Gavan Brown Interview

FallCon Gaming Society - Wednesday, August 05, 2009

Howdy folks!

This is the second installment of our first interview series with local gamers, designers and game shop owners. The first series is with members of the

Game Artisans of Canada, a homegrown Alberta group of boardgame designers. They are officially joining us this year at FallCon to showcase a lineup of their best prototypes. All of these games are fairly late in development, there are no raw designs, and some of these games have already been submitted to publishers! Now you have an opportunity to play the game and offer your comments on the game play…before it even goes public!

 

To drum up a little interest in the games and designers, we decided to give them an opportunity to address our FallCon readers through this interview series. There is a chance at the end of these interviews to ask the designers questions of your own; I encourage all of you to take advantage. The designers will be checking in on these interviews and will be responding to your questions and comments. You can also head over to our forums and chat it up there.

This Interview is with Gavan Brown. By day Gavan is a not so mild mannered Graphic Designer and Software Developer. But by night, Gavan is an obsessive, insomniac Game Designer.

 

What are your current favorite three games and why?

1) Metropolys - WAY underrated game. Get it. NOW. I've never felt a greater level of intensity in a game with such simple mechanics.

2) Stone Age - The game that taught me that dice DON'T suck. Stone Age is one of the most innovative dice games I've ever played. It's also one of the most strategic.

3) Plants VS Zombies (for PC) - Games are Games. I'm not a slave to any medium in which the art of game design is offered. Plants VS Zombies is a revolutionary rendition of the tower defense genre, and will have you belly laughing frequently.

How long have you been playing games? Whats your earliest recollection of playing a game?

Games? my whole life. Euro/Modern boardgames? About 6 years. I grew up a hardcore videogamer. Like all children, I remember playing checkers and backgammon against my dad at a very young age. But the first awe-inspiring experience I had with a game was the first time I played Wolfenstein 3D. My keyboard shorted out from the litres of drool leaving my mouth, as I stared with amazement at a game that took you into the eyes of the player. And to top it off, you got to kill Nazi's with a giant machine gun. I remember actually placing my forehead on the 14" CRT monitor, so that the pixilated screen filled up my entire field of vision. No, I did not have a lot of friends, but my mom STILL says that I'm cool.

Have we heard about any of your games yet? What is the status of them?

Probably not, unless I've managed to con you into trying one of my prototypes. My first published game is called JAB:Realtime boxing, and is currently being rigorously playtested (thanks to the Game Artisans), so it can be ready for publication this Christmas. I will be holding a tournament for the game at Fallcon! For more information visit:
http://www.playjab.com

How long have you been designing or tinkering with designing a boardgame?

That's an easy one. Just over 3 years ago, during World Cup 2004, also my honeymoon, I spent a large portion of time by the pool jotting ideas down about a soccer boardgame called Slide Tackle. And yes, we ARE still married.

What was the first boardgame you designed? What ever happened to the design?

Slide Tackle was my first serious design, which I dedicated 2 years to. It was in development until about February this year, when I decided that I was going to have to either a) kill myself or b) put the game away until I had some divine inspiration. All of the game's seven completely different renditions were playable. They were all missing that little something... fun. I will pick the game up again eventually and take another crack at it, because as they say, "Germany enjoys 2 things in this world: Soccer and Boardgames". Or was it "Soccer OR Boardgames"?... hmm, I may have to rethink this.

Where do you start the design process?

I think about any system, that inspires competition among humans.

What’s the creative spark that gets you excited about one of your designs?

I've always had this need to create things that people enjoy. Which is probably why I started a Multiplayer Videogame Center in 2002 called SwitchBox. My favorite thing in the world (other than my family), and what drives me to continue this sleep deprived obsession called game design, is having someone TRULY enjoy themselves while playing one of my games. That feeling came was a long time coming for me, when JAB came together.

What are your favorite game mechanics?

Anything I've never experienced prior. Which I guess could be categorized as: any mechanic that is so different, requires the BoardGameGeek administrators to add an entry to their
list of mechanics. In other words, not any particular mechanic, but rather an instance of a mechanic that drives boardgame innovation forward.

What themes (if any) are your favorites?


I generally judge a game's theme not by how interesting I find the subject to be, but how well it integrates with the game's mechanics. Generally, when something this rare happens the players truly feel immersed in the game. When coupled with an innovative mechanic, the results are even more incredible. A good example of this in my opinion is Caylus, which really explored worker placement mechanics in a way no other game had before, but also integrated that mechanic perfectly with the theme. When playing Caylus I really feel like I am a part of that little medieval road.

Can you let us in on any designs you are currently working on?

