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	<title>game design Archives | Mojo Nation</title>
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	<title>game design Archives | Mojo Nation</title>
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		<title>Resonym’s Mary Flanagan on the origins of her new engine-building game, Mechanica</title>
		<link>https://www.mojo-nation.com/resonyms-mary-flanagan-origins-new-engine-building-game-mechanica/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=resonyms-mary-flanagan-origins-new-engine-building-game-mechanica</link>
		
		<dc:creator><![CDATA[Billy Langsworthy]]></dc:creator>
		<pubDate>Tue, 26 Feb 2019 15:14:12 +0000</pubDate>
				<category><![CDATA[Interview]]></category>
		<category><![CDATA[Board Game]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[Kickstarter]]></category>
		<category><![CDATA[Mary Flanagan]]></category>
		<category><![CDATA[Mechanica]]></category>
		<category><![CDATA[Resonym]]></category>
		<category><![CDATA[tabletop]]></category>
		<category><![CDATA[Tiltfactor]]></category>
		<guid isPermaLink="false">https://mojo-nation.com/?p=7079</guid>

					<description><![CDATA[<p>We caught up with Flanagan to learn more about the origins of Mechanica, and how she got her start in the world of game design.</p>
<p>The post <a href="https://www.mojo-nation.com/resonyms-mary-flanagan-origins-new-engine-building-game-mechanica/">Resonym’s Mary Flanagan on the origins of her new engine-building game, Mechanica</a> appeared first on <a href="https://www.mojo-nation.com">Mojo Nation</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><strong><img fetchpriority="high" decoding="async" class="alignnone size-full wp-image-7083" src="https://mojo-nation.com/wp-content/uploads/2019/02/Mary-Flanagan.jpg" alt="Mary Flanagan, Resonym" width="700" height="400" srcset="https://www.mojo-nation.com/files/2019/02/Mary-Flanagan.jpg 700w, https://www.mojo-nation.com/files/2019/02/Mary-Flanagan-600x343.jpg 600w, https://www.mojo-nation.com/files/2019/02/Mary-Flanagan-300x171.jpg 300w, https://www.mojo-nation.com/files/2019/02/Mary-Flanagan-350x200.jpg 350w, https://www.mojo-nation.com/files/2019/02/Mary-Flanagan-25x13.jpg 25w" sizes="(max-width: 700px) 100vw, 700px" />Resonym is a playful woman-led media company in New Hampshire bringing new voices to tabletop gaming and beyond.</strong></p>
<p>The firm’s portfolio spans award-winning party games like Buffalo: The Name Dropping Game and Awkward Moment, to popular strategy titles like Monarch and VISITOR in Blackwood Grove.</p>
<p>Many of the games from Resonym have been researched at Tiltfactor, the interdisciplinary innovation studio dedicated to designing and studying games, founded by prolific game designer Dr. Mary Flanagan.</p>
<p>The latest game from Flanagan, and her co-designer Max Seidman, is Mechanica, an engine building game where players must buy factory improvements and fit them together like puzzle pieces to manufacture the best Tidybots.</p>
<p>With the game currently doing well on <a href="https://www.kickstarter.com/projects/maryflanagan/mechanica/?ref=kicktraq">Kickstarter</a>, we caught up with Flanagan to learn more about the origins of Mechanica, and how she got her start in the world of game design.</p>
<p><strong><img decoding="async" class="alignnone size-full wp-image-7081" src="https://mojo-nation.com/wp-content/uploads/2019/02/Mary-Flanagan-Image-1.jpg" alt="Mechanica Game" width="700" height="400" srcset="https://www.mojo-nation.com/files/2019/02/Mary-Flanagan-Image-1.jpg 700w, https://www.mojo-nation.com/files/2019/02/Mary-Flanagan-Image-1-600x343.jpg 600w, https://www.mojo-nation.com/files/2019/02/Mary-Flanagan-Image-1-300x171.jpg 300w, https://www.mojo-nation.com/files/2019/02/Mary-Flanagan-Image-1-350x200.jpg 350w, https://www.mojo-nation.com/files/2019/02/Mary-Flanagan-Image-1-25x13.jpg 25w" sizes="(max-width: 700px) 100vw, 700px" /><br />
How did you get started in the world of board game design?</strong><br />
I grew up with lots of board games around the house, including Dark Tower, an electronic board game from the 1980s with awesome sound effects. My family played a lot of games, and my grandmother and great aunts were particularly great card players.</p>
<p>I was actually a long-time digital game designer before doing board games! I started game design in the 1990s, and I founded and still run a game design research lab that looks at the psych principles of games and their impact since 2003.</p>
<p>Around 2010 I was approached by a public health organization to do a game for immunization, and I made POX: Save the People with my collaborator Max Seidman. I’ve been hooked ever since!</p>
<p><strong>Where did the idea for Mechanica come from?</strong><br />
