haven't made their dream work. You know what I mean?

Dirk Knemeyer: Sure, sure, and you know, also, I mean using those examples, even if someone professionally enjoys being an attorney or an accountant, there's few to none of them, in any universe whatsoever, who in their free time would choose to be chunking away on law work and on accounting work, unless it's for some game company that they're excited about, or some nonprofit that they're passionate about. Like, the tasks inherent in that are not the way they want to spend their time, whereas as game creators, that is how we want to spend our time when we have control over it as well, which sadly only further waters down and jeopardizes the marketplace.

Overrated/Underrated Game

Patrick Rauland: Well, awesome. Well, thank you for going very deep on this. I like to end my show with a little game. It's called Overrated Underrated. Have you heard of it?

Dirk Knemeyer: Not in this context, so let's-

Patrick Rauland: Excellent. So I'm just going to say a word or phrase, and then you have to pick if you think it is overrated or underrated. So I might say the weather in Denver, and you're going to be like underrated, because it's sunny and wonderful, something like that. Got it?

Dirk Knemeyer: Got it.

Patrick Rauland: All right, cool. Number one, Kickstarter. Is it overrated or underrated?

Dirk Knemeyer: Underrated.

Patrick Rauland: Underrated? Why's that?

Dirk Knemeyer: Kickstarter has transformed game publishing. It's had a seismic impact in the way that it has democratized the ability to make and publish something, and I just think it's underappreciated. I think, yeah, we all know it's a big deal, and we all, or many of us, will spend a lot of money on it, but the impact that it's had, sort of from a sociological perspective, on our community, I just don't think it can be overstated.

Patrick Rauland: Love it. What about teaching history classes in high school? Overrated or underrated?

Dirk Knemeyer: I guess I'll say underrated, because I think history is just fantastic, and relative to other topics, it should get more love.

Patrick Rauland: How about tile laying games? Overrated or underrated?

Dirk Knemeyer: I don't know how they're rated. As someone who doesn't particularly care about tile laying games, I'll say overrated.

Patrick Rauland: There we go. All right, last one here. Twitter, is it overrated or underrated?

Dirk Knemeyer: I'm going to go underrated.

Patrick Rauland: Ooh. Tell me why.

Dirk Knemeyer: It is magical that we can now write directly to 99.9% of the celebrities and famous people of the world from our desk in real time. Like, that's insane. Like, before Twitter, we wouldn't even have a vehicle to get something within the view of those people. It was impossible. And now Twitter not only makes it possible, but it facilitates that happening. So, even if Twitter ends up shutting down, and at some point, it will inevitably, that function of connecting each individual to one another in a direct way, that doesn't require leaving your chair, or your bed, or your toilet, is amazing.

Patrick Rauland: Awesome. Dirk, thank you so much for being on the show.

Dirk Knemeyer: My pleasure.

Wrap Up

Patrick Rauland: Where can people find you online?

Dirk Knemeyer: People can follow me on Twitter @DKnemeyer. That's @D-K-N-E-M-E-Y-E-R. I'm also happy to converse on email, and for that, you would email to Dirk@artana.com. That's A-R-T-A-N-A .com, and Artana is my game company, at artana.com.

Patrick Rauland: So, since you just had that answer on Twitter, I think they should definitely just start sending you messages directly that way, right? That's like the best way?

Dirk Knemeyer: They're welcome to. I'm here and available, and I've responded to every email or note that I've ever been sent. I will engage people who engage me.

Patrick Rauland: I will say, I just randomly emailed you out of the blue and said, “Yo, do you want to be on my podcast?” and you were like, “Yep,” so yes, you do. One out of one in my history, or experience. You've answered all my emails. So, thank you again. Listeners, if you enjoyed this podcast, please leave us a review on iTunes, or wherever you're listening to this. If you leave a review, Dirk said he'd make a mini-game involving your family history, or does that sound reasonable? Some ridiculous thing like that?

Dirk Knemeyer: I'll take it on a case-by-case basis.

Patrick Rauland: Case-by-case … All right, fair. So you can visit the site at indieboardgamedesigners.com. You can follow me on Twitter. I'm @BFTrick. That's B as in board games, F as in fun, and Trick as in trick-taking games. That's all we got, so until next time, happy designing. Bye bye.

