We’re on our way to prepping for this year’s Gen Con, and it’s safe to say it’s a lot of work for just two people. Being a small operation definitely has its advantages, but prepping for a large event definitely isn’t one of them :).
We have received our booth number from the folks over at Gen Con. Come by and see us at booth 3040 (highlighted on the map below)! Be aware that we’re listed as Idea Wall Games, which is our game design business working to create Diabolical!
Click the image to see Gen Con’s full, interactive booth map. Remember, we’re listed as Idea Wall Games.
Great googly-moogly that’s a huge (and full) convention center!
After returning from a trip in May, I decided to take stock in where the game was at currently versus where I wanted it to be. The time away really helped clear my mind and I was able to reconsider some of the issues that the game was facing in a new light. What the game was missing was a solid narrative structure to help tie the whole experience together. We also found that players didn’t really “feel” like villains trying to take over the world (which, it turns out, is an issue when the theme is “villains trying to take over the world”). Ultimately, it felt more like a game of Civilization than the lighthearted rampage we wanted it to be.
After considering these issues, I decided to start trying to address them by writing a brief synopsis of the “story” I wanted players to experience while playing this game. This exercise really helped me to frame the game around the aesthetics of play (the intended experience of the players), rather than the mechanics of the game. Here is a great video on mechanics vs. aesthetics in game design if you’ve got 10 minutes to spare. With the gameplay narrative in-hand, I set about restructuring the elements of the game to allow that story to come through. This is one of several transformations the game has gone through as we’ve worked on it, but changing it significantly at this point was a bit of a gamble as Gen Con is fast-approaching and we don’t have a ton of time to throw at revamping the game if we’re going to have nice prototypes to show off at the convention.
Since the restructure, players have been much more engaged and excited about the game which is great to see. One tester even went so far as to call the game a “masterpiece!” It’s really exciting to have players so enthusiastic about this newer version of the game, and now that this core structure is in place, mechanical and balance adjustments are far easier to test. It’s a win, win!
We’re really stoked that we get to share this new and improved Diabolical! with you at Gen Con.
James has been kicking butt on pushing through the mountain of artwork we need for the game in time for the convention. He’s worked through a bunch of different minions, including evil sock puppets, robo-sharks, and our old friend hypno-cat! Here’s a few examples of his in-progress work below:
In addition to the minion art, he’s also working on art for our evil scheme cards. After that, we’ll move on to card layouts, box art, tokens, and all the other stuff that’s easy to lose track of when working on game assets.
We’ve been hearing for awhile that people really want to see the gameplay of Diabolical! We do play testing each Thursday at TableTop Game and Hobby in Overland Park, KS which we’d love for you to stop by and join us to experience first hand. However, we do understand that schedules and location don’t always allow for folks to be there in person, so we’ve begun planning for a gameplay video which we plan to have up and available while we’re at Gen Con. This will give interested folks an opportunity to see the game when they otherwise couldn’t, which we see as huge!
Finally, if you are on the fence about wether or not to attend Gen Con this year, they have a great deal going on until tomorrow, June 19 to get $30 off your 4-day pass. Get your ticket here.
See you next week for our next update!