Mechanica started off as an AI game where we were trying to tell the AI from a non-AI from player behaviour. The factory floor started there… eventually, that was scrapped/morphed into a tale in which humans are participating by unwittingly helping robots to have global domination. It’s a little bit of a provocation, set in a cute factory with lots of cool components that are physically fun to play with.</p>
<p><strong><img decoding="async" class="alignnone size-full wp-image-7085" src="https://mojo-nation.com/wp-content/uploads/2019/02/Mary-Flanagan-Image-2.jpg" alt="Mechanica Game" width="700" height="400" srcset="https://www.mojo-nation.com/files/2019/02/Mary-Flanagan-Image-2.jpg 700w, https://www.mojo-nation.com/files/2019/02/Mary-Flanagan-Image-2-600x343.jpg 600w, https://www.mojo-nation.com/files/2019/02/Mary-Flanagan-Image-2-300x171.jpg 300w, https://www.mojo-nation.com/files/2019/02/Mary-Flanagan-Image-2-350x200.jpg 350w, https://www.mojo-nation.com/files/2019/02/Mary-Flanagan-Image-2-25x13.jpg 25w" sizes="(max-width: 700px) 100vw, 700px" /><br />
Why launch via Kickstarter?</strong><br />
Kickstarter allows us to connect with our community before launching, and, of course, raise funds for the first printing of the game to get the engine going, so to speak. It’s where we hear from our players internationally first. I love that about Kickstarter: hearing from players in Thailand, Australia, Germany, UK, France, Italy, Spain, Brazil, China… the list is long. Such a collection of players is rather hard to get from a local playtest!!</p>
<p><strong>How does Mechanica fit in with the rest of Resoynm’s portfolio? Is there something that ties all of your games together?</strong><br />
Resonym.com has a party game line and a strategy game line, with the strategy games striving for accessibility so that hard-core gamers are pleased with the complexity and choice (ie the depth of play) but new gamers can quickly learn and pick up the game. It’s a sweet spot that’s actually pretty tough to find but it’s important for us as a company. And so far all of our games feature women artists and or designers, another feature of inclusivity that’s important for us.</p>
<p>The post <a href="https://www.mojo-nation.com/resonyms-mary-flanagan-origins-new-engine-building-game-mechanica/">Resonym’s Mary Flanagan on the origins of her new engine-building game, Mechanica</a> appeared first on <a href="https://www.mojo-nation.com">Mojo Nation</a>.</p>
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		<title>Jenga creator Leslie Scott on how her approach to game design changed post-Jenga</title>
		<link>https://www.mojo-nation.com/jenga-creator-leslie-scott-approach-game-design-changed-post-jenga/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=jenga-creator-leslie-scott-approach-game-design-changed-post-jenga</link>
		
		<dc:creator><![CDATA[Billy Langsworthy]]></dc:creator>
		<pubDate>Tue, 13 Jun 2017 14:58:40 +0000</pubDate>
				<category><![CDATA[Interview]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[Jenga]]></category>
		<category><![CDATA[Leslie Scott]]></category>
		<guid isPermaLink="false">https://mojo-nation.com/?post_type=mojo-feature&#038;p=1205</guid>

					<description><![CDATA[<p>Based on a game that Leslie Scott devised in the early 1970s with her baby brother’s toy building blocks, Jenga’s journey to becoming the household name it is today actually had a rocky start.</p>
<p>The post <a href="https://www.mojo-nation.com/jenga-creator-leslie-scott-approach-game-design-changed-post-jenga/">Jenga creator Leslie Scott on how her approach to game design changed post-Jenga</a> appeared first on <a href="https://www.mojo-nation.com">Mojo Nation</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><strong><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1207" src="https://mojo-nation.com/wp-content/uploads/2017/06/Leslie-Scott.jpg" alt="Leslie Scott" width="800" height="400" srcset="https://www.mojo-nation.com/files/2017/06/Leslie-Scott.jpg 800w, https://www.mojo-nation.com/files/2017/06/Leslie-Scott-600x300.jpg 600w, https://www.mojo-nation.com/files/2017/06/Leslie-Scott-300x150.jpg 300w, https://www.mojo-nation.com/files/2017/06/Leslie-Scott-768x384.jpg 768w, https://www.mojo-nation.com/files/2017/06/Leslie-Scott-25x13.jpg 25w" sizes="auto, (max-width: 800px) 100vw, 800px" /><br />
Based on a game that Leslie Scott devised in the early 1970s with her baby brother’s toy building blocks, Jenga’s journey to becoming the household name it is today actually had a rocky start.</strong></p>
<p>Aside from Harrods and a couple of small independents, no retail toy buyer was in the least bit interested in talking to a one-person, one-product company. The struggle continued for a few years until Hasbro licensed Jenga in the 1980s. Since then, Jenga has been an enduring success and its influence can still be felt in today’s market with the likes of Sensible Object’s Beasts of Balance and Hasbro’s official tie-ins Jenga Gold.</p>