I had a great time at Protospiel Madison. If you haven't been to one before protospiels are absolutely fantastic! In this episode I chat about:

  • Upcoming guests
  • Games played
    • Beard Snacks
    • War Torn
    • At What Cost
  • Feedback on Fry Thief & my new witch game
  • What you can learn at a Protospiel

Patrick Rauland: Hello, everyone, and welcome to the new board game designers podcast where I sit down with a different independent game designer every single week and we talk about their experience in game design and the lessons they've learned to get to where they are today. My name is Patrick Rauland and today I'm going to be talking with Jeremy Holcomb, who is the designer behind The Duke, Toboggans of Doom among many other games as well as the White Box, which is a collection of components and lessons I guess to get new game designers started. So. Jeremy, welcome to the show.

Jeremy Holcomb: Absolutely. It's a pleasure to be here.

Introduction

Patrick Rauland: Yay. So I have a little game that I do in the beginning just to sort of get people to know you. Just very quickly and sort of lightening answer round fashion. If I met you at a convention, what is a game you would play with me every single time?

Jeremy Holcomb: I would play any game that I've never played before. I will always play something new over even my favorite games, just to explore new stuff.

Patrick Rauland: Even if it's eight hour for Eight X game, let's say?

Jeremy Holcomb: If that's the only new thing available, that's what I want to play.

Patrick Rauland: Wow. Awesome. What is your favorite components in the White Box?

Jeremy Holcomb: Well, I, of course, love the Book Of Essays because that's the thing that I think imparts really the knowledge and that's what the White Box is trying to do. The bits of here's some quick ways to do prototyping is great, but the knowledge is there to help people avoid a lot of the mistakes I made.

Patrick Rauland: Got it. Now, I believe you currently live in the Pacific Northwest. If you could live anywhere else in the world, where would you go?

Jeremy Holcomb: That's a really good question. I would maybe go to Essen, Germany because Essen, but fundamentally, I've lived in the Pacific Northwest forever. I just love it here.

How Did You Get Into Board Games?

Patrick Rauland: Perfect. Love it. All right. So first real question is I read your bio on Board Game Geek and it's quite long and I actually love your story. So tell us how did you get into board games and board games design?

Jeremy Holcomb: Yeah, I mean, of course, I played board games as a kid, role-playing games, dice games, all kinds of stuff, Magic when it first came out. That was just what I did for it, for a hobby. It never occurred to me that board game design was a thing that somebody could do as a living. I went to school and got a degree and went into industry and did normal boring things with ties and suits, but I was always making games in my spare time.

Jeremy Holcomb: It was the thing that I was doing when I got to decide what to do, and that gradually led me into, “Oh yeah, I'll help you do some playtesting for your game.” “Oh yeah, let me help you be a playtest lead for this project.” “Oh, hey, here's some ideas for how you might design this differently.” Gradually, I got more and more involved in the development process and at some point, I looked around and I'm like, “Wait a minute, I'm doing this for a living.” That wasn't the plan, but it's enormously satisfying.

Patrick Rauland: It's pretty cool that it seems you almost fell into it, right, you didn't, because I think some people they're like, “Oh, this is like a dream,” and they planned their Kickstarter for years and in your case you just kind of just did cool things until you happened to be in it.

Jeremy Holcomb: Yeah, absolutely. It was never this sort of thing where I was planning on it from a guidance counselor sitting down saying, “What do you want to be when you grow up?” Sort of standpoint. It was more, “This is what I'm doing in my spare time. This is what I'm doing with my free clock cycles, so I guess this is who I am.”

What is it Like Teaching Game Design?

Patrick Rauland: That's really, really cool. So you currently teach game design at a university? That is a first for me. I don't think I've talked to anyone who does that. That is awesome. I guess the first question actually just because I imagine, this is an assumption, so I did not go to college for game design, so I have no idea what that program is like. Are they mostly there for video games or are they there for board games or how does that work?

Jeremy Holcomb: Yeah, absolutely. Most of my students are designers who are anticipating growing up and going into the video game industry, but the fundamental concepts of design are not different from tabletop and computer games. Right. They have different implementation, but many of the core concepts are the same. So for me, they're making board games as freshmen while we explore sort of basic design concepts.

