Sunday Update #8


This week I did a lot of the same asset work to get more Kickstarter graphics ready, and have been working on some new game box component photos to showcase the product. It’s also worth noting that we’ve decided to make a minor change to the Blank Me Kickstarter date, which I want to clarify is not due to any readiness issues but rather so that we can align our release date with the availability of one of our key advertising channels. The new date is awaiting Kickstarter’s approval so it’ll be announced soon, but we anticipate only pushing it about 1-2 weeks out of the original May 16 date. All in all, the ship is still sailing in smooth waters.


This week I continued working on our ad campaign by updating assets provided by the rest of the crew. Other than that it’s been kind of a dull week compared to last when I was prepping for a 40k tournament. The event was a ton of fun and I made some great connections over the course of the weekend. I’m also proud to say that I went 3-2. Which, while not impressive, is a pretty solid place for Adeptus Mechanicus. My big game design takeaway from the experience was the value of accessibility and how that can affect players even at a competitive level. A games entry point should allow players to complete a game in a reasonable amount of time, especially in a competitive environment. This benefits both the experienced and the inexperienced alike.


Last weekend Francis and I destroyed some local nerds at a warhammer 40k tournament. Competitive events always reiterate to me that I want the games I make and play to have a strong feeling of competition. While that doesn’t mean everything has to be a me vs you scenario, the feeling of winning out against your friends through strategies and tactics is, I think, always rewarding. And so THAT has sent me down quite a rabbit hole of research. I have been looking at games I’ve yet to play and diving into whatever it is that speaks to me. The goal being to then tease out whatever I find so that, at the very least, some base elements I can apply to my own game design. The two games I’ve been inhabiting at the moment are: Warcry, a skirmish game by Games Workshop, and the Song of Ice and Fire RPG from Green Ronin. I have a skirmish game in the works that I would love to keep to a simple but complex level, and Warcry is definitely within that realm. The ASoIaF RPG handles diplomacy much like combat, and that appeals to me greatly. I’ve always felt that D&D’s of combat skill tests fall flat. Having a typically words-only roleplay interact in a more complex way to me sounds like much more fun to me. Players who don’t enjoy off-the-cuff roleplay can rely on game mechanics to tell their story. Players that do get to enjoy unexpected dice results that they can then riff off of, and ideally provide an even deeper narrative. Will I get a chance to try both these games a bunch of times in the near future? Unlikely, but it’s cool to find fresh takes on mechanics you can take for granted.

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