| Party Game Designer Loves Her Work | |
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When did you first become interested in board and card games? What were some of your favorites?
Growing up, as the youngest of six children, games were always a part of our playtime. I remember routinely playing card games such as Crazy Eights and Go Fish and I never passed up a game of Yahtzee, Trouble, Password, Mille Bornes, or Concentration.
Along with these games, I also remember loving to play a game that my brother and I made up called Trails, which was our own version of Hide and Seek. The person who was hiding would write a series of clues and then go outside and place the clues throughout the yard. Then, before going to hide, they would leave the first clue for the seeker. The seeker would then have to decipher one clue before finding the next one. For example, if the clue read: "This tree has more than one type of bark," you would immediately go to the dogwood tree in the back yard to look for the next clue. You would then have to follow the trail of clues to the end, and once you got to the last clue, that's where you would find the person hiding. Ingenious, don't you think?
I was also a great fan of game shows, particularly "The Price Is Right." My family often reminds me of the summer (I must have been 10 or 11 years old) that I spent keeping a file box of all of the prices of the big ticket items on the show. I would then play along with the TV contestants in the hopes of winning the "Showcase Showdown" at the end of the show. If a contestant came within $100 of the actual showcase amount, then they were awarded BOTH showcases. So I would play along and tally up all the prices and try to come within $100. I especially remember trying to convince one of my older brothers or sisters to go on the show (since I wasn't old enough); I thought I could sit in the audience with my file box and help them win!!
Needless to say I've always been a game nut.
What are some of your current favorites, other than your own designs?
Although I spend more time now creating games than playing them, I always keep tabs on the latest games on the market. My friends laugh at me because I often make game playing more of a research project -- studying the box design, checking out the rules, analyzing the overall play value. And although I don't really have a current favorite, I was excited to see that they have brought back a lot of the games that are based on the game shows that I used to love watching, including "The $25,000 Pyramid" "Concentration" and "Password."
What is it you like about these games?
I like games that I can just dive into and begin playing. I'm not a big fan of pages and pages of rules. I think that's why I try to keep my games easy to understand so people can comprehend the concept and begin playing right away.
When and why did you start designing games?
Creating and developing games has always been a passion of mine. For years, I had created games for my seven nieces and nephews while they were growing up. We would usually begin playing the games at Thanksgiving and would continue until Christmas. My intention was, not only for them to have fun and maybe learn something, but also to keep them entertained while they anxiously waited for the holiday.
One year I introduced them to the Stock Market. They each chose their own "portfolio" from a group of "company cards" that I had made for them. I then tracked their performance until Christmas, and their presents that year turned out to be items from each of the companies in their portfolio. Another year we played a U.S. travel game where they each received riddles (that I had written) that they needed to decipher about each State. The object of the "trip" was to search for the key that would open the treasure chest -- the treasure, in this case, turned out to be their Christmas gifts.
So it was partly due to the continual encouragement from my nieces and nephews that I decided to design and publish games for the mass market.
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| Paired Up from Games for All Reasons. |
It seems to be about a two year process from the initial concept to actual production. I started Finish Lines in 1996 and the game didn't enter the marketplace until the Fall of 1998. Because it was my first published game it probably took me a little longer because I was actually learning the business at the same time too. The concept for Paired Up came about while I was still working on Finish Lines, but it also took some time to develop. Because both games contain a great deal of content, it was somewhat involved to find the information, confirm that the sources were correct and then proofread all of the cards.
What's the most difficult part about the design process?
Because both Finish Lines and Paired Up contain a lot of information (500 phrases in Finish Lines and 800 pairs in Paired Up), I would say the most difficult part of the design was doing the research, which I did myself. I not only had to find the material but I also had to make sure that all of the information I gathered was correct.
Which of your games was the most difficult to design?
Finish Lines was probably the most difficult to design partly because it was my first game. With only limited information as to what the process was all about, it was certainly a 'learn-as-you-go' experience.
Which was the easiest to design?
Paired Up Junior, which I'm working on now, had to be the easiest to design because it's essentially an off-shoot of an already existing concept.
Who playtests your games? Why is that process important?
Playtesting is a crucial part of the process. It helps to get the kinks out and it can really determine whether you will have a good game or a great game.
I usually begin by testing a rough version of the game with friends. This is important to determine: 1) does the concept actually work, and 2) what needs to be done before taking the concept to the next level. I then make a working prototype that will be very close to the final version. This version is passed along to an anonymous group of age-appropriate individuals for further testing. This group is given detailed questionnaires to complete that help me to assess the overall quality of the game.
Why did you choose to publish your games on your own?
I truly enjoy managing my own business and directing my own effort, so I knew that self-publishing was the way to go. The game business is highly competitive and I was well aware that, for the independent inventor, there are often disappointing results and high amounts of debt. I also knew that, although it's just fun and games, it is, first and foremost, a business. And as in any business, it's the bottom line that counts. My goal, when I began, was to prove myself, not only with a successful product, but with positive sales as well.
What advice would you offer aspiring game designers?
Expect to work hard, do your homework, and most importantly, trust your instincts. I also have my own mantra that I try to follow, that I like to call my "GAME" plan:
G - GATHER as much information as you can about the overall business. Check out the products that are currently on the market and determine what's selling and what isn't selling.
A - APPLY what you've learned in the 'gathering' phase to your own product; work to make your product stand out from the crowd.
M - MASTER the process and the product. Avoid taking shortcuts. Don't short-change the quality of the product just to improve your margins -- it'll end up costing you more in the long run, including your reputation.
E - EVALUATE what worked and what didn't work; determine what you may need to change the next time to improve the process and the product.
But most of all, enjoy what you're doing; after all, it really IS just fun and games!
Many thanks to Joan Moravick for taking the time to answer these questions.
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