Showing posts with label Valley Games. Show all posts
Showing posts with label Valley Games. Show all posts

Friday, 7 December 2007

Interview with a Game Publisher: Kevin Nesbitt (Valley Games)

I have been a little busy with the typical end of the year stuff that tends to get in the way of my normal slacker self at work. As a result this post took a lot longer to come together, but finally i had some time to post this interview I conducted with Kevin Nesbitt of Valley Games.

ENJOY!



Malloc: Lets start this with the usual questions about your formative years. How did you get into gaming?

Kevin: Like most kids, I started out with some classic children's games. I can remember playing "Pay Day" with my siblings, for example. When I was still quite young, my uncle bought me a copy of "Panzergruppe Guderian" which I loved to play. It was then that I knew boardgames
were for me.


Malloc : What types of games do you currently enjoy playing? Any favorite titles, or game you think.. "man I wish we had been able to do this."?

Kevin: It's a bit funny; since Valley Games began, I've found my boardgaming time reduced to a large degree. Often when I do have time to play, it will be for playtesting or trying out a new prototype.

Of the games that I do get to play, I'd have to say that I like Card-Driven Games most. Specifically, I enjoy 1960: The Making of the President (Z-Man), Barbarossa to Berlin (GMT), and Liberte (formerly Warfrog, soon to be reprinted by Valley Games!). Yes, Liberte isn't generally considered a card-driven game, but I consider it a somewhat "euroized" version of the same mechanic.

I would have liked to have seen Valley Games do "1960: The Making of the President". Z-Man did a wonderful job producing that game. Overall, I think that's a very pleasing game from both a production and design standpoint, and your readers should consider purchasing the game if they enjoy the CDG's as much as I do.

Malloc: Who are the folks involved with Valley Games? How did you get involved with them?

Kevin: The other two guys at Valley Games are Rik Falch and Torben Sherwood, also known as the "Hardest-working-guys-in-the-game-business". How I became involved is actually a very interesting story. Rik and Torben owned a game store before opening Valley Games. One day I called in looking to purchase a *lot* of games for my game group, and I spoke to Rik. After several months of purchasing games, I suggested to Rik that they should consider printing games as well, and I knew of one such game worthy of a reprint: Die Macher. It just so happened that a friend of mine in Germany was a friend of Karl-Heinz Schmiel (the designer of Die Macher), so the situation was a somewhat favourable one. Honestly, I have no idea why Rik and Torben listened to advice from a person they had never met, but within a few weeks Die Macher had been secured and Valley Games Inc. was born. Rik and Torben requested that I help out with some of the details of the print run, and I was happy to assist.

In starting Valley Games, it was important to us that it needed to be a company run by gamers. Because of this, our attention has always been focused on quality: both in production and design. It simply followed logic then, that we wanted to seek out games that had a proven track record for quality in design.

Malloc: What games does Valley Games Currently have in production?

Kevin: At the time of this answer we have 3 of our own products for sale: Hannibal, Die Macher, and Container, though Container is technically a week or two away. In production we have more than a half dozen, each at varying stages of production. The four that are the closest to "finished" are Titan, Municipium, Big City, and Such a Thing.

Malloc: What process does Valley Games follow when making the decision about what games to produce?

Kevin: This is the really fun part; there are no set rules for production. The general principle is that if all three of us like a game, it will be produced. This is true of both our reprints and our new games. Of course, it doesn't hurt that our reprints are already popular with gamers. That makes our decisions much easier, generally.

Malloc: Valley Games separates their products into a few different "lines", please talk about these lines and what the reasons for the separation are.

Kevin:
We have three basic lines: Modern, Classic, and Tactics. There's no real secret formula here; if a game is a reprint it goes into the "Classic Line". If it's a new game, or a game that was only available in extremely limited quantity previously, it goes into the "Modern Line". If the game is generally considered a wargame, or has elements of a wargame, it goes into our "Tactics Line".
The reason we split our games up like this is to allow our customers to differentiate our games for our customers. Certainly there will be some people who simply want our products regardless of their designated line. But for customers who want to find a way to quickly sort through what will eventually become a plethora of different titles, these line designations are meant to make finding that perfect game a little bit easier. Plus, because the games in each series are bookshelf-numbered, it's an easy way to track just which games you're missing.

Malloc: Your company is publishing older reprinted games in addition to new titles. How does the development process differ when reissuing a game compared to doing development for a new game.

Kevin: It's not all that different. In both cases, we have to put in the same amount of production effort and time. The only real difference is that the expectations for a reprint game are higher, especially from fans of the original edition(s). Because of this, we do need to research the previous editions, and then make certain that we make a product that we feel is better than the original, whether that be higher production values, or even a ruleset that benefits from years of critique from veteran players.

