Board game Việt Nam E - Magazine.
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Board game designer Việt Nam
Phỏng vấn Xóm Chim và Card game mới nhất sắp ra mắt
Q: Các bạn có thể giới thiệu đôi chút về các thành viên trong nhóm được không ?
Q:Bạn có thể miêu tả card game mới nhất của mình với các bạn đọc được chứ?
Q:Vậy lý do đâu là cái tên Xóm Chim ra đời ?
Q: Trong quá trình thiết kế và phát triển, đâu là phần khó khăn nhất ? Làm sao bạn có thể vượt qua được khó khăn đó.
Q: Niềm cảm hứng của bạn về Card game đến từ đâu ?
Q: Bạn có thể chia sẻ cho mọi người về phong cách thiết kế hình ảnh về card game này được không ?
Cũng giống như game Xóm Chim trước, team muốn vay mượn hình ảnh từ tranh cổ động Việt Nam để nhấn vào yếu tố châm biếm, trào phúng của Xóm Chim. Ngoài ra, bởi vì card game này cần nhân vật trong các tư thế lầy lội, đa dạng, sống động hơn, nên chúng mình cũng sử dụng thêm các meme và pha trộn với phong cách truyện tranh nữa.
Q: Tại sao bạn lại chọn phong cách này mà không phải là dạng khác.
Q: Điều gì khiến bạn nghĩ là tựa Card game của bạn sẽ khác với các tựa Card game khác còn lại ( Tính độc nhất)
Hiện tại nhóm không biết có game nào có tinh thần và văn hóa Việt Nam đương đại trần tục và dân dã như thế này. Trong bộ trước thì yếu tố hình ảnh và nội dung là yếu tố mạnh nhất. Trong bộ này, team nghĩ là gameplay và hình ảnh nội dung bổ trợ cho nhau tốt hơn. Các game đối kháng khác có samurai, có siêu anh hùng, có người ngoài hành tinh, v,v. Nhưng khi chơi Xóm Chim, bạn có thể thấy được cảnh mấy ông bà già trong ngõ mình chửi bới và cà khịa nhau.
Q: Cuối cùng, điều gì các bạn muốn nói đến các bạn đọc bài viết này ?
Game vẫn đang triển, bà con có ý thì nhớ ghé page Xóm Chim. Còn khi nào game ra thì team sẽ la.
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Board game designer nước ngoài
Phỏng vấn Cherry Picked Game về Far Away
Would you like to introduce your team with everyone in Vietnam?
Alex: Hello board game fans! I’m Alex Jerabek, the Creative Director at Cherry Picked Games.Cherry Picked Games has been around since 2013. Our latest game is Far Away, a two-player cooperative game about exploring alien worlds. We also made Conspire, a hidden-role storytelling game, Drink!, a party game, Catalyst, a post-apocalyptic role-playing game.
Jake: Hi everyone, I’m Jake. I was the graphic designer and illustrator for Far Away, Conspire, and Drink!
What inspired you to make this game?
Alex: We wanted to make a two-player game that wasn’t quick or extremely competitive. We saw a need for something two people could spend some quality time playing, without one person walking away as the loser. Personally, I wanted a good alternative to Netflix as something my girlfriend and I could do on a rainy weekday night.
What is your idea or your insight of this game?
Alex: Far Away is about two people sent off to an alien world without adequate supplies. We wanted to explore what makes that premise possible. A lot of the humor in the game comes for the Federation Alliance: the government agency that sends you on these missions. They have very little funding and have learned that it’s cheaper to send a replacement crew than it is to give you training and medical equipment. As you play through the different missions, you’ll see how these budget cuts and bureaucratic issues affect your game.
Alex: Beyond that, we like exploring the idea of being the only two humans for lightyears. Loneliness is a big theme in Far Away. Not only to players gain Loneliness Tokens when they are separated, but the players cannot speak we each other when their explorers are in separate hexes. This makes reuniting on the board a meaningful experience for both the game and the players.
Why science fiction or not fantasy or something different?
Alex: We wanted to make a game about exploration. It felt like the space theme let us create new worlds, while keeping relatable concepts. I like the idea that the world of Far Away is a possible future for us.
Jake: I’m not sure Far Away would have been the same game if it weren’t science fiction. It really allowed us to highlight the experience of Far Away. The Federation Alliance really set the tone for the game.
Tell us about your art style and your future art direction?
Jake: The art style was a huge undertaking for this game but every piece was designed with intent. All of the “equipment” from the Federation is meant to feel like an old computer you’d see in a public library. The colors might have been bright and shiny once but now they’re dusty and muted. We even snuck some jokes into the “version numbers” of the components. On the other hand, the HEXes and resource CUBES are bright and vivid because they’re from the planet. We spent a lot of time talking about how the planet would work and how that would influence the plants and animals that live there. The creatures are meant to be a little vague since you’ve just discovered them. At one point, we even considered leaving the name blank and letting players name their own creatures.
Alex: The art also has to serve the game’s themes. The retro-future art not only feels unique, but helps tell the story of the Federation Alliance. Of course the space government has out-of-date artwork on their training manual; there’s no money in the budget to make a new version.
What is the biggest challenge you face during the design process? How did you overcome it?
Alex: For me, it was playtesting. Far Away has 8 unique missions, each with branching storylines or sub-missions. Each test had to test both the core mechanics, but also the special rules for that mission. We also had to make sure that new players could understand each mission and that experienced players were still challenged and interested. There were a lot of moving pieces during development and that required a lot of nice people to volunteer their time to play our game.
Jake: The amount of components was definitely a challenge. The number of cards, tokens, and mats meant a lot of organization was required and a lot of work if something needed a change. Beyond the physical components, the iconography all had to make sense and be easily understood. Oh, and then I had to draw 32 creatures.
What makes Far Away unique or different?
Alex: Far Away is the only two-player cooperative game that focuses on these long, story-driven missions. The creature mechanics are also unique; they are more akin to a role-playing game than Gloomhaven’s programmatic approach.
Jake: I think the player interaction is really unique. After observing many games, I always love seeing how two people approach a problem and the reaction when someone inevitably defers from the plan.
Tell us a little about your next game in the future?
Alex: We haven’t said too much about the next game yet, but it’s going to be a much different game than Far Away. It’s about people trying to pet dogs in a bar. Dog-friendly bars are a big thing here in Seattle, and there are always people who try to pet every dog in the place. They always seen weirdly competitive about it, so we thought that would be a fun theme to explore. Players have to walk around the bar meeting the different conditions to be allowed to pet each dog all while trying not to be caught without a drink by the waitstaff.
Alex: We hope to have a print-and-play version ready for playtesters in a couple months. We’ll make an announcement on our mailing list when that’s ready, so please sign up to get the latest updates.
Would you like to say anything to readers in Vietnam?
Alex: Thank you to everyone in Vietnam for reading about Far Away. We are so happy that Far Away has such a wide-reaching audience. I hope you like the game, despite the large amount of English text. Please share your feedback with us on BoardGameGeek or by directly contacting us. We always love hearing people’s thoughts about our games, but we are especially interested in yours. We don’t get many opportunities to hear about the types of games people in other countries like. Board games are such a powerful tool for connecting with someone across a table, so I’d love the opportunity to connect with people about games across the world.
Jake: Thanks so much for the chance to share our game with you. Best of luck, future explorers! You’ll be FINE.