Patrick Rauland: Got it. Why do you think that is? Why do you think people are going into video games and not board games? Is there just not money in board games like there was video games?

Jeremy Holcomb: Well, I think primarily, right, the allure is very exciting, but the people really like eating, and having houses and that does lead them to the video game industry a great deal. I love the board game industry. That's my world. I'm from analog design. But I would not bet my house on my ability to consistently make money in making board games. Video Games are just a whole different space and it's a worldwide phenomenon, right? Many of my students will get their degree and go to Europe, get the degree and go to South America, you can make games anymore.

Patrick Rauland: Got it. I just find that fascinating that the digital version has taken off and I don't know, thousands of video game developers in the world? Tens of thousands probably?

Jeremy Holcomb: Well, and I mean the difference between analog and digital is increasingly going away, look at the new XCOM game, which not only has many games have an app, as an assistant or as a point tracker or something like that. This is one of the first games to just go, “No, we know you have a phone, you have to have the app to play this game.” But because of that, we can create a really powerful experience that would not otherwise be possible. Right. You're seeing a lot of attempts to move into an AR (augmented reality) game space where, “Am I playing a board game or am I playing a video game?” I don't know that the answer to that is useful. “Am I having fun?” Now? We're having a conversation.

Do You Challenge the Medium Your Students Use?

Patrick Rauland: Very, very cool. So are there any projects where you're like, “Make a board game,” and people are like, “No, I want to make a video game.” Do you ever force them into a different medium than they're used to?

Jeremy Holcomb: Oh yeah. No. Many of the students hate board, which is completely fine with me. And part of becoming a professional designer, and this is just as true in digital and analog, the difference between a professional designer and an amateur is whether or not you can make games you don't want to play. One of the most important things that I'm trying to teach my students is, “Hey, it's not important at the end of the day if you want to play your thing, it's important that you understand your audience and what they need their needs are. And if you happen to fall into that, great, but you probably won't. And they need to have a good time.” That's a very different space. The Duke is the game that I'm the best known for and I'm totally in that game's target audience and I totally do not want to play that game because I built it, right. I put it together and once it's on a shelf with my name on it, I'm sort of done with it. So it's not about my fun.

What Concepts Do You Teach?

Patrick Rauland: Yeah. Love it. I mean tell us, what sort of things do you teach at a game university? I'd like to know.

Jeremy Holcomb: Sure. Yeah, yeah, absolutely. And you can actually find all the course descriptions and stuff at digipen.edu. The core fundamentally is about engagement. It's about trying to understand how to see if somebody else is having a good time with your game, with your product, with your whatever it is you're creating, and try to measure that and try to use that to make real meaningful changes to your game. All game designers are game testers, are people who go out and ask questions and try to make games better. But learning how to ask really good playtest questions and how to measure very abstract concepts like fun, like engagement, like how invested somebody is in a particular experience is a very specific skill. And learning to do that for board games, for video games for a party, for a mall, for any kind of experience, right?

Jeremy Holcomb: If you can make a really powerful board game, you could make a really powerful website. You could make a really powerful mall kiosk, right? A lot of what we're talking about is user experience design. Again, I'm teaching freshmen, so I'm also trying to go, “You want to be a game designer? Huh? Okay. Show me. Right. Let's just make a lot of games.” Nobody becomes a game designer by listening to the melodious sound of my voice. You do it by making a lot of games and I help them figure out if that's really what they want to do or perhaps put them on some other paths.

Patrick Rauland: I have no idea what game education looks like. I live in Denver. Is there probably a game school or game curriculum near in a big city like Denver or is that [inaudible 00:08:59]?

Jeremy Holcomb: Yeah, well, it's something that more and more schools are doing and more and more programs, both online and at physical universities, and at just afterschool programs for high schools and community college events and things at libraries. It's becoming much, much more mainstream. I, obviously, think that DigiPen does a very good job at what we do. I'm the program director. Never ask a barber if you need a haircut. But yeah, there're lots of ways now for people to look around them and get their hands dirty with game design, with a little bit more guidance than I had when I started just to help with some of the initial bumps and I think that's really valuable.

Patrick Rauland: So I know a lot of universities have lecture series. So here's my real question, is that the reason I wanted to ask, is there something in Denver is, do you think it would be, is it in the realm of possibility that there is a place that does video or game design and they occasionally have lecturers that are either open to the public or for a fee that I could just, I don't want to go back to school, but I would like-

Jeremy Holcomb: Sure, sure, sure.

