So
we got the basic idea: fun and interesting come together when the
elements that form the functions of the game, are so well-designed
that they synthesise a seamless experience from their interactions.
It wasn't explicitly said in the previous posts, but it was implied
to some extent. In other words, in the end it took 3 articles to get
to a full and proper explanation of the Science of what makes
something interesting and fun. And the point was only gotten at the
end of it, at least defined so succinctly and concise. You would
agree this to be a more direct and astute condensation of what
essentially makes up the intellectual draw of what makes a game
interesting and fun. So there we have it. Makes one think what I was
writing about over the last two articles, eh?
Somehow
though, it feels apt to begin for real now. Maybe because we have
taken so long. I do realise something though, my imagination back
then when we played Risk, didn't allow for the sophistication of
board games at the level of what I consider my very first genuine
high-quality ownership of one: StarCraft the Board Game. I never knew
a board game could be that fun, and so sophisticatedly designed. On
this note, we really should start with it. Let it begin, the
countdown to one of my best board game creations, possibly ever, and
the first to be launched under the name of my company.
Ok,
let's take a conservative guess, that 0.01% of the population is
interested in playing board games. It has to be more though, because
board games are so fun, so we are just being conservative here. That
means there is roughly 6,000,000,000 divided by 10,000, equalling
600,000 potential buyers for board games. If your print-run is only
in the thousands, you are not making as much money as you can. I mean
seriously, you design a bomb of a board game, and you are only making
1600 of it? The world is like a million times that amount in
quantity, you can't possibly consider a game that is published and
advertised across the world, to be successful with a print-run at
that level.
I
have to say I have such confidence in the strength of my design for
this board game, especially on the aspects of how it is both fun and
interesting, a science of my own investigation and practise, which
has backed the design process to achieve these two characteristics,
that c'mon, the world's population of board game buyers can't just be
1600! Where are all the other several thousands at least of people
with the good taste to play board games? I am saying 1600 because I
am reading off a website that provides information and guides on the
design process, and especially on educating the technical knowledge
required for the success of a Kickstarter campaign. And one of their
examples for a successful Kickstarter campaign for a board game is a
game that only sold "nearly 1600 copies", in those exact
words. Either someone doesn't understand the meaning of what success
really means, or he has such low ambitions that they are not called
ambitions at all, more like wishful or wistful thinking.
Then
again, he might mean on the first day of the launch, but from reading
it, it doesn't seem so at all. Doesn't this mean that with my
expectations, and the quality of the design of the game, on the
grounds of it being both interesting and fun, I am looking at a
prospect of billions!? Guys, start spreading the word for me, if you
want to be stormed in a cascade of many different game creations over
the next few years, and especially after I establish my game company.
At this point, I am open to the recruiting of any who believe
themselves talented, with a portfolio to backup that claim, in the
areas of drawing, graphic design, music composition, story idea
conception, writing ability, game design, programming, and associated
works, which include all aspects of the design process of bringing
both digital and analogue games to realisation. I do very well know I
can't do it all alone, and frankly, with an ambition that even
considers the taking over of large companies like Blizzard, Games
Workshop and Fantasy Flight Games...well, let's just say I am the
opposite of Mr. Kickstarter there. No aim too high, no dream too
impossible...
And
are we here yet? Is it anywhere close to the revelations that matter,
that this design blog was started for? Which is if you haven't
realised yet, the promotion of my first to be published board game,
that will set and define the standards of the company to come. And
have we come a long way in artful words, yet in over 8 posts, I have
managed to delay the description of the board game, in the detail
that gets our readers knowing what we are dealing with, especially on
those design notions and standards, "how and why is it so fun
and interesting", and is it really so?
Somehow,
I find it quite untidy to start the details here, given this has been
a lengthy post on its own merit, which it has several besides the
obvious of delaying the real and crucial details of a game I have
hyped so much. All I can say is that it is inevitable; and we will
begin it all on the next post, so see ya, it is here for real this
time! Promise!
P.S.
Remember, it will only be possible with your support of my company
and me! I am talking about those prospects of success in the
millions, when I sell to those potential ten-thousands of patrons of
the Human population that play board games. Looking at that 0.01%, I
mean c'mon, board games are off-the-hook when it comes to how fun
they are. You mean the total population of board game players don't
even reach to 0.01%? Even 0.001% is a fair sum of around 60,000. I
can't have it considered a sales success by selling only 1600 copies,
and by gosh am I going to prove to you the great intricacy of the
Science of Fun and Interesting that went into the ingenuity of the
design of this bomb of a board game, if that's what it takes to sell
in the numbers that really appear as true success, in my eyes.
Thinking about it, which really is more ludicrous, my ambition or the
supposed reality? Let's keep on dreaming, and let the comments rain
in!
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