<p>Post-Jenga, Scott remained in the world of game design with her company Oxford Games, but she intentionally changed the sort of games she set about creating. We caught up Scott to talk about this shift in direction, her top tips for fueling creativity and how she found the process of judging a new crop of game designers at this year’s D&amp;AD New Blood Awards.</p>
<p><strong>How did you first break into game design?</strong><br />
Well I didn’t so much break in, as leap without looking! Somewhat rashly, without any market research or without knowing anything about the toy industry, I decided to develop and take to market a novel version of a game that had evolved within my family.</p>
<p>Knowing a little more about the ways of the toy business may have helped me get Jenga off the ground, but then again, it may have put me off even attempting to launch it in the first place.</p>
<p><strong><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1209" src="https://mojo-nation.com/wp-content/uploads/2017/06/Jenga.jpg" alt="Jenga" width="800" height="400" srcset="https://www.mojo-nation.com/files/2017/06/Jenga.jpg 800w, https://www.mojo-nation.com/files/2017/06/Jenga-600x300.jpg 600w, https://www.mojo-nation.com/files/2017/06/Jenga-300x150.jpg 300w, https://www.mojo-nation.com/files/2017/06/Jenga-768x384.jpg 768w, https://www.mojo-nation.com/files/2017/06/Jenga-25x13.jpg 25w" sizes="auto, (max-width: 800px) 100vw, 800px" /><br />
What do you think the secret of Jenga&#8217;s longevity is?</strong><br />
I wish I knew for certain. But my guess would be that it could be down to the fact that while Jenga appears to be a simple, even simplistic game, it is in fact remarkably challenging and quite gripping to play.</p>
<p><strong>Has your design process changed much from when you developed Jenga to designing titles at Oxford Games?</strong><br />
Yes, and, no.</p>
<p>Post Jenga, I quite deliberately turned to designing games that I felt would appeal more to the gift, book and/or museum market. Together with a good friend, the graphic designer Sara Finch, the plan was to create a portfolio of games that could stand alone as good games yet were identifiably part of The Oxford Games Collection. So while a lot of careful thought went into designing games that would fit well within this collection, I relied (and still do) upon gut instinct when it comes to devising the actual play mechanics of a game.</p>
<p>I confess that I do very little playtesting or market research before publishing a game. Of course, this is a daft way of developing any product, let alone a game, and I admit that there have been avoidable problems and several failures over the years. Yet, the most successful and enduring of OGL games &#8211; Ex Libris, Anagram, Flummoxed &#8211; were all published with very few tweaks to the rules and almost no testing. I believed that if I enjoyed a game, then there would be enough other people who would enjoy it, too.</p>
<p>I hasten to add that my daughter, Freddie (who is a professional product designer and runs OGL today) doesn’t approve of this somewhat cavalier approach. We are working together on a new game at the moment, which I assure you is being thoroughly playtested and re-tested before it sees the light of day.</p>
<p><strong><img loading="lazy" decoding="async" class="alignnone size-full wp-image-1211" src="https://mojo-nation.com/wp-content/uploads/2017/06/Ex-Libris.jpg" alt="" width="800" height="400" srcset="https://www.mojo-nation.com/files/2017/06/Ex-Libris.jpg 800w, https://www.mojo-nation.com/files/2017/06/Ex-Libris-600x300.jpg 600w, https://www.mojo-nation.com/files/2017/06/Ex-Libris-300x150.jpg 300w, https://www.mojo-nation.com/files/2017/06/Ex-Libris-768x384.jpg 768w, https://www.mojo-nation.com/files/2017/06/Ex-Libris-25x13.jpg 25w" sizes="auto, (max-width: 800px) 100vw, 800px" /><br />
You recently judged the games segment of D&amp;AD&#8217;s New Blood Awards. Having seen a crop of concepts from new designers, how do you assess the current state of creativity in the world of game design?</strong><br />
I was very impressed with the whole process. Given that the designers were asked to work to such a tight brief (by Hasbro), it was remarkable just how many came up with concepts that were either totally original or at the very least, novel or interesting twists on older ideas. There were several games that I think could and should be taken to market. Clearly, there is a great deal of exciting talent out there!</p>
<p><strong>Finally, what&#8217;s your top tip for fueling creativity?</strong><br />
Be curious &#8211; about everything. A novel idea can often arise from the unlikely juxtaposition of bits of information taken from very different sources.</p>
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<p>The post <a href="https://www.mojo-nation.com/jenga-creator-leslie-scott-approach-game-design-changed-post-jenga/">Jenga creator Leslie Scott on how her approach to game design changed post-Jenga</a> appeared first on <a href="https://www.mojo-nation.com">Mojo Nation</a>.</p>
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