Patrick Rauland: … if there's a roaming expert and he wants, do they do that in that world?

Jeremy Holcomb: Well, I would be thrilled to come out and give a tour. And yes, we do. I will be teaching over the summer in Peru and in Taipei for a couple of weeks. And yeah, there's a sort of lecture circuit for design professors just as there's a lecture circuit for experts in any particular field. But yeah, I mean certainly reaching out to any local university and going, “Hey, I either full-on want to audit a class, which many universities will let you do. Or I just want to come by and sit in on a couple of lectures and figure out what this stuff is.” Every school has some system for that. Some of them will be more or less interested or want you to be in this class or not that class, whatever. But if you call them up they can help you with that.

How Did You Decide on 25 Lessons in the White Box?

Patrick Rauland: Very cool. All right. So I want to talk about your White Box because that's actually how I found you on Twitter is you made this White Box which includes a lot of cubes and zeppoles and coins and tokens. But it also includes, as you said, those 25 essays on game design. I can't imagine, how did you whittle down all of game design to 25 lessons?

Jeremy Holcomb: Well, that's a really good question. Of course, I didn't whittle down all of game design to 25 essays. What I tried to do was go, “Hey, I was new and I've spent a lot of time going to conventions and sitting on panels, going to game design contests and watching a lot of other people who are new, what is the most critical information?” I don't want to go, “Oh, you want to be a game designer? Great. Here's 75 textbooks that you have to read in order to start doing anything.” That's just nonsense. Instead, I'm like, “Okay, what are the core points that are either really useful sort of best practices for how to get started or can help you avoid some very expensive mistake that lots of people make.” If the essay covered one of those two topics, it generally went in.

Patrick Rauland: Very cool. I think that would be helpful. It doesn't seem like there's an entry point into game design, a lot of people just stumble on it. If there's just like a 101 class or 25 essays, right, where it's like, “If you read this you will at least have the foundation and then you can go off and learn, read all the blogs and videos and all the book groups.” But it does seem daunting at first because there just isn't that foundation anywhere. So I think it's really cool that you made a foundation.

Jeremy Holcomb: Yeah, and that's the thing that I hope that people have access to where they go either, “Oh, game design, that sounds cool, I'm interested in that.” Or, “I have a friend who's interested in that. This makes a great gift.” Just to kind of go, “Look, here's what this actually entails, here's what this work looks like and here's what is our responsibility. Here's what maybe is a responsibility of some of a publisher that we might work with or artist we might work with if we want to self-publish.” Right.

Jeremy Holcomb: As you mentioned yourself, there're lots of games coming out on Kickstarter these days and I think that's really wonderful. It's a very powerful tool and I'm excited that people have access to it, but a lot of people think that that's just the only way to make games. The only way to self-publish games at all. And I don't think that's true and I think that can lead people to some sort of dangerous spaces. Learning how to do playtesting, Learning whether or not you want to work with publishers are not, learning how much you should spend on art for your game. Pro tip, that number is zero. Every question that I got asked over and over and over again at every convention I went to went in the book.

Should You Get Art to Pitch a Publisher?

Patrick Rauland: Love it. So sorry. Can we go back to the art for a second? Is that if you're self-publishing?

Jeremy Holcomb: No. That's if you are trying to pitch something to a publisher or even if you are self-publishing, early on in the process when you're still doing playtesting, when you're still trying to figure out, you will eventually recognize, “Oh, if I'm going to publish this myself, I have to have the art,” but don't pay for art until you know that you want to self-publish and you actually know what your game is because all the time I watched people where they're like, “I'm going to make a game. This game is about dragons. I'm going to do some playtesting. I'm going to buy $5,000 worth of dragon art and then I play my game for a while and I can do good playtesting and I iterate it and make it better and I discover, “Oh, my game is about Max. That's a much better story, but now I have all this dragon art that I paid for.” That's just a loss. Right.