Malloc: What are some common challenges that VG confronts when it starts a new project?

Kevin: The biggest challenge is time. We have to make sure that we have room on our calendar to make the project happen. The next biggest is simply logistics: Who will do the artwork? Which factory will print the game? How will we get it from the factory to our customers? These questions all seem easy to answer, until you actually have to answer them yourself. In our experience, the "grand vision" for the project is actually the easiest thing to accomplish. Making it all happen is another matter.

Malloc: Valley Games has made a name for itself in obtaining the rights to reprint games that were thought unobtainable. Describe how you managed to get a hold of the license for Hannibal.

Kevin: Hannibal was a tricky game to obtain. As many people know, Hannibal was seemingly lost to the "sands of time" because of some issues with the company it was formerly licensed to.
When we first looked at this problem, we ran into the same stone wall that I'm certain other companies did; a flat out "NO!" from the previous publisher. It wasn't that they were dead set against the project necessarily, just that there were some legal barriers that appeared unbridgeable. But we went back and did our research, consulted some professional advice, and found out that a loophole existed which allowed for us to go ahead with the licensing. In the end, it was a real joy and privelege for us to be able to inform the designer that we could print his game, rather than the other way around. By comparison to Die Macher, well, there simply is no comparison. Karl-Heinz Schmiel welcomed our reprint and went out of his way to make it happen for us. It just goes to show that there's no one way to license a game, I guess.


Malloc: Can you Give me more info about the loophole that let you reprint Hannibal? Was this some sort of legal lawyering, or a unexplored contract provision... blackmail, extortion... anything?

Kevin : Unfortunately, there's not a whole lot that I can talk about here. Let's just say that perhaps Valley Games was willing to be a little bit more aggressive in our pursuit of Hannibal than other companies may have been in the past.


Malloc: How have the customers reacted to the game? Does VG consider it a success?

Kevin: Absolutely, we're thrilled the way Hannibal has turned out and is being received. We've received many happy emails from people that have the game, or have seen it at their local store, and the response has been overwhelmingly positive. In fact, the game has received so much attention that we're already very nearly sold out (a little "inside information" for your readers)!. Who knew a game could go back out of print so fast?

Malloc: Valley Games has promised to supply a set of plastic Generals to use instead of the stand up cardboard generals that come in Hannibal to all the gamers who per-ordered the game. Any updates on when these generals will be available?

Kevin: Yes, our latest report from our factory tells us that we should have them to our customers in January. This has slipped just a little bit, unfortunately, but we're confident that the generals themselves will justify the added wait.





The first thing I'd like to point out is that the version the customer's receive will not be in green. They will be a more neutral color. In addition, this sample picture does not include the stickers for the base, which will be one "wrap" sticker for the bottom, and two smaller stickers for the general's stats on the small square placards at his feet.

Also, as is evident from the picture, yes, there is some assembly required. The headdress of one of the Roman generals needs to be put in place (and glued), and each general needs to be mounted onto his base by gluing his feet onto the respective pegs of the base. The only things that will be needed to complete this assembly is some glue and a few minutes of time. The assembly of these figures was a production necessity, as the figures are very complex in their creation. It is very unusual to have a figure with a base that visually overlaps the feet of the figure, and this was what created the need for the separate base production.

I think our customers will love these generals. The chess-like look of the generals was important to us, because it conveys the scale and importance of the topic and gives a "grand strategy" feel to the game.

Malloc: Can we comment a bit on the whole Essen/Shipping controversy that blew up on BGG. Personally I feel you did the right thing, but I think I would be missing something if i didn't ask about it. If you would rather skip this, thats fine too.

Kevin : There has been a lot said about this issue, so I won't go into too great of detail here.

It is important that our customers understand that Valley Games is a small company. Because we are such a small company, each expenditure we make needs to be done with careful consideration. In planning our Essen show (back in January 2007) we expected that our copies of Container and Hannibal would be done and already delivered to our preorder customers before the Essen show. When this proved to be unlikely, we faced a decision: Sell the games and cover the cost of our Essen show, or don't sell the games and take our chances financially. In the end, we had to make the small company decision and sell our games. Our company has always been about being "gamers first", but to make the decison not to sell our product at the show would have been the same as making the decision to close our doors. Certainly in this context I'm sure our customers would agree that we made the right choice.


Malloc: What has the process of development for Titan been like. Are there lessons learned from doing Die Macher/Hannibal that you are deploying for the release of Titan?

