Category: Venture Africa

Board Game Publisher Feedback

February 19th, 2009 | 4 Comments »

It’s not often that you feel rejection letters are truly honest and constructive.

If you are interested in the board game market, there certainly seem to be some similarities with the game market.  A few big hits in recent years have probably given the board game industry additional strength (see Caracassonne, Ticket to Ride, and Settlers of Catan) but I’ve found that the strategic (non party-game) segment of the market is still very personal and cottage-industry-like.  In general, the German market has been a breeding ground for lots of off-beat, strategic games.  Knowing this, I sent my first board game pitch to Kosmos, a German publisher of games like Settlers of Catan (the M.U.L.E. of board games), Lost Cities, and Ubongo.

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V. Africa Board Game Design Process

December 22nd, 2008 | No Comments »

In previous posts (part 1, part 2), I’ve been talking about the Venture Africa board game I’ve got in development. My design philosophy behind it was pretty much the same as what I use while designing a video game.

The talk that Dan Paladin and I gave at E-for-all detailed this design process.

  1. Pick a market/platform
  2. Create a protagonist
  3. Create an antagonist
  4. Design the genre/ruleset around the protagonist and antagonist

As you can see, the genre and ruleset comes last in the design process, and it’s built around the character and theme of the game.

In my games, of course, the protagonist (not necessarily the player) is represented by the animals in the ecosystem.  In Dan’s games, the protagonist is represented by the main character and his abilities.  With my animals, the basic idea is that they are autonomous, but the player can affect their behavior directly or by altering their environment.

The antagonist in Dan’s games is usually a bad guy.  In my games, the antagonist is the environment itself.  The challenge in my games revolves around the difficulties presented by the level: how far the food sources are from water, how much shelter there is, etc.

The ruleset tends to just flow from there.  A compelling character and antagonist or environment provides enough constraint to imagine the more difficult to conceptualize theoretical ruleset.  It also makes the ruleset flow from real-world elements that are tied to your character, keeping the ruleset grounded in the theme of the game.

That said, I don’t personally believe in designing a complete story first, just the bare bones of the protagnist/antagonist relationship.  The most common mistake* I see aspiring game designers make is that they write a complex story replete with minor characters and events before they design the utility of the game: the abilities of the main characters and their relationship to one another is all you need… back story can and should come later.

*However, I’m also of the opinion that great breakthroughs in game design can only come from ingoring the so-called experts, and in fact, one of my (and everyone’s) design heroes Tim Schaefer designs more complete stories up front.

So, how did I apply all this to making a board game?  Despite the game being a two-player competitive game, the protagonist is not simply YOU and the antagonist is not simply YOUR OPPONENT.  The protagonist is actually the herbivores and the antagonist is the carnivores.

Even though you are trying to eat all of your opponent’s herbivores with your carnivores, the game is player-agnostic, meaning that your lions can eat your zebras, and you have to be careful about how you position your crocodiles because you could weaken the defenses of your own herbivores by being too close.

I started with 6 species: Lion, crocodile, zebra, elephant, giraffe, and wildebeest.  I designed each with one special ability.  Then I just playtested and playtested and playtested until I came up with the right balance.  In the process of balancing, wildebeest got switched out for monkey, and giraffe was switched for rhino.

In the end, I hope to publish the game with plastic molded animals (like plastic army men) on the modifyable board.  Again, if anyone knows anyone in the board game industry that might be interested in publishing this game, please let me know!

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V. Africa Board Game Rules

December 18th, 2008 | No Comments »

In my previous post I mentioned that I had built a prototype of a Venture Africa board game.  I’m currently searching for a publisher, so I’m not going to post the full ruleset, but I will give a sense for what the game is like and how I came to design the game I did.

The board game consists of two players controlling six species of animal (lion, crocodile, elephant, rhino, zebra, monkey).  Players are trying to keep their animals alive while using their lions and crocodiles to eat the other player’s prey.

Players start their turn with 3 movement points, which they can distribute amongst their animals.  Terrain squares have an impact on movement, and each animal has a special ability.  It’s like chess, except that instead of making the pieces unique by how they move, the pieces are unique in how they attack and defend themselves.

Animals also chase a raincloud around the board, which is how they breed.  Breeding can keep a species alive for a little while, but eventually, the other player will take out the last of a species, and then it can’t return.  Eventually, one player wins by taking out all of the animals of the other player.  Games last about 60 minutes.

You might also notice that the game board can be modified, making every game quite different.  This is one of my favorite features of the game as it’s a blast to create the topography and then analyze how that affects gameplay.  The manual includes a number of preset boards, so people can compare individual games without having the include a diagram of the board placement.

The main thing you’ll notice about the board game is that it is multiplayer and competitive.  I mention this because the video game is single player, and to some extent, non-competitive.  There is no antagonist in the video game (though you could say that the environment is the antagonist, always threatening the lives of the protagonists, the animals).

This philosophy reamins intact (to some extent) in the board game, in that the pieces are actually player-agnostic.  Lions can eat zebras of either player; special abilities of animals do not depend on the color of the animal.  In this sense, you get the feeling that both players are controlling parts of a single ecosystem, rather than two opposing armies.

I haven’t played it yet, but my boardgamegeek friend Eryn mentioned that the game reminded him of Manoeuvre.  I’ll have to give that one a try.

In any case, like I said, I’m searching for a publisher, and I’ll keep you updated on the progress!

