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Randall Newnham Interview

 

 

 

 

Bellwether Games: So, We've been doing a little research on you. You've done a lot of board game reviews, and you write about family gaming at your blog Growing Up Gamers, but you also do some designing. I've seen some of your efforts with Princess of the Hill. Are there any other designs on your slate?

Randall: Yes, there are. I'm actually part of a game design studio called Escapade Games, consisting of me, my wife and our friend Julian, and we have been working on games together for nine years. As a group, we are currently working on a family-friendly, component-rich RPG with a unique setting called Story Realms. Individually, I'm working on two other designs, as well. One is a pet project I’ve been working on for years called Fistful of Dogma, a Wild West shootout game about dueling prophets. I got that to a play-testable state a while back, but it needs serious tweaking. Lately, I’ve been trying to come up with some rules for a “cutthroat co-op” game tentatively called Five-Fingered Viscount, where the players take the role of nobles trying to frame a thief while simultaneously pocketing the others nobles’ stuff.  And I’m busting out concept art for all of the above.

 

BG: I really like the idea of Five Fingered Viscount, clever name and very unique/comical theme. In follow up, what has been your biggest challenge(s) in designing these games?

R: Thank you! The biggest challenge has been making the base mechanic balanced and fun. In Fistful of Dogma, the design I have worked on the longest, I feel I have a solid mechanic for movement. But while the primary resolution mechanic for gun-fighting seems good, the first couple play-tests seemed kind of lackluster. And it's hard to tell if that was balance of the card types and values, or the base mechanic needs re-evaluation. Oh well... the next play-through should tell me more, when I return to that one!

 

BG: Have you been published before or attempted to publish a game before?

R: Until recently, we haven’t focused on the business side of games. We've been networking with other game designers and publishers lately and have a better feel for the industry. We’re now trying to polish what we have in hopes of getting some of our designs out there, in print and in gamers' hands.

 

BG: Do you have a guiding game design principle? What is it?
R: Yes. My guiding principle is that the game should be fun and deliver its experience in a reasonable time. Everything else is pretty much peripheral to that.

 

BG: In your opinion what are the three most important elements of a great game?

R: 1. Fun: If it isn’t fun, it’s not worth the time.

2. Meaningful choices: I really hate games that supposedly give you choices, yet only one is viable. Don't waste the player's time!

3. Essential Experience: The game should deliver a meaningful and unique experience.

 

BG: Great answers. I agree that fun is the most important element of any game. My follow-up would be, how do you measure how fun a game is? or, how do you know that a design has "made it" to the level of fun you think is right?

R: How I personally measure the fun of a game is by asking myself, "Do I want to play this? Do I want to play this more than other games?". That's my personal yardstick, and it's very subjective. And then, of course, it's time to see if others feel the same way!

 

BG: In your opinion, what is the most important skill for a game designer to have?

R: The ability to take and use criticism. Chances are that you won''t get it right the first time, so you'll need to have others play, offer meaningful feedback, and incorporate that feedback into the next draft. It's tough to do! You're going to have a lot of emotional investment in your game, but you need to realize that the experience of the player is the key to a good game.

 

BG: Is there anyone who has been a big inspiration or help to you in your game design endeavors? If not, why do you like to design games?

R: My biggest inspiration has been my wife, Angie. Also a lifelong gamer, she has shared some really great insights on games, and encouraged me to learn more and go further.

 

BG: Anything you would like to highlight about your projects? Any links you would like to share?

R: Yes. I am hoping to see both Princess of the Hill and Story Realms in print within the next year, and we will be previewing more of my concept art for both on my family’s gaming blog, Growing up Gamers, and via our Twitter feeds @coffeeswiller and @growingupgamers.

 

 

 

 
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