Jeremy Holcomb: And if instead, you go “I think my game is about dragons. I'm going to google dragons and slap in some clip art that I'm never going to be allowed to use and that is not intended to final art, but just to kind of go look, “This is the general. Oh, hey, this game is about Max. Okay, let's try some clip art about that. Oh, I like that. Okay, cool.” And then if you're going to, and even then, if you were going to Kickstart it, you go, “I would like to buy, I would like to pay for a nice cover and a couple of character pieces, not the full art and go, Dear Kickstarter, this is generally what I'm talking about. If you would like this, part of the funds that you are giving me is going to be used to pay an artist to do the rest of this.” But if your Kickstarter doesn't fund, you're out five pieces of art and not 500 pieces of art.

Patrick Rauland: Exactly. Okay. So the reason I was asking that question is because I just got four new pieces of art for my game today. Of course, I've already gotten to the point if I'm going to self-publish this, so. Okay. [crosstalk 00:15:29]

Jeremy Holcomb: Right, right, right, right. Then you know that ahead of time because when you're self-publishing you essentially are the publisher and so then as a designer you've gone, “Oh, I love being a game designer, but I would also like to do these other five jobs.” And that's fine. I don't want to discourage people from doing that. I just want them to understand the thing that they're jumping into.

Where Did The Duke Come From?

Patrick Rauland: Love it. See, there's a part of me that feels like I've already gone too far and now we don't need the 25 essays, but there's another part of me just wants to go back and read them to make sure I didn't miss anything obvious. Maybe I'll put that on my Christmas list or something because I feel like I've come far enough where I've heard that advice before. But I'm sure there's really good stuff in there that I haven't yet heard. Okay, so why don't to change gears a little bit, I want to talk to you about … so I actually played your game, The Duke, a couple of years ago with a friend who's really into abstract games. How did you, I guess, what was your design process like for The Duke? Where did the idea come from? How did it take shape? All that?

Jeremy Holcomb: Absolutely. I am a huge fan of working with other designers. Most of my best stuff has been done as a pair or triad with other designers. In the case of The Duke, I worked with Stephen McLaughlin, who was an absolutely brilliant designer. I think the original idea might have been his, I don't really remember at this point. I worked with Joe Huber who had a lot of good input and we just bounced ideas off of each other for a bunch of games. We made The Duke at the same time we made Toboggans Of Doom and Timestreams and Zombie Marsh and a bunch of other stuff that we put out largely at the same time, maybe even printing them a little bit faster than we should have. But that ability, working with somebody else means, I have to explain the ideas in my head in a way that can be understood by another human.

Jeremy Holcomb: And while the idea is in my head, it's brilliant, right? It's happy idea land. As soon as I have to explain it to somebody else, I get to go, “Wait a minute, I don't actually know what I'm talking about. Let me refine this.” And then we bounce ideas off of each other. I love working. I worked with Brian Reece at [inaudible 00:17:42] back in the day, who I also quite respect as a designer. For a variety of reasons, not the least of which is he's very passionate and I like working with passionate people where we can go kind of offscreen.

Jeremy Holcomb: We'll go into a back room and will scream at each other. Right. We'll throw stuff. We'll really try to tear into each other's ideas. Not out of hatred or thinking that the other people are foolish. I wouldn't be in the room if that was true, but where we're like, we both are invested in the project and we both believe our ideas are the best way to make that game happen. So let's try to destroy everything because whatever lives through that is pretty good. And then when we walk out of that room, we both go, “Hey, this is our idea,” And did I say it, did he say it? It doesn't matter and I don't even really remember because the result is a much better game.

Patrick Rauland: It's interesting. I think the way that was coming across to me is you're basically hypercritical, overly, overly critical of the game and then whatever is left is that is the core of the game and maybe there's other stuff comes back and later after playtesting. But the core of the game has to survive that hypercritical phase, I guess.

Jeremy Holcomb: Yeah. And we want to give each other permission to do that. We want to give everybody involved permission to do that because it's not … this is something that every designer has to get through where I have created this brilliant work and I've put it out into the world and it's my baby and I love it because it was my idea which is perfectly reasonable and normal. And then somebody is going to come along and stab it and we have to go. “Yes. Good,” right? Be critical. Give me good feedback.