As for the process I went through to design this game, that’s for another post!

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Venture Africa – Board Game

December 14th, 2008 | 1 Comment »

A friend of mine is really into board games (he’s an active BoardGameGeek).  I occassionally head over to his place for board games, beer, and usually a spot of Guitar Hero.

Inspired by a board game he is developing, I decided to try my hand at building one as well.  One Saturday later, and Venture Africa the Board Game was born!

I’ve been tweaking the ruleset and playtesting the thing, and doggonit, this thing is really fun!  It’s simple, strategic, it’s different every time, and it’s got a great theme.

Of course my early and seemingly instant success at designing the game gave me an ego, and I instantly dove into designing a game based around Venture Arctic.  While the meta game surrounding that one was great, the actual turn-by-turn gameplay was not so great.  Sound familiar?

At any rate, I’m currently in the process of finding a publisher for the Venture Africa game.  If anyone knows anyone in the board game industry that might be interested, send them my direction!

I’ll get into the ruleset (as well as my Venture Arctic experiment) in a later post…

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Major Donation to The WILD Foundation

July 25th, 2008 | 1 Comment »

The WILD FoundationSan Diego, July 25, 2008 – Animal-themed video game developer Pocketwatch Games is proud to announce their continued sponsorship of The WILD Foundation, a Boulder, CO organization that works internationally to protect and sustain wilderness and endangered wildlife while meeting the needs of human communities.

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Venture Africa Revenue Donated to The WILD Foundation

May 14th, 2007 | No Comments »

Pocketwatch Games, LLC announced today that it has donated 4% of the income generated in 2006 by the video game Wildlife Tycoon: Venture Africa to The WILD Foundation, a Boulder, CO based non-profit dedicated to protecting animal habitats in Africa.

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Hyena’s Venture Africa Fan Site

December 18th, 2006 | No Comments »

The illustrious Hyena has created a fan site for Wildlife Tycoon: Venture Africa. She’s got pictures, animal facts, strategies and more. Head on over and sign her guestbook!

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Interview With Andy

December 4th, 2006 | No Comments »

Gamasutra, the leading game development web publication, just interviewed Andy Schatz, founder and CEO of Pocketwatch Games, about Venture Arctic, Venture Africa, and more! Click on the link to read the interview.

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Venture Africa Poet at World Poetry Slam Semifinals

December 1st, 2006 | No Comments »

Artie Moffa, the college friend of mine who wrote the poetry in Wildlife Tycoon: Venture Africa, recently took 4th place at the Boston Poetry Slam Quarter Finals at the Cantab Lounge in front of an audience of 200.  This win qualified him to perform at the Middle East nightclub with 9 other poets.  The winner at the Middle East will fly to Vancouver to represent Boston in the World Poetry Slam. 

Artie performed two 3 minute segments during the quarter finals.  During the second segment, he performed several limericks which were written (but not actually used) in Venture Africa.

If you’re in the Boston area, and you want some GREAT entertainment tomorrow (Saturday, Dec 2), head to the Middle East (472 Mass Ave).  An All-Star showcase starts at 8PM, the Poetry Slam starts at 9PM.

Artie is an incredibly funny and talented poet.  Check out some of his poems on his website here:
Poem 1 (Note, there’s two pages)
Others

If you’re in Boston, go cheer him on, and say hi after the show!

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Sales Stats on Venture Africa, One Year Later

November 1st, 2006 | No Comments »

It’s been 365 days and about 10 hours since Wildlife Tycoon: Venture Africa made its first sale via Trymedia to Josiah Pisciotta.  Within 24 hours we had sold (only) 7 copies.� A terribly stressful period, but exciting at the same time. 

Original Sales Expectations: 1,000-10,000 units sold
Actual online sales (direct): 344
Additional affiliate sales: Can’t say but it is a good bit more than 344.
ORIGINAL EXPECTATIONS MET (exceeded significantly when including retail sales)

My original sales expectations for the title (generated from pure guesswork) was 1,000 to 10,000 units sold. Add in affiliate sales and these numbers appear be pretty accurate. The retail version is helping us push the upper bound significantly upwards, though.

What does this suggest?

Since we make a higher percentage on our direct sales, we have been making similar amounts of money with our affiliate vs. direct sales. However, the affiliate sales are generally less work to make.� Now that we have a second product going on sale, though, direct sales may increase since we can cross-sell the two titles.

Conclusion: For a first title, find as broad an audience as possible (re: affiliates). Once you can start to cross-sell, it’s worth it to push the direct sales and build traffic to your site. Until then, a bare bones site is probably good enough.

For Venture Arctic, we’ll be attempting to build significant traffic to our site so we can cross sell Venture Africa. When we initially launch the product, we’ll be selling there exclusively. The thought is that we can find the market of people that WOULD HAVE bought the game from an affiliate and get them to buy it from our site instead.

Russ Carroll (of GameTunnel) is always saying that you are an idiot not to go with as broad a market as possible since the audiences of the portals often don’t shop anywhere but their preferred portal. Our first two months of selling Venture Arctic should help to prove whether or not exclusive distribution can be successful.

Keep in mind that any strategic advice here is borne not from a successful title, but a somewhat unsuccesful one (online). Most companys that are truly “making it” receive a much higher percentage of their revenue from affiliates, though in my opinion, this isn’t the only way to go.

More to come on sales, strategy, and shortcomings of the last year at Pocketwatch Games

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