Kevin: Titan has been a little bit more slow-and-steady in the development stage. The reason is that the game is quite old, and so we are forced to ask ourselves what we can improve on without damaging the classic Titan that everyone knows and loves. Additionally, some comments from "veterans" of the game gives us pause while we think about the validity and practicality of the advice. Of course, just the fact that we're reprinting TITAN is enough to ensure that we take very careful steps in the development stage.

But our lessons from Hannibal have been learned in regards to the production process itself, and this is where Titan should pick up a lot of time savings. We've worked with our printing facilities to streamline and improve the way we interact, meaning that the delays from Hannibal should be largely a thing of the past. Chalk it up to a little more experience on our part, I guess.

Malloc: How do you guys go about establishing relationships with Game Designers and Artists.. How did you get together with Mike Doyle/Kurt Miller. What about the relationship with WarFrog and Martin Wallace?

Kevin: It's quite a mixed bag of experiences. Often designers will approach us, and sometimes we will approach them. It's really like any other business in that regard, I think. It just depends who knows who, and just how willing they are to talk to us. In my experience in talking with designers and artists, though, these are some of the nicest people you could hope to meet.

We met Mike Doyle after seeing his Die Macher box he posted online. I pointed it out to Rik and Torben, and Rik contacted him immediately. It was a pretty funny situation; Mike felt bad about posting alternate artwork for a game that we had just published, and we were wanting to ask him to do some artwork for our future projects. Despite the unusual situation, Mike was more than happy to take on many of our projects, and has been invaluable in offering us creative and challenging ideas for our artwork.

Kurt Miller has been a real workhorse for us. We contacted him after seeing some of his earlier work, and we liked what we saw immediately. He is able to do some pretty amazing things, and I can't even begin to understand how he produces some of the images that he does; they're simply awesome.

Martin Wallace has been a good friend to Valley Games since the start. We formally met him when we sent Torben to the Essen show in 2006, and he helped us out a great deal. Agreeing to reprint Liberte has been personally very satisfying for me. In my opinion, it's one of the finest games ever made, so to be allowed to print it again is a real treat.

Malloc: What about finding a printing company? Are there lots to choose from, or is it a small set of companies that do this type of thing?

There are lots of printing companies to pick from, with more breaking into the business each year. Generally speaking, we ask for the printer to show us what they can do before we accomodate them with a print run. In the end, it's Valley Games who receives the criticism if something has gone wrong, so we are very careful when going somewhere new.


Malloc: How does the process go after a product returns from the printer? Who assembles the games, shrink wraps them and ships them all of the world?

Kevin: When we get a product shipped from our factories, it goes straight to our fulfillment company in Stone Mountain, Georgia (USA). They unpack everything and dispatch a small shipment of the game to us here in Canada, so that we can serve our Canadian preorder customers. Then, with exceptional efficiency, our fulfillment company begins shipping to all of our preorder customers wordwide, except for European-produced games which are shipped from within Europe.

Once all this is complete, we begin shipping the games to our distribution partners, and then on to retail stores from there.

Assembly, shrinkwrapping, and all our other production-based concerns are normally taken care of at our factories.


Malloc: Is there any news about future VG titles that you would like the F:AT readers to hear?

Kevin: Despite all the attention we've generated over the last few months from our signings of hard-to-find classics, Valley Games will remain committed to seeking out titles that are in demand by fellow gamers. Expect to see a couple more big announcements in the coming weeks!

Malloc: Kevin, thank you very much for your time.


Monday, 26 November 2007

Interview with an Artist: Mike Doyle

There are a lot of things that go into making a memorable board game, and we here at F:AT spend a lot of time talking about things like Theme and Mechanics, but the look and feel of a game can often contribute greatly to the overall experience of playing a game. With certain games, the artwork almost makes the game. I don't much care for Carcassonne, but I must admit that the little cartoon-like cities were part of what attracted me to the game when i bought it, and are what get people like my wife and in-laws to play it.


So I went out to try and get some perspective on what it is like to develop the artwork that goes into the games we all love to play. I was able to get Mike Doyle, to respond to my emails and what follows is a conversation I have with him overs severa
l days.

Malloc: Lets get started by going over a bit of your personal history. How
did you get interested in art and graphic design?

Mike Doyle: Well, I’ve been interested in art as long as I can remember. Certainly around 4 or 5 I was drawing like crazy. My parents tell me even then I was hoping to be
an artist when I grew up. In second grade I remember there was a poster sale at school. Most of the kids bought fun posters. I got a bunch of old master Dutch still life posters. That's where my heads always been. Eventually, my parents paid for oil painting lessons when I was around 16 or so and I got into that pretty seriously for time.

