The Art of Design: Interviews to Game Designers #12 – Friedemann Friese

In this interview I’m going to ask about art and design to Friedemann Friese, a designer that absolutely is trying to characterize his games with a common style and mark. Green and F are not the only things common in his designs. Friedemann told me “One of my main parts in designing games was, that I really enjoyed the ameritrash games for their themes and the euros for their mechanics and I always tried to combine this, to take the best of two worlds.” and also, “Art is coming from a strong energy inside of you and has do be done, because it has to be done, for no other reason.“. Friedeman Friese is another designer that work in the great creative space that lies between “Ameritrash” and “Euros”, trying to cathc the best from both. Here my interview:

[Liga] Dear Friedemann, with this series of interviews I’m trying to explore the world of game designers with the idea that designing games is a form of art, no more ore less than writing books or casting movies. What we try to do together is, looking through your production, to find your style, your special sign, common traits in your games, of course something beyond the green
Of course Power Grid is probably your most popular game, ranked 5 in BGG and also supported by several expansions.
According to BGG you got published more than 50 games (including expansions) in something close to 20 years of career, starting from Landlord, a 1992 releases. You also got good response from Fauna, Fearsome Floors and Funny Friends. Is there any game you are particularly proud of and why ?

[Friedemann] All, because they are all my games. This is absolute true before I publish a game. Later this can be influenced by the (commercial) success. I do not make my games for the success, but success gives me good energy to work on. Continue reading

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Essen Preview 22 – Interview with Nick Medinger, Funagain Games

OK – this is a slightly different interview – I thought it would be interesting to ask Nick Medinger a few questions about how he prepares for Essen.  If you don’t know Nick, he’s the “man on the ground” for Funagain.com.  He goes to Essen each year, buys a metric butt-ton of games and then tries to get them all back to Ashland, Oregon so that you can order them and get them to your house by Christmas!

Dale Yu: So, Nick – How long do you prepare for Essen (when do you start)

Nick Medinger: I SHOULD start prep for Essen long before I actually do. It’s getting so huge that I really should get myself in gear in the middle of the summer. However I’m always far too busy with other stuff and publishers don’t really start getting their information out until August/September. That’s when I normally start the ball rolling on things. Some publishers are very good at putting out info and even contact Funagain directly with game information. Other publishers not so much.

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Essen Preview #21 Last minute games to consider!

Well, the time has almost come to leave for Europe… In fact, as you read this, I’m probably in the air already headed off for a week of fun and adventure on the Continent.  As usual, there is a flurry of last minute information on games that is causing last minute havoc on my carefully planned list of games to look at next week!

First, some sad news – a number of games have already been announced as “not being ready for SPIEL”

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Essen Preview #20 – The New Era by Portal

[To continue the Ignacy Trzewiczek day – as Liga has just published his interview with Ignacy earlier this morning – let me talk a bit about the new game, The New Era, which will debut at SPIEL 2011!]

My local game group was given the opportunity to play an advance copy of New Era, the standalone expansion to 51st State.  I’ll be honest with you, when I first got the offer, I wasn’t sure what to think of it – I was honestly fairly neutral about 51st State.  I loved the ideas / mechanics behind the original game, but it fell a little flat in my group as we felt it was mostly group solitaire.  Other than two or three cards – which weren’t even guaranteed to come into play – there was no way to interact with the cards of the other players’ areas.  Yes, there was some indirect interaction though the card drafting at the start of each round – but that was about it…

After discussing the game a bit via email with the designer, Ignacy Trzewiczek, I was assured that this new version would alleviate a lot of my concerns with the original design.  The whole premise behind New Era was an increase in interaction between the players – and this interaction could be both cooperative as well as antagonistic.  Seeing as I loved the idea and theme behind the original, I told Ignacy that I’d give the game a try, and having played it a few times now, I’m glad that I did!

newera

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Essen 2011 Coverage

Essen 2011 has come and gone, leaving over 700 new board games in its wake.  To help you sort through the tidal wave of new releases, we bring you 28 previews leading up to the fair along with 20 convention reports, including many from our four intrepid reporters on the ground.

Check out the Opinionated Gamers Essen 2011 Coverage!

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The Art of Design: Interviews to Games Designers #11 – Ignacy Trzewiczek

Here my new post for The Art of Design series. This time I’m gone to interview Ignacy Trzewiczek. He is not yet a long-time designer like others I have interviewed before but he is one of the rapresentative of the new schools are coming from east europe and also a designer with a strong personal style and some innovative ideas. “It takes few months of gathering pictures, ideas and emotions.” told me Ignacy talking about the design process and also “In a future, I’d love to be known as this guy who makes games so strong and deep connected with theme.” … great! Here the interview:

[Liga] Dear Ignacy, I’m really happy to have the possibility to interview you for Opinionated Gamers Web site. Assuming that designing games is a form of art, no more or less than writing books or casting movies, we will try to find out Ignacy Trzewiczek style, going through your production. Assuming what BGG display, you designed more than 10 games/expansions starting from 2002 but you got the international attention with Stronghold, in 2009 and, before that, publishing with Portal Neuroshima Hex back in 2006. A real great score for something less than 10 years of career. Last year release, 51st State, was really well accepted and also Pret-a-Porter, that this year will get and English edition. Many different games: is there in your production a game you are particularly proud of ?

[Ignacy] “Which of your kids you love most?” kind of question, isn’t it? Stronghold was my biggest success in terms of sells and awards received. 51. State introduced rule that in my opinion is fresh and interesting (every single Location card you can invade or cooperate with etc) and I am really proud of it. Witchcraft on the other hand is the only one of my designs that I am not sick of after all test games and I still have a great time playing it. Witchcraft is my only game I still play! Pret-a-Porter is my first economy startegy game and I am extremely proud that I managed to design such a complex game…

OK, let’s face it. I love them all. There is no other way. Continue reading

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