Jeremy Holcomb: Here's a great tip. Anytime you're doing playtesting with somebody who you feel like maybe likes you, I'm going to go to my friend, who isn't a designer and ask their opinion and they may be, you know, they don't want to hurt my feelings or something. Tell them, “Hey, I'm helping a friend of mine test this game. This isn't my game. This is their game. What should I tell them? How can I help them?” Because then if they go, “Well, it's fine.” I'm like, “Well, that doesn't give me anything to say to my friend. Give me something.” And then they'll start to be critical. Designers will usually just lay right into it. But that's a good way to get some data.

How Has Your Process Changed?

Patrick Rauland: Got it. I love that. Love it. So what is maybe what has changed with your process since The Duke? Have you added something to your game design process? Have you removed something? Changed something?

Jeremy Holcomb: Yeah, I mean it's hard to say, of course, because I'm so close to it. I think the one thing that I try to do now that I think I'm getting better at is having more ideas quickly and figuring out how to build something that I can test quickly. Anything that I build and I can't see where it's going. I have a lot of ideas right now that are like, “Okay, I still love this concept, but I don't see where it's going.” I'm going to focus on the stuff that seems to have a real seed. And I'd rather just have 10 ideas, find one that's good and roll with it rather than beating my head against a wall going, “I love this idea. I will make it work.” No, let's not do that.

Patrick Rauland: So kind of letting some of your mediocre ideas go so you can focus on other ones?

Jeremy Holcomb: Even letting some of the good ideas go. So I can focus on something that I can see how to make great, or, here's one way that my process has changed. I interface more with a more publishers and more other people in the industry. So one criteria I can do is go, “Here is a game that I know how to get it published. I know who wants this. I know where it goes, I know the kinds of things they're looking for.” I will prioritize that over some idea that I think is cool, but I have no idea where it would go because I like money and I like putting games out to the world. And so something that's going to do that wins over something that's not.

Patrick Rauland: I believe you said earlier, people like eating and living in houses and that one-

Jeremy Holcomb: Yeah, it's exciting.

What's the Best Money You've Spent?

Patrick Rauland: Very cool. So speaking of eating and living in houses, you need money to do that. Now, I'm pretty frugal with money and I think we know, we think game design is just cardboard so it should be cheap. But is there something that you've spent money on that is just the highest value that you could imagine?

Jeremy Holcomb: Yes, weirdly the most valuable 60 bucks I think I've ever spent as a game designer I used to buy dinner. And follow my logic on this. This was at a point in my life when I did not have a lot of money. So a $60 dinner was a massive splurge, right? That was a big chunk of, I could eat for quite some time on that, but that let me be in a room with Mike Selinker and James Ernest and Andy Looney and a variety of other professional board game designers just at the start of my career. And networking is even more critical in this industry than any other industry.

Jeremy Holcomb: So that 60 bucks for that dinner, I don't even remember what I ate. I don't remember the food at all and it's not important, but it just gave me the opportunity to continue developing relationships with some people, all of whom are absolutely brilliant and who I respect greatly and who I've found over and over and over again in my career have been resources to recommend me to people or to suggest things or to help me make games better. I was sitting there going, “I don't have the 60 bucks, I don't have the 60 bucks, how am I going to make this … But we did it. And then I ate pancakes for a week and that was a good deal.

Patrick Rauland: Oh, eating pancakes, that sounds great. Okay. I guess I want to give people like a practical takeaway. So I went to Tabletop Network earlier this year, which is a thing, a game designers conference in Utah. I mean now that was several, I think I was like 300, I forgot, but it was like something like $300. I mean if you can afford the 300, do you think that's, it's along the same lines of just being able to talk to other game designers.

Jeremy Holcomb: Correct.

Patrick Rauland: Do you think you had it more? Probably more valuable than $300 on every game component ever?

Jeremy Holcomb: Yes, yes. Yeah. If for no better reason than because you can scavenge virtually every game component you want from thrift stores and such. But yeah, and going to conventions is incredibly valuable. And one of the things that has developed in the last 10 years, that I did not have when I was starting out, the unpublished, the local conventions, the 300 person events, the 1000 person events, the 5,000 person events are so valuable. You get way more of people's attention and time. You get way more ability to show off your stuff and ask questions. If they do have people like me or other guests, then you have more ability to interface with them, which is valuable. Like Gen Con is a great show. Essen is a great show, but I would not start out there trying to figure out how any of this stuff works. And if you throw a dart into a map, there is probably an un pub near that. And that is a great use of your time and resources.