Malloc: How about Board Games, were they something you played as a kid or was your introduction to them later?


Mike Doyle: The same goes for boardgaming. I can’t remember not loving games. Growing up, I
played as much as my sister and neighborhood friend would tolerate. I loved all the typical stuff, including Masterpiece –for obvious reasons. In junior high and high school my youth pastor got a group of us into Risk, Acquire and
Diplomacy. He also loved wargames and had things like Panzer Leader, Blitzkrieg and other AH titles which I played a few times. So, I began visiting the shops (this was in the early ‘80s
) and picked up a couple of random titles like Arab Isreali Wars, Conquistador, Civilization, War and Peace and such. By the time I got in college though, I had dropped the games and found computer and Nintendo titles. I didn’t pick up boardgames again until years later (perhaps around 2000). A few years earlier in ‘95, I remember visiting the Complete Strategist
(a nice boardgame store in NYC) after moving in the area for a job. This was the first time in a decade that I had gone to a boardgame store. I bought a few titles including Republic o
f Rome, but didn’t have anyone to play with. There were probably Euros there as well, but I must have passed them up in favor of
my old familiar brand Avalon Hill. I had always loved the orderly way their games sat in the shelves. My wife and her family liked games so around 2000 we got into that through a R&R game called Sold!. I began looking for more like it and found Settlers and then followed the usual addictive path to the state I’m
currently in.

Malloc: What about education, did you study art in school, and had you planned on making a living with you artistic abilities from the beginning?


Mike Doyle: In terms of my professional career, I graduated from Pasadena Art Center
College of Design majoring in Graphic Design and Packaging. From there, I went straight to the branding agency in NYC where I have been for 14 or so years. I’m a design director here and have a staff of talented designers that work on
branding and packaging initiatives of all types and sizes. Some are large and mass oriented like recreating the packaging for Pepsi cans/bottles worldwide earlier this year or the identity for the power company of NYC (Con Edison). Other projects are smaller and more upscale like a full identity and packaging program of a high end cigar for Davidoff called Zino Platinum. Currently, we are creating a new identity, wayfinding and full program for Fontainebleau
hotel in Miami, which will be an upscale affair. All are fun in their own ways and require focus toward getting a proper aesthetic and read to the right people in order create appeal and drive sales.

Malloc: It is often said that artists, be they visual, musical or literary, view their medium differently than those who do not practice that profession, when playing games does the artwork affect you in anyway? Will a bad art design ruin an otherwise good game f
or you? Name some examples of games where exceptional artwork has helped the game. what about games that you think the artwork gets in the way of things.

Mike Doyle: On one hand, I am pretty critical of boards as I can see what could be done to improve. On the other hand, I’m pretty forgiving as I understand what it takes to get it done –which is a lot. Critiquing what is done is much easier than creating it in the first place. I don’t know if art has ruined the experience ever. For excellent design, I look for things of beauty that inspire and awe as
I look at it. If I can play the game fine with it, then that works for me. Recently, Pillars of the Earth and Taluva have drawn me in because of the artwork – especially Taluva.

The old Medici is one of the poorest examples of graphic design that I can think of as it really gets in the
way of playing and it doesn’t look good at all – a double whammy. We still have lot’s of fun playing it, but the design causes quite a bit of stumbling and confusion.

Malloc: I believe the first work I noticed of yours was your PR redo (thanks BTW I made a copy and that was my first attempt at making boards and counters, something I do now a fair bit) what inspired you to start redesigning games and updating artwork? did this lead into professional design, or were you doi
ng that anyway? Also any chance of you finishing that redo of Dune?

Mike Doyle: I think it was a natural thing for me. I love to design and I love gaming. I love information design as well. Charts and graphs are quite fun for me to do – the “Tufte way”. Games are part information, part experiential or atmospheric and part branding. I’m very drawn to this combination. I think the goal from the beginning has been to work for publishers though I continue to create my own pieces as well. Dune is one of my most requested “could you finish this please?” pieces. Perhaps I will as it was great fun to do and I like the look
of the leader tiles. Though I would do something a little different with the
board, I think.

Malloc: When designing for a game, is there a technique you use when getting started, or is each project a new process? What would you say are elements that you include as a Mike Doyle fingerprint? What other game artists are your favorites and what do you tend to like about each of them?

