Last Thursday, I received an advanced copy of my most recently-published game (and my first non-FFG-published game), Innsmouth Escape.

I took the game out to Con of the North, a local gaming convention, to show it off some friends, and of course they wanted to play. I hadn’t actually played this thing since sending my lone prototype off to the publisher (Twilight Creations) almost a year ago, so I was a little nervous and out of practice.

“How does this rule work?” my friends asked, and I had to confess I didn’t know. But I knew where it should be in the rulebook, and… voila! The answer was there. This happened a couple times during the game, which I found strangely gratifying. It was like a gift from a past version of myself, who had looked into the future and foresaw the most common rules questions.

Thank you, past me, for the gift of a well-written rulebook.

“That’s all very nice,” you say, “But show us the hundred plastic deep ones. That’s what we’re here for.”

Fair enough:

100 plastic deep ones... and a human and four dice
How about some close-ups? Here you go:

It's not easy

And another one:

Taste like lemon

And here’s the terrified little human, with his four numbered companion cubes:

Sorry, only one Portal reference per post. No cake joke here.

So what’s the game about? In short, it’s board game for 2-5 players, in which one player controls a lone human who is running around Innsmouth trying to rescue his friends from the Deep Ones and escape out of town. Captives are worth victory points, and once the human has eight victory points, he can escape off the board to win.

The other players each control a horde of Deep Ones, and are trying to kill the Human while collecting resources from the board.

The key mechanic in the game is a card-based hidden-movement mechanic that the human player uses to secretly plot his move each turn. The Deep One players can deduce where the Human is going by the cards has has played and the cards he has left, but the Human is revealed each round, so you’re never left in the dark for long.

You can download a copy of the rules here from Board Game Geek if you like. I’m sure they’ll be posted on the Twilight Creations site soon enough, but this will do for now.

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It had to happen.

Instant Action, the new browser-based 3d action game portal from Garage Games, has started showing the games they’ll be running. One of the games features brains… in tanks. And it’s called, of course, “Think Tanks.”

Sigh.

Ah well. I knew the tank/brain concept wasn’t new or unique, but I’d kind of hoped I was the first to make the “think tank” title pun. Guess not.

On the up-side, it’s a fun action shooter game with cute little tanks, and probably the most popular game in the Instant Action beta. If you’d like to play, drop me a line, and I’ll send you a beta invite.

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Much to the amusement of my fellow attendees at the local IGDA chapter, I followed up last month’s rant about a board game of “human brains inside tanks” by arriving at the meeting carrying a prototype of just such a game. Here’s the cover:

Copyright by the original artists. Bad Photoshopping by me.

(Images swiped from the Internet and used without permission or malice, but with a bit of ironic glee. Don’t worry, folks, this is strictly placeholder art. No one’s trying to rip you off.)

After a fun and enlightening presentation on camera-controlled video games (both in Flash and on the PS3) from our super-talented friends at PUNY Entertainment, I asked if anyone wanted to playtest Think Tank.

There was a moment of silence. Sure, it’s fun to talk about a game of brains in tanks. But to actually play it? Then the moment was over and I had two playtesters and enough spectators that my ego was suitably salved.

The game didn’t catch fire and kill us all. (I didn’t expect it to — alpha testing usually catches that sort of terminal meltdown before the game sees the public — but you never know.) It didn’t suck. It was even somewhat fun. And those who played it would be willing to play it again.

In other words, it was pretty good, but not great – and therefore not good enough.

That’s fine. That’s why I do playtesting. And that’s why, after a game of Twilight Imperium on Saturday, I make one of my friends play Think Tank with me.

This time, I was the player getting nailed by the bad cards. My tanks were spinning in circles and running into walls, taking damage with each hit until they died. It didn’t look like that part was fun when Chris at IGDA was suffering through it. And it didn’t feel like fun for me either.

We did away with the random cards, and that made the game more fun. But it also made it more… obvious. Now, “obvious” might not seem like a bad thing. It’s very close to “intuitive,” which is always good. But here’s the difference:

When a game or mechanic is intuitive, players say, “Of course that’s how it plays! Brilliant!” and are surprised that no one has thought of this before.

When a game or mechanic is obvious, players say, “Of course. And… then what?” They’re left waiting for the twist, the innovation, the extra something that says they couldn’t have whipped this up themselves during their lunch break.

I’m mulling some ideas. Maybe a mana-like resource for playing cards. Maybe keeping the card play the same, but add more interaction to the board. Maybe add variable powers to the tanks themselves before or even during the game (mmm… power-ups…).

I’ll try to have something worked out by next month’s meeting. If nothing else, Martin might want a rematch.

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Last night, I had the honor of attending the first meeting of the Game Programming advisory board for the Minnesota School of Business. Since I’m neither a game programmer, nor in the position to be hiring game programmers any time soon, I feared that I would be greeted with hisses of “Board gamer! Table-topper! Poseur!” but the assembled group was as gracious as it was intelligent and eclectic.

We had a motion capture specialist, an animator/designer/writer, a physicist who teaches programming, and the head of the Johnson Center for Virtual Reality, as well as a handful of folks from the MSB itself. It was cool just to be in the same room with such a pack of sharp cookies.
And I was able to hold my own. While I couldn’t address whether students would be better served by learning C++ or Flash programming, I was able to contribute to the more general discussion of where games are going, and what kinds of skills will help students get ahead when we get there.

Good stuff. Even when it’s -20 windchill, it’s nice to get out and chat with others in the field.

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