What Resources Do You Recommend?

Patrick Rauland: Love it. All right, now is there some sort of resource, let's say not a convention that you would recommend to another indie game designer? And how about this, let's say the first resource is the White Box, but besides the White Box, what would you recommend to an indie game designer or an aspiring game designer?

Jeremy Holcomb: Sure, absolutely. BoardGameGeek, of course, is a great resource. Partially for the information, it represents on its own, but also again from that networking standpoint where you're like, “Oh, hey, are there playtesting groups near me? Are there other people who are making games of the kind that I'm looking at?” And I would also recommend, and almost everybody's already doing this, but one of the most critical tools in your toolbox is your friendly local game store. Going there and working with people and going, “Hey, like can I do some playtests here? Can I help show off a game? Can I … It just keeps you involved in the industry and it's a great resource that everybody has in their backyard. In some cases that backyard is a little bit of a commute. A friendly local game store is just such a great resource.

What Does Success Look Like?

Patrick Rauland: Love it. Now, I always like to ask people, what does success look like to you in the board game design world?

Jeremy Holcomb: That's a great question. It's different in different ways. It's very satisfying the first time. We did a lot of self-publishing work and that involved, China printed a bunch of our games and then shipped it to us in a giant shipping container and standing on a dock, unloading a giant metal container full of thousands of games with your name on it is uniquely satisfying. But that actually pales in comparison. I live in the Pacific Northwest, so I go to PAX West, PAX Prime all the time. They have a game lending library. I try to make sure that they always have my stuff. Every year without me promoting it, without me prompting it. I mean this was a relatively small game with a relatively small print run, but the game Toboggans Of Doom, it's a great title. It's a great IP, it's a lot of fun. And at almost every PAX I have randomly stumbled upon people I don't know, playing that game that I made and having a great time and watching other people have fun because of something I put out to the world is so satisfying.

Jeremy Holcomb: I had a dad come to me at PAX and talk to me, because I was doing a signing for The Duke, and he's like, “This is the game I play with my kid.” Right. This is the father, son bonding game and you know, if I hadn't made The Duke they would've played something else. There're many wonderful strategy games out there. But the fact that I made something that let that interaction happen. Wow. That's satisfying.

Patrick Rauland: I mean, just seeing people happy is one of the best things, one of the most successful feelings for you?

Jeremy Holcomb: Yeah, I mean I feel stuff that I have created, the world is better because it has stuff that I made in it, right? I didn't land us on Mars, I didn't save the whales. But at the same time like we're all having a little bit more fun and we all have another way to talk to each other and I think that's important.

Underrated Overrated Game

Patrick Rauland: Love it. Alright, so I like to end my show with a little game called overrated, underrated. Have you heard of it?

Jeremy Holcomb: I have not.

Patrick Rauland: Excellent. It's great. I love throwing in new people into the grinder. So I'm going to yell out a phrase or a word or phrase like let's say fancy microphones and then you have to say if they are overrated or underrated.

Jeremy Holcomb: Absolutely.

Patrick Rauland: Perfect. Now, the first one I'm going to make an assumption because your bio on Board Game Geek said you liked chess in high school, so I'm going to assume you were part of a chess club. Is that correct?

Jeremy Holcomb: I lettered in chess.

Patrick Rauland: Oh, my God. All right. So I think I know the answer to this one, chess club is an overrated or underrated?

Jeremy Holcomb: Overrated.

Patrick Rauland: Oh, that's surprising to me. Why is it overrated?

Jeremy Holcomb: Because at this point I think we're better off focusing on a single game for a club I think has a lot of danger and mistake to it. And if you want to play a lot of chess, that's fine, but I would love to have a chess club that says strategy game club. Right? I wish I'd spent more time as a kid playing Go, a game that I'm terrible at or just being exposed to more games. Or, you can go very deep into chess, obviously, but looking sideways at some other strategy games I think would have some value to it.

Patrick Rauland: Oh cool. I just have to know how do you let her in chess, how does that happen?

Jeremy Holcomb: Well, first you have to be a nerd and then you have to develop into kind of the king of the nerds and then you have to be a weasel. And then you have to buy a letterman's jacket and all of that stuff results in lettering in chess.