Mike Doyle: I don’t know if there is a technique. Each situation is unique. However, the more games I design, the more challenging it gets as I want to do something different than before. I usually start by visually researching an era or event and styles of illustrations that I can mimic. Also, knowing the weight of the game and how strong the theme matches the actions can help. Many times it starts with an idea. For Caylus, I wanted to have the principle goal of the game – building a castle – to be in the center of the game with the hustle and bustle
of activity around it. For Tigris and Euphrates I had wanted to replace the map (which was just for atmosphere) with something that felt as if the game might have been played thousands of years before.


In terms of a fingerprint, I think the thing that I look to is to make the game
different and stand out in some way. Whether it be the cover or the board, I look for opportunities to separate the game and give it an iconic presence. Just as gamers are put off by games that play “samey”, so too a samey look can bore or communicate, “just another one of these”. Additionally, for covers I much prefer them if they look like they are for an adult –they need a level of sophistication. I don’t see this being done at all in the industry and is a big
opportunity to upscale the market and redefine the game. Just as game designers have redefined what a game is, so too should the package communicate that this is something different. Geeky preconceptions need dispelling.

I also am fascinated with game boards that look like games. For instance, with El Ca
pitan, no effort was made to make the board look like land masses, water and buildings. Instead, I went with areas that look mini wood playing boards sitting on crumpled cloth. Another approach could have been made like Pillars of the Earth or Cuba, where you have a "realistic" portrayal of the situation. Nothing wrong with that approach, but my inclination is to do something a little different here and have things sitting on things which feels like a
physical game somehow.

I very much like a rich look to my games as well. Very often (particularly with Euros) theme is but ambiance. That’s not a bad thing –it just is. Medieval this, reniassance that. It’s all fine because it feels good. So too, a board should contribute to that rich atmosphere that we take in when playing. After all, you are more likely to spend time staring at a board than that pretty picture that has been hanging in your house for years. Eye candy and beautiful bits are a big part of the experience. Games should tickle our brains and caress our eyes.

Michael Menzel is my favorite artist. Pillars of the Earth, Thurn and Taxis, Cuba, Jambo and Thief of Bagdad are a few of his. He’s very talented. I always enjoy his boards as they have that richness that I look for. They play just fine and provide me with something that can transform the experience from a collection of rulesets into something I can gaze at and even take pride in as I share my hobby with others.

Malloc: On your blog,
http://mdoyle.blogspot.com/, you focus on the role of game art in invoking the theme in eurogames. You mention how in these game you think more about mechanics then the actual theme of the game. Please talk about how this provides a certain level of freedom for the artist to evoke the mood for a particular game.

Mike Doyle: I strongly believe that theme in Eurogames is, for the most part, simp
ly ambience. It makes us feel good when playing. This as opposed to a nonthemed abstract which has little ambience aside from the bits or a Ameri- or Wargame where ambience is woven tighter into the play itself. Sometimes it is clear a Euro has been crafted from the get-go to act out a certain event. Tempest and T&E are two such games for me, though the Euro dictate of simple rules smoothes out thematic immersion. Most of the time though theme is pure flavor. This is not to diminish these games at all as the flavor is a huge part of the experience and Euros are trying to accomplish something else with their play. Given that most Euros are not trying to recreate events but use them as flavor, it is not imperative that the artist recreate the event with such specificity.

For example, in Caylus Premium Edition, I chose to make the tiles little images that appear as if from an illuminated manuscript (all relating to each
respective building). A few remarked that it makes no sense to put a worker on a chicken! The thing is, when playing the original Caylus, I don’t feel a castle being built or workers moving to a farm or to a tailor and I don't feel the activity of picking up goods needed to build the castle. What I feel is a lot of tense play working to get –pleeeese lord let me get –that one more pink cube or whatever it may be. I also feel "medievalness." Picturing a building on a tile will do absolutely nothing to immerse me into the meaning behind that action. The play and mechanics are simply too abstract for that. My brain understands it, but my heart does not feel it when playing. Additionally, after awhile all those buildings start looking alike and bore. However, by expanding on the medieval language of illuminated manuscripts, I can provide a lovely atmosphere that is unique and iconic –it is the mood, not the individual specificity of the activities themselves.

In the same way, I find many Euro covers get caught up in this manner by getting overly involved in actions implied by little wooden cubes and a couple tiles.
When playing, do I really get the feeling of the hustle and bustle of a port with merchants and ships unloading and loading in Hansa? Is this supposed to fill the gap between the theme and those disks or the ship with the highly programmed movement? In the end, it can be a little let down that the game is not the picture at all. Don’t get me wrong, I love the game. But it is not trying to deliver an account or recreation of shipping in this era –just a general mood of it as ambience (much like lighting and background music might do in a restaurant). What I want from the cover is something that promotes the mood that I can expect from the game or theme and hopefully something that satisfies me as a “sophisticated” adult (read: it does not look geeky but has a bit of style to it). Unfortunately, the general dictate is to recreate the event
and implied actions with less than sophisticated imagery. Consequently, the packaging is a bit embarrassing.


