20-11: A Decade of Game Design Wisdom

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  • Опубликовано: 1 окт 2024

Комментарии • 13

  • @RobertHovakimyan55
    @RobertHovakimyan55 9 месяцев назад +6

    I have been loving this series! Every morning for the last week, I've enjoyed the day's video with my breakfast. As someone with their first 3 published designs coming out next year, these videos were filled with some tips I wished I knew before signing those games and tips I wholeheartedly agree with. Hopefully the last video in the series fills me with fewer regrets.

    • @AdaminWales
      @AdaminWales  9 месяцев назад +2

      Congratulations on your 3 upcoming games. We all have regrets! Try to focus on the immense achievement of licensing 3 games, and learn the lessons from it to carry forward to future projects.

  • @tomcox7068
    @tomcox7068 9 месяцев назад +3

    Hi Adam!
    Great video series. Im wondering, if a publisher requests a prototype but indicates a PnP would also be fine, if theres a better option you qould recommend? PnP is certainly cheaper but does it make a worse impression?

    • @AdaminWales
      @AdaminWales  9 месяцев назад +3

      I’ve found only about 50% of those who request a print and play copy ever actually go on to construct and test the game. So a physical prototype is preferable, in my view. Tabletop Simulator is a nice middle ground because it doesn’t require the publisher to actually construct the game.

    • @tomcox7068
      @tomcox7068 9 месяцев назад

      @@AdaminWales awesome thank you.

  • @dwinugrohopanda
    @dwinugrohopanda 9 месяцев назад +2

    Not only the BG market is saturated, BG is a niche market, with expensive price and delicate procedure, not to mention competition from other digital games(smartphone, console,etc) and also BG now implemented in digital too, e.g. wingspan, root, takenoko, everdell, etc. has their digital version(and quite cheaper then the physical).

  • @bruceknight3720
    @bruceknight3720 9 месяцев назад +3

    Very interesting series, Adam. How do you manage to match each point with a really appropriate quote? A dedicated quotation website?

    • @AdaminWales
      @AdaminWales  9 месяцев назад +4

      No, just scoured the internet for quotes for each topic! I didn’t quite find one for everything (hard to find an inspirational quote about sticker paper…)

    • @dwinugrohopanda
      @dwinugrohopanda 9 месяцев назад

      the dedicated quotation website is Google ;)
      in this digital era, we literally can search almost everything in the internet.

  • @tomcooper2862
    @tomcooper2862 9 месяцев назад +1

    brilliant series so far - looking forward to the final ten. These have been great hints and tips and insights. As always very appreciated! thank you adam - merry Christmas.

    • @AdaminWales
      @AdaminWales  9 месяцев назад

      You’re welcome. Glad you’ve enjoyed them. Final video was posted earlier today.

  • @dwinugrohopanda
    @dwinugrohopanda 9 месяцев назад +1

    "Physical prototypes beat TTS mods"
    Every method has it's own pros and cons.
    It's depends on several condition, what game we'll be design, how much budget, allocated time to do playtesting, etc.
    TTS is budget friendly while PT can cost quite lots of money, site like Tabletopia is free of charge.
    Not to mention with TTS we can playtesting online.
    Maybe in early development we can use TTS method, then in mid or late development we can try PT when our design more stable or more developed.
    Ofcourse within each method there's Terms & Conditions Applied, for example dexterity/agility mechanic can't be applied using TTS method.

    • @AdaminWales
      @AdaminWales  9 месяцев назад +1

      I agree TTS has massive advantages for certain circumstances, especially playtesting. For this particular point in the video though, I was really talking about prototypes for pitching to publishers. In that instance, I think physical prototypes are generally preferable if you can afford to make them and share them.