JAB:Realtime Boxing - JAB is an insane real-time strategy boxing card game that melds the exciting action of a fighting video game with the physical interaction and strategy of a card game. JAB gives you direct control over your boxer's fists, providing an experience as close to real boxing as possible, without actually getting punched in the face.

Overboard - Historical economic game set in the north sea, where players try to catch fish before the impending storm rolls in. The game will feature a player driven economy, and a new mechanic that I've developed.

Firefight! - A realtime WWII game, inspired by my first Love: the RTS Videogame genre. Features unit "building", and a paper-rock-scissors damage countering system, multiple fronts and .... Oh ya... and it's real-time!

 

 


Thanks for the interview Gavin, good luck with your new designs and see you soon at FallCon!!

Peace


FallCon Interviews: Matt Tolman

FallCon Gaming Society - Monday, July 27, 2009

Howdy folks!

As part of an effort to get regular content onto the website, we'll be doing regular interviews with local gamers, designers and game shop owners. Our first series will be with members of the Game Artisans of Canada, a homegrown Alberta group of boardgame designers. They are officially joining us this year at FallCon to showcase a lineup of their best prototypes. All of these games are fairly late in development, there are no raw designs, and some of these games have already been submitted to publishers! Now you have an opportunity to play the game and offer your comments on the game play…before it even goes public!

To drum up a little interest in the games and designers, we decided to give them an opportunity to address our FallCon readers through this interview series. There is a chance at the end of these interviews to ask the designers questions of your own; I encourage all of you to take advantage. The designers will be checking in on these interviews and will be responding to your questions and comments. You can also head over to our forums and chat it up there.

The first Interview is with Matt Tolman. When he's not designing games, his other job is operating a construction company. Without further ado, here's the interview!

What are your current favorite three games?

#1 - Le Havre - I love economic games, and this game gives real strategic freedom to the players.

#2 - Princes of Florence - So clean, so elegant, It's perfect.

#3 - Die Goldene Stadt - Simple to learn, good player interaction.

How long have you been playing games? What is your earliest recollection of playing a game?

I've always loved games, I got Axis and Allies when I was about 8 and remember long games with my brother spanning several days.

Have we heard about any of your games yet? What is the status of them?

You might have seen Undermining in the schedule, there's a tournament on Saturday. It's been in development for over a year, and is pretty much finished now. I'm hoping a publisher will pick it up soon.

How long have you been designing or tinkering with designing boardgames?

About a year and a half.

What was the first boardgame you designed? Whatever happened to the design?

It's called King's Favor. It was about settling the outlying regions of a kingdom that was overpopulated. Each player represented an heir to the throne trying to impress the King with their settlement and win his favor and the crown. The game turned out to be boring as toast, but I still have plans to use the economic model I designed for the economy.

Where do you start the design process?

I used to start at theme, but Undermining started as the following thought: digging holes is fun. Undermining has been relatively easy to design and most people who have tried it have thought it was fun. As a result, most of my designs in the future will probably start with a mechanic that I think is fun.

What is the creative spark that gets you excited about one of your designs?

My main motivation is simply to fill holes I see in the board game industry. Like, for example, there's not really a western themed game I feel captures what I love about classic western movies, so that was my aim when I started designing "Wanted!".

What are your favorite game mechanics?

Hmmm, where to start. I love anything that pits me against other players in an elegant fashion. The auction mechanic in RA comes to mind, I also really enjoy pick up and deliver mechanics which heavily influenced Undermining.

What themes (if any) are your favorites?

I know it's been done to death, but I really like classic fantasy themes. But really, I can swallow almost any theme if the game play is compelling enough.

Can you let us in on any designs you are currently working on?

Undermining: Currently being evaluated by a publisher, and I'll be showing it at FallCon.

Boomtown (name will change): This one I'm really excited about, players will be taking turns simultaneously, drafting resources to try and build the best town on the frontier. It features live auctions. I hope to have a few copies for people to try at FallCon. Oh, and it supports up to 10 players.

Smash!: Finished card game. I developed this one with fellow Game Artisans of Canada member Gavan Brown. It's a real time game for two players kind of like speed, except absolutely insane. You can bet I'll have copies for people to try at FallCon.

Thanks Matt! Good luck with your designs and we're all looking forward to seeing you at FallCon.

Peace, Brent (aka Thunder)





What is Fallcon?

FallCon is a boardgame and tabletop miniatures convention for the masses held every fall in Calgary. Consider FallCon a philosophical extension to those fun Friday game nights you spend with family and friends! Against a backdrop of fun and friendly competition, gamers young and old are invited to join us in playing some of the best games available today.

September 28-30, 2012


Commonwealth Hall
3961 52nd Avenue NE #1177
Calgary, AB

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