Malloc: When designing for games with more integrated themes, Ameritrash or Wargames for example, what do you think the role of the art design is? How are the challenges in designing these types of games different than the challenges present when designing euros.


Mike Doyle: I think, in the end, it is the same role or "has the same functions". I believe the function of art in all boardgames is four fold:

1. Information design - clarity and comprehension

2. Aesthetic needs - attraction and ambience

3. Thematic needs - enhancing the story

4. Branding - the creation of a unique look for a branded property (not "samey" looking)

All these functions need to have the right balance according to the game. Ameri- and (particularly) war games, generally have more information that a player needs to access. So the balance can shift to more charts or the clear display of complicated information. Even so, charts can look beautiful with proper typesetting. In terms of dealing with theme, in games that provide richer, deeper play, it can be more appropriate to have thematic detailing be more direct and literal than more abstract games (like Euros).

What I look for in a final product is a game that catches the eye, looks really fun to play and plays well. Many who post on various forums get overly fixated and hung up on informational detailing, pronouncing "art getting in the way of play" when a detail does not reach their impression of the highest level of readability. Sometimes this can be true but most of the time such individuals are really missing the point. Games (and Euros in particular) are mood based. Yes, a scripty font might be harder to read in some cases. But does it detract much in the play or add more by virtue of mood? In some cases, the add to mood is too costly an informational sacrifice (like
Indonesia and Medici). In others, yes a board may not read quite as well, but it works just fine and adds greatly to the mood. The hallmark of good design here is recognizing the value of the contributions and merit of all elements and to what extent to the various functions (not just informational) they add.



Malloc: I personally like the work you are doing with QWG's Masterprint series box redesigns, the overall feel reminds me a lot of the 3M bookshelf games, what was your inspiration in making these, what were you trying to accomplish by changing the box art, and why were they limited to this and not a total redesign?

Mike Doyle: Thanks very much! For QWG's
Masterprint series we set out to create a strong branded look that could have great appeal. Old books seemed a nice idea that is warm and inviting and allows gamers to accessorize their house with games. I really hate the fact that boardgame boxes are such that they need to be relegated to the closet. I would much rather have a set of games that look so good, they can be displayed with pride on the coffee table or fireplace mantle. Game boxes should be beautiful enough to displace the coffee table books and
reach places of status in gamers' homes.

We live in a world now where it is relatively easy to access foreign titles. They'll be more expensive with the shipping, but they're often easily gotten. Additionally, with Euro titles, language independent components are more common then they used to be. For those titles whose rules are available online, it almost becomes a matter of style. Publishers can style their products/boxes to attract outside of their market on the basis of this. If your market has a style you like, that's great. If something looks really nice outside your market for a title that you really care about, there is an alternative. In the case of QWG's MP series, the print run is very small with them, so each one is a bit rare which can be a draw as well.


These have been compared to the 3M series a few times. I don't think we ever thought of it this way, though I was raised on the old AH titles which always impressed me from a set point of view.

As for why not restyle the entire game, that is only a cost issue. The cost of art and design would factor in. Also, for language independent boards and cards, costs can be reduced significantly to have all the publishers run them
simultaneously in one print run. For the limited Dutch market, it would not make any sense to redo an entire game, I'm afraid.

Malloc: What about new games like Supernova and Container, was it easier to work o
n these project since there were no preconceptions as to the look and feel? Is this more or less rewarding as a professional than working on a title that may be more constraining like Hannibal or Titan?

Mike Doyle: Here I’ll speak generally on new verses rereleased games. For new games, the information design and ordering of the elements on the board, cards, etc are brand new. So everything needs to be thought out from scratch. For the information design on games already released, one only needs to look at what is working or not or could be improved on from what exists. So this is much easier as some of this research has already been conducted. Additionally, for the rereleases, I look for opportunities to make the board look better than before so that it c
an generate a lot of appeal and be considered a worthy upgrade for some. The constraints are that a certain level of continuity needs to be maintained so that one used to the old, can adjust to the new. For example on Titan, certain icons were maintained as well as the basic geometry of the board.

In the end, the reward is overcoming the challenges to create something fun and gorgeous to look at. While the challenges are different for a new game than an old one, both types are very interesting to do. If pressed to pick one or the other, I think I would rather recreate a game than from scratch. As said, much of the information research has been conducted so it is all a matter of improvement from there.