Patrick Rauland: Oh, my gosh, I love it. All right. Now, you're in the Seattle area, so amazon.com. Overrated or underrated?

Jeremy Holcomb: Underrated. I feel weirdly the same way about Amazon that I do about the Post Office, in that it's very difficult from the outside to understand exactly how powerfully game-changing a lot of this stuff is. The world with or the world without this is very meaningfully different and it alters a lot. I mean, certainly from a game design standpoint, thinking about the value of friendly local game stores, right? I've run a couple of games stores. I want to provide a good value, but I'm not competing on a pure dollars and cents standpoint. Right? You can't, but you can add value in so many other ways involving the social dynamics and places to play and places to playtest and all of that other stuff.

Patrick Rauland: So the next one is local conventions and I'm going to exclude PAX's because by local conventions. I mean, not the giant ones like [crosstalk 00:31:03].

Jeremy Holcomb: Correct. So if you're in Indianapolis, Gen Con does not count as a local convention. That is not what that word means. So grossly, grossly underrated. They are some of the most valuable, again, just from that networking standpoint, right? And here I will include PAX Unplugged, which I think right now has started as a local convention in terms of size, in terms of your ability to interface with the space. It may leave that quickly. But yeah, all of the pubs, I go to Game Storm every year, which is a very, very small local convention. Dragon Flight is right in my backyard. I would not be where I am at anywhere close if I had not gone to Dragon Flight a ton as a kid. It was the only thing I could afford. I couldn't afford to go to Gen Con, but Dragon Flight was right in my backyard. That's how I started.

Patrick Rauland: Very, very cool. Last one I think I saw you're writing a book on protesting, is that correct?

Jeremy Holcomb: Have written, in fact. Yes.

Patrick Rauland: All right. So protesting overrated or underrated?

Jeremy Holcomb: Grossly underrated. There needs to be a great deal more of it. I wrote a how-to book on protesting, which is actually weirdly similar to the White Box in that it's a toolkit, right? I'm like, I don't care what it is you're protesting. I don't care whether I agree or disagree with your idea. The book is called Speak Up, Speak Out And Be Heard. It's available on Amazon and everywhere books are sold. But yeah, if you want to get out there and protest, this is how you do a protest sign. This is how you run a letter-writing campaign. This is how you run a march. It's just some event planning stuff. It's thinking through how to interact with the media stuff so that when people are full of energy, they don't waste that energy because they don't know how the system works.

Patrick Rauland: I actually really appreciate that because I sometimes find it frustrating when people will yell about something on Facebook, which ultimately doesn't make a difference in how the world works.

Jeremy Holcomb: Right. Yep. Yep. Like if you're angry enough to want to make change, I want to provide you the tools to at least make your case right and succeed or don't succeed. But if we can all put our best ideas forward and all articulate why we're angry and what we want to have happen, what the specific measurable goals are, then we at least have the ability to get to a better place. And that's good.

Wrap Up

Patrick Rauland: I love it. This has been very enlightening. Thanks for being on the show, Jeremy.

Jeremy Holcomb: Yeah, absolutely. Thank you for having me.

Patrick Rauland: Where can people find you online?

Jeremy Holcomb: I don't Tweet or blog a great deal. I can be emailed at jeremy.holcomb@digipen.edu. And again, I will be thrilled to come out, do tours, do guest lectures if people need somebody to come talk game design. Getting me to talk about game design is not a hard task.

Patrick Rauland: Thank you again. So, dear listener, if you listening to this podcast and you like it, please leave us a review on iTunes. If you leave a review, Jeremy, said he would teach you your own protest chant. That seems pretty welcome. I mentioned in previous updates that I put up a landing page for my game, Fry Thief, and recently I put up some benefits of joining said newsletter. So I've literally, in the last week, decided that one lucky person can add their likeness to the game. So if you want to be immortalized in a game you can sign up on the landing page, which is, I think for frythief.com, which I also set up. So things are moving.

Patrick Rauland: Lastly, you can visit the site at indyboardgamedesigners.com. You can follow me on Twitter. I'm @BFTrick. B as in board games. F as in fun, and trick as in trick taking games. That is all for me, everyone. And so I just pressed the wrong button. There we go. Until next time, happy designing. Bye. Bye.

Jeremy Holcomb: Have Fun. Make games.