Malloc: How did you get involved with Valley Games? They are releasing some very ambitious (some may say slightly suicidal) titles. Describe, if you can, your involvement, (i.e. what specifically is your work) and how that whole process evolved from ideas to finished product. What was it like working on the re-release of a grail game such as Hannibal, knowing that the final product would be forever compared and scrutinized in comparison to the original.

Mike Doyle: Rik of VG had contacted me after seeing my blog. Actually sort of funny. I ha
d posted a Die Macher cover on the blog. Now, I'll be the first one to admit, I was wrong to do this knowing that the game was about to come out and I have felt bad about this ever since. I debated whether to post it or not, but was
very keen on the idea of this cover so I did. The next morning I got an email from Rik to call him. "Oh crap," I thought. "This guy's pissed and is going to sue me, threaten me or something." We talked and it turns out he liked it and wanted to talk about future work. That's the kind of nice people the guys are at Valley. They are always very concerned about their final product and take the creation very seriously.

As far as their releases go, I think it's pretty smart to release these titles. These rereleases have a mystique and legend about them. They are regarded highly and impossibly expensive on ebay. Also, I know for myself, that the more I play Euros, the more I am drawn to certain kinds of old style games which are heavy and rich with theme. So, it could be their popularity could rise as other Eurogamers' tastes shift.


For Hannibal, I worked on only certain parts of the game as needed. These were the box design (Kurt Miller did the art), the charts on the board (not the map itself), the battle cards, card backs and rules. The cover was the first one for Valley since I've been with them, so we established here a look and feel for their brand. This was the "letterbox" format with name and designer's signature on the box. The logo position was established after this game but it basically is in the same spot on the box. One of the challenges with their box was its proportions. The box is a rectangle that is approaching square. As such, it lacks a proportion that is dramatic. Narrowing the image area allows for a sweeping, more dramatic presentation and helps to establish a strong signature for them. I'm very pleased with the way the brand is shaping out as a family.


I'm not too interested in the comparisons that are made with high profile games such as this. Mostly, I'm looking for the challenges that come up and working toward making the productions "must haves" for many who wish to upgrade. Also, compared to other productions, my involvement with Hannibal was pretty minimal as mentioned above. I recently saw the real thing and it turned out nice, so I was pleased by this.

Malloc: What about the process for Titan? While I personally like the work you have done on the board and the legion markers, I know there has been some poor, reaction to the CG unit art. (not your work i know) Are these types of reactions inevitable when dealing with somethin
g as popular as a game like Titan? Are there pressures like cost, delivery time tables etc that have an effect on final artwork decisions? How do you as an Artist, try and minimize the affect of these inevitable facts of product development on your personal contributions?

Mike Doyle: For the counters, I did lay out the artwork that was done of the monster onto tile designs as I had mentioned on my blog, so certainly some of the criticisms are for me. :)) As for reactions of people, while some points were made, I am thoroughly disappointed by the conduct of most posters. This goes far beyond Titan nonsense and more to the tenor and tone of the Geek in general. Though to say it a Geek thing is unfair as I think this is simply an internet thing and you get this in any boardgame or other hobby forum. Perfectly nice peop
le can turn into the opposite when on the keyboard – a click away from posting semi-anonymously. Certainly emotions do run higher with games that individuals are passionate about (like Titan) and have a long term relationship with. This causes discussions that tends to be less informative and more emotional and personal in nature. My personal believe is that posting in the forums is as much to do with ego and the impression of knowing more than the other guy than anything else. Consequently, discussions get fixated on unimportant details detached either from reality or out of proportion to the merits of all the good that surrounds products/projects in question. Little bits and parcels of knowledge are used for and blown into full fledge critiques of game and art. Additionally, criticisms also tend to run higher on higher profile subjects (whether game, designer, artist or concept – like game ratings). Oh well. I think it is better not to get involved with Geek, BGN or other forums as it just contributes to the atmosphere. Even if I add rational contributions based on professional experience, it will get inevitably get buried in the rubbish and give fuel to it.

I love games, love to laugh and love the company of others enjoying similarly. For me, games are a celebration of life and positive in nature. These hobby games we play are complicated expressions of this – both in terms of design and in terms of production. An incredible amount of thought, passion and talent goes into these productions. I know in the case of what I do, I bring to bear a lot of professional experience (as a director of large hard core design projects) and personal passion to create works of goodness. The forums, whether Geek, BGN or otherwise seems to attract individuals who distort the goodness of what has been created with their own narrow – typically black and white – visions of right and wrong. It is certainly not in the spirit of why I game and dampens the spirit and energy I bring to my work. Again, for me, it's better just not to be involved in it altogether.

As for production, yes, there are lots of decisions made according to cost which is handled by the publisher. I have certainly requested things and the publisher generally has always looked into costs and even upgraded to those suggestions.All the publishers I’ve worked with have been great that way. At the same time – as we
all have heard over and over – there is not that much money to be made. Lots of capital is needed to produce a game. Anything that is not the usual - like a custom bit - will add to costs, so all this must be monitored closely by the publisher. Want a card that bleeds off the sides? That will cost you quite a bit, as a for instance. This being said, the publishers are gamers too. They want to see their product look like they would want a game in their collection to be. Since there is not that much money in it, there is that emotional component as a driver – which is huge. They're driven by this pride to see a high quality product that they, personally, can be proud of. In the end, all these faceless companies are really just a couple guys each, generally really nice, working really hard to create something they will really love.

Unfortunately making games is very complicated. There are lots of different parts and pieces that need to come together. This complicated manufacturing process can lead to crazy unpredictable things that happen along the way. Communications with the printer can be problematic at times too. Given that a huge percentage of games are printed at the same time for the same show (Essen), at times, printers can be less than responsive with getting back to publishers/artists due to their overload. This can cause last minute changes that can effect the final production and can be one of the most frustrating things in the process, actually. In one case, we wanted a special bit, but the printer never got back to us on costs or if they could make it properly. Months went by with no communication despite countless emails. Everything was due to print – rules, box, everything. What do you do? Do you simply pull the bit –forget it, we’ll use stock – to insure the image is correct in the rules and on the box? Maybe, but the stock piece doesn't happen to fit on the space on the board so the board will have to completely be redesigned at the last minute. Or perhaps we should not picture this custom bit in the rules and use
some abstract icon in the event it changes? Or perhaps will they come through? (In the end, they came through.) Here is the thing that bugs me with the forums and conversations in it. Individuals make comments based on what would appear to be logical assumptions. The real world and operations is completely illogical at times. Things happen based on the craziest circumstances. In this case, needless communication breakdown. Logically, things might seem to an outsider as if a publisher or artist does not know what they are doing. In reality, stuff just
comes up. On the positive side, though, looking at the general quality of games, it is good to see the high level that is being achieved compared to what I grew up with in the 80's. Given inflation, I think there is good value in all these productions and is something for the industry to take pride in. These games are truly exciting products growing ever more sophisticated and masterful in design and execution. I'm very positive for the future of gaming!

Malloc: Mike, I would like to thank you for your time and for providing us with some vision into a side of game development that many gamers know very little about.

Mike Doyle: Thanks for your interest!


Tuesday, 6 November 2007

A Moment shared Among Geeks

Yesterday, November 5th 2007, hundreds of geeks in north America came home to find a medium sized white package, with the colorful logo of a national delivery company stamped on the side, had been delivered to their home. Inside this package was perhaps the most highly anticipated reprint of the year; Hannibal, Rome VS Carthage.

Valley Games had delivered on their promise and reprinted a game who's grail status had passed legendary and was approaching the ridiculous. On that day in November, hundreds of strangers were grinning as they near simultaneously opened packages. VG did not let us down. The new version of Hannibal, at least upon initial inspection, does not disappoint. The art (as subjective as this is) IMHO is great, well done but also staying true to the look and feel of the original. The units are made of nice think cardboard, and the cards are well above average quality card stock. The jigsaw puzzle map is better to the 3 piece original with its very large fold valleys.

I have seen a few nay-sayers making comments about this that or the other minor grip with the reprint, but these people for the most part are jackasses who deserve to be tarred and feathered and cursed to play nothing but Caylus against KingPut until the end of time. If you don't like the new version go pay top dollar for the old one on eBay or shut the fuck up.

Valley Games has done a wonderful job. I am excited about the other classic game reprints that are available for order. They are the most promising game publisher to show up on the scene for some time now, and I certainly hope they can keep producing high quality, long out of print game like this.

Now that this classic game is back in circulation will it get the respect it deserves? Was it all nostalgic hype and does it's age show? I think not; but time will tell. IMHO this is the game that should be at the top of that silly list on BGG. Not some half broken, thinly and poorly themed, slavery dodging, game that plays alright if you do not have an idiot at the table. Maybe now that a larger number of people will get a chance to play it more eye will be opened to what a real deep strategic game is like. More folks will figure out just how shallow even the deepest of euro's are.... well probably not, but I certainly am